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1 | # Hold the Flood — World and Mystery |
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3 | **Superseded premise — owner direction, 2026-09-07:** the harvest-dependence revelation and its ending are rejected for now; this page preserves earlier design material, not the active pitch. Setting and retained mechanics await the [replacement vision](/Hold%20the%20Flood/Brief#game-vision). Follow [current assignments](/Hold%20the%20Flood/Tasks); do not expand or polish incompatible material merely to close old tickets. |
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5 | **What this page is, in plain words.** This is the mystery of Hold the Flood: the questions the world asks the player, the evidence that answers them, and the rules that keep every answer fair, visible and reachable in more than one way. The premise is being replaced. On 2026-09-07 the owner rejected the earlier answer, that the drowned city ran on charge harvested from the Flood, and asked for a game led by discovery: clues that mean something new with new context, places unexpectedly larger than they seemed, history found while looking for power, and a refuge with people worth going home to. The Visionary's replacement proposal, [The World Below](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below), gives the refuge a name, Hearth, three people, a first errand (a heat cell from the Bell House before the next cold night), a clue seen since childhood (a crowned figure under seven dots) that turns out to be a plan of the lifts below, and a children's song that keeps the order in which the old doors answer. The first campaign goal is the sanctuary's central furnace, restarted before winter; lighting it is the first credits. After them the song opens a lift onto an inhabited world below, and the next task is to reach the nearest settlement whose lights answer. The first section below is this page's contribution to that premise: what the three people are for, how the relief's reinterpretation is made fair, which songs are keys and which are history, what the Flood is when it is not the revelation, and, for the descent, a second chain in which the plate's seven shafts are read again as seven sealed lifts, and the rule by which the settlements below disagree about who sealed whom. Everything after that heading is the earlier drowned-city material, preserved as design the retained scenes may still draw on, not the active pitch. Detailed mechanics live on the [shared rules page](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction); the campaign on [Campaign](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Campaign); the refuge on [Colony](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Colony); the working direction on the [Brief](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief#game-vision). |
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7 | **WLD106 · r31 (editorial; r30 the design) · 2026-09-07 11:59 UTC · WLD105 accepted as a working contribution (PMR011); r30 In review** — r31 moves the retained section's bookkeeping to history (see the note at the foot of the page); no design changed. r30: the item the Lead hands this page on [Campaign, DES106 r4 §0.6](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Campaign#06-handoffs-and-the-leads-answer-to-the-campaign-designer): "World: the plate's second chain, made fair the way the relief's is, and the settlements' competing accounts." r30 adds that chain for the descent, built on the Lead's proposed resolution and in the same form as the relief's; a rule for how the settlements carry their accounts and how their disagreement is something the player can see and check before anyone argues it; and the mystery's side of the early-opened lift, which PMR011 asks to be preserved and which the Lead specifies on the campaign side. r30 also takes the Visionary's three edits to WLD105 ([4796cb3](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20And%20Mystery?revision=4796cb3), [5deedec](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20And%20Mystery?revision=5deedec), [6725076](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20And%20Mystery?revision=6725076)) as the text of this page, nothing reverted: the song quota removed, Senn's authored defence delayed until Hearth reopens travel, the plate after the furnace with the flooded stair's early reading, the Flood's presence below stated, and the Choir network in the central furnace hall in place of the retired Echo Relay. r29 was the first contribution to the replacement premise, under the Tasks row "World + Colony designers: a small core cast and one concrete reason to care, help or defend them; link one practical expedition goal to a clue that later changes its meaning or exposes a larger world; not every historical discovery a key." Written jointly with [Colony](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Colony) (Hearth and its people) against the Visionary's proposal; proposals, not owner-approved fiction; designer spoilers marked. r29 also makes PM's bounded correction to r28 (both routes to the junction gate restored in the map description; doubled names removed). |
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| 9 | ## The World Below — the people, the clue that changes meaning, and what the Flood is (WLD105; proposals) |
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11 | **Standing.** The Visionary's proposal supplies the premise: Hearth on the dry roof of a flooded sanctuary; Mara, Senn and Tavi; the Bell House across the square; the crowned relief under seven dots; the children's song; the glass survey plate; the lift; the inhabited layers below. Colony owns Hearth's structure and growth; this page owns the clue logic and the Flood's fiction, and shares the cast's reasons with Colony. The Lead's [DES106 r4](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Campaign#02-the-three-endings-placed-on-the-world-below) supplies the descent's shape and a proposed resolution, which the second chain below is built on. Nothing here is a lock unless it says so. |
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| 13 | ### The three people, and one concrete reason to care about each |
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| 15 | | Person | Their thread | The practical goal they give | The reason to care, help or defend (authored situations, never a bar or a schedule) | |
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| 16 | | --- | --- | --- | --- | |
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17 | | **Senn**, medic and grower | The warm room: Hearth's seedlings and its sick | The first goal: a heat cell before the next cold night | The room is visibly emptied when it cools and refilled when it warms; much later, after Hearth chooses to answer the distant lights and reopen travel, a patient cannot be moved when creatures follow a returning lift. That is the refuge's first authored defence. The initial lift reveal itself remains a moment of wonder, not an immediate punishment. | |
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18 | | **Mara**, workshop keeper and mentor | The bench: what the player brings home is installed, not counted | Knows where the spare cell is; reads relics with the player | She raised the player and taught them salvage; she is the one who says the bell frame is a tuning rack, not a bell frame; and she is wrong once, about the rooftops being all there is, and takes the plate's reading hard. A mentor who can be wrong is a reason to go and see. | |
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| 19 | | **Tavi**, mapmaker and closest friend | The songs and the map: the same odd images in songs and in ruins no one enters | Asks the player to bring back "anything with lines"; every place the player opens, Tavi draws | Tavi's map is the player's map, so Tavi's curiosity is the player's; when the plate is read, Tavi wants to go down first, and the refuge has a reason to hold someone back or let them go. | |
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| 21 | Three is a minimum spine, as the Visionary says; a fourth and fifth belong to Colony's growth proposal. None is a colonist unit; each appears in situations written for them. |
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| 23 | ### The clue that changes meaning: the crowned relief (the chain, made fair; designer spoiler) |
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| 25 | | Step | Evidence, inference, consequence | |
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| 26 | | --- | --- | |
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| 27 | | Notice | The relief above Hearth's nursery door: a crowned figure under seven dots, seen since childhood, harmless. The same relief in the Bell House, cut into the wall by the bell frame. A third, half under water, on the sanctuary's flooded stair. Three places: the clue can be missed twice. | |
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| 28 | | Compare | Tavi's song, heard at Hearth: seven stars beneath the crown, and the doors that answer in their turn. A line of it is carved under the Bell House relief. Two forms of the same words, one sung and one cut. | |
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| 29 | | The wrong reading it invites | A saint or a king; the Bell House a shrine; the seven bells a holy weapon that tore the lane. Reasonable, and everything at Hearth believes it. | |
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30 | | Understand | After Hearth's central furnace is restored, its archive supplies an ordinary glass survey plate showing a lift head with seven descending shafts. It adds no lines to the clue: its geometry matches lines already carved in all three reliefs. The flooded-stair copy can be viewed upside down from the return walkway, with the seven dots descending like depth marks, so an observant player may infer the lift plan before finding the plate. The plate is redundant context and recovery. The Bell House was not a temple; its seven-bell pulse was a test of a larger relay. | |
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31 | | A safe way to test it | At the Bell House relief, the hall's old doors answer the song's order with a light and a bell tone, one door at a time, before anything opens; a wrong order rings flat and does nothing. The player can try the sequence with no Flood in the hall and lose nothing but time. | |
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| 32 | | Discover | The right order opens a lift behind the Bell House. Below the roof: a dry hall, a garden, the scale of it; and, far off, lights that answer Hearth's signal. The little drowned world was a roof. | |
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| 33 | | Change later play | Every relief seen before is now read as a plan of somewhere; the campaign's map is below; Hearth is one home among many. Tavi's map turns over. | |
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35 | **Fairness.** Redundancy: the relief in three places, the song in two forms, and the plate repeats visible geometry rather than manufacturing it. Early inference: the flooded-stair orientation can reveal the depth reading before the plate. Recovery: Tavi copies the archive comparison onto the nursery relief that evening, so a missed field inference remains legible at home. Replay: once known, reliefs are read on sight; the skill persists, the surprise does not. No item gates the reading or action: anyone who recognizes the song's sequence can try the handles, and the doors answer before opening. |
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37 | **If the lift is opened before the furnace** (PMR011: preserve the early solution, no invisible credits flag; the Lead's [DES106 r4](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Campaign#02-the-three-endings-placed-on-the-world-below) specifies the campaign side; this is the mystery's side). The doors answer the song's order from the first visit and answer nothing else: no door, lift or archive checks whether the furnace is lit or the plate found, and this page asks for no flag. A player who reads the flooded stair upside down, or simply tries the song on the handles, opens the lift early, and the reward is what it looks like, time and wonder: the first landing's scale and the answering lights arrive before the credits; Mara is wrong about the rooftops earlier; Tavi wants to go down earlier; Senn's need is unchanged and said aloud (the room still needs the furnace, and nobody from below can be received into a cold Hearth), which is a reason, not a gate. The plate, when the archive is reached, confirms a reading already made, which is what it is for the observant in any order; Tavi's copy onto the nursery relief happens the evening the reading is made, whichever evening that is. Answering the lights remains Hearth's choice, made knowingly (Colony), and nothing follows from the early opening that does not follow from the late one. What the early solver finds below without the Choir technique, and what the crossing costs, is Campaign's: slow and costly, never locked. |
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39 | ### Which songs are keys, and which are history (the owner's relaxed rule, applied) |
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41 | Only a song with an unmistakably actionable **sequence** may be a key: the order the doors answer; the safe way to wake a relic. Songs that preserve **people** are history: grief, loyalties, and competing accounts of why the ancestors sealed the layers and why they left ordinary families songs that could reopen them. History changes what the player believes, and later whose account they trust when the settlements below disagree; it never locks a door. Do not set a song-to-key quota: the point is that keys are a rare consequence of the fiction, not a content ratio to fill. A discovery earns its place by changing what the player understands, what they do, or whom they trust. |
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| 43 | ### What the Flood is in this premise (enemy fiction, shared with the Lead and Combat) |
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45 | Creatures that pour through submerged streets and chambers when water and noise disturb them: a threat and a material condition, not fuel for the old world and not the revelation. Below the roof, inhabited dry halls are separated by flooded cisterns, service rings and drainage shafts where the Flood gathers and migrates; every layer therefore has safe human interiors and dangerous wet edges. Creatures can follow reopened shafts between layers, though the first lift reveal is not punished immediately. Their origin remains a discovery for the lower layers. The retained physics stays true without defining that origin: bodies conduct in water and shed charge when stunned. Light, noise and current may draw them as support for a plan. The Bell House pulse is the bounded first lesson; the pre-credits Choir network in the central furnace hall is that lesson at full size. Its finite visible wet footprint multiplies a prepared Coil-and-Arc discharge; outside that authored network both tools keep their ordinary rules. |
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| 47 | ### The larger world as discovery, staged |
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49 | The discoveries are now separated across the progression. Before the first credits, the Bell House proves a family song carries technical memory and the player learns that a tuned Choir network can turn that lesson into the furnace-hall build. Restoring the central furnace fulfills Senn's winter goal. After those credits, the archive plate supplies context for the crowned relief; the song opens the lift; the first landing establishes physical scale; distant lights establish people. The immediate post-lift task is to reach the nearest answering settlement, establish a safe two-way route and bring its message home. The longer question—why the layers were sealed and why ordinary families kept the songs—guides later history without replacing that task. The descent's own reinterpretation, the plate's seven shafts read again as seven sealed lifts and the accounts that disagree about who sealed whom, is the second chain below. |
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| 51 | ### The plate's second chain: seven shafts, seven settlements, and who sealed whom (WLD106; proposal on the Lead's proposed descent; designer spoilers) |
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| 53 | **What it must do.** The Lead's descent ([DES106 r4 §0.2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Campaign#02-the-three-endings-placed-on-the-world-below)) proposes the campaign-wide reinterpretation: the plate's seven descending shafts are seven settlements' lifts, the crown is Hearth's own lift head, the layers were sealed one settlement at a time in the song's order, the settlements disagree about who sealed whom, and at the layer sealed first the seal turns out to have been both things at once, a hold on the Flood's migration through the rings and a hold on the power. The Lead asks this page to make that fair the way the relief's chain is: seen in three places, testable safely, recoverable at home. The chain below does it with one prop, a sealing collar on every lift, and one fact about it that anyone can see: which side its wheel is on. If the Visionary replaces the resolution, the two-sided seal in the Discover row changes with it and the rest stands. |
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| 55 | | Step | Evidence, inference, consequence | |
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| 56 | | --- | --- | |
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| 57 | | Notice | The plate, in hand since the furnace archive, or Tavi's copy of it: seven shafts, and across each a short bar, drawn to one side of the shaft or the other, never centred. Harmless draughtsman's marks; the reading that opened the lift needed none of them. Hearth's own lift, once open: a heavy iron collar in the shaft wall at the first landing, and on it a hand-wheel, on the landing's side. The plate's bar for Hearth's shaft is drawn on that same side. | |
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| 58 | | Compare | The answering settlement's lift head, reached on the first task below: the same collar, its wheel on the settlement's own upper side, and the plate's bar for that shaft drawn there too. Tavi's recording of the song and the settlement's, side by side: the same verse, one word apart. Hearth sings *the doors that answer in their turn*; below they sing *the doors we shut in turn*. Two collars and two verses say the seals were closed by hand, from one side, by particular people. | |
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| 59 | | The wrong reading it invites | Hearth's: the layers below were lost to the water and the doors were shut to keep it out. The settlement's: the roof sealed them in to keep the warmth and the power. Each is reasonable, and each is exactly what the people who hold it can see from their own side of one door. | |
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| 60 | | Understand | The wheel is on the side of whoever closed the seal. Hearth's lift was closed from below: the first settlement shut itself in. That settlement's next lift down was closed from above: it shut the layer beneath it out. The plate's bars, reread, are a survey of which side every seal was worked from, so the plate now says, before the player descends, which settlements chose to close and which were closed upon. Neither account is whole; both are true of different doors. | |
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| 61 | | A safe way to test it | Every collar is visible from the landing's dry side before any crossing, and its wheel gives a quarter-turn and a bell tone from the side it was made for and nothing from the other, without opening anything: the grammar of the doors' answer, reused. A player can test which side a seal answers from with no Flood in the shaft and lose nothing but time. | |
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| 62 | | Discover | At the layer sealed first: a collar with a wheel on both sides, both chained shut. Closed from above and from below at once, the only seal that was. That is the last account made visible rather than told: a hold on the Flood's migration through the rings and a hold on the power, by agreement, by people on both sides. | |
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| 63 | | Change later play | The accounts stop being stories and become a map of trust. A settlement that shut itself in has reasons the player can ask about and a route it will open; one that was shut out has a grievance and a different route. Which account to trust decides which shaft to open next and whose people help, and never opens a door (the key-or-history rule). Hearth's decision at the end, reopen the chain or keep the layers apart with controlled routes, is made knowing what the seal held. | |
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| 65 | **Fairness, the same three ways.** Redundancy: the wheel side is on the plate, on the collar and in the verse's one word, and any one of the three carries the chain. Recovery: Tavi's turning map takes the wheel sides as the player sees them, and the plate's bars can be compared at the table for a shaft not yet reached, so a misread collar is corrected at home and free (Colony's map project adds context, never a fee, as PMR011 says). Replay: once a player knows what a bar means, every plate and every collar is read on sight; the skill persists, the surprise does not. No item gates any step: the plate was context for the first chain and is context for this one, the collars are walked past on the route, and the verses are sung. |
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| 67 | **The order of the sealing, as evidence rather than a told fact (second form; optional; a shape borrowed from REF114).** The song's order is the order the doors answer, and the Lead's descent makes it the order of the sealing. The second form: each settlement's verse names where the water stood when its door was shut (*when the water took the fourth step we shut the door*; Hearth's verse has no such line, because Hearth shut nothing), every landing's flooded stair is cut with the same numbered steps as Hearth's, and so the verses can be put in order against the steps, and a verse that names a step the water never reached is a verse someone changed. This is the method in [REF114](https://open-wiki.tail2e4d02.ts.net/Reference/Oral%20Memory) as a shape only, a song plus a water level yields a place and a time: that page validates nothing and records that the method is contested, and here it is offered as a discovery the player can check and get wrong, not a note that explains itself. The song's order alone closes the chain; this form is for the player who wants to know it is true. |
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| 69 | ### How the settlements carry their accounts, and how their disagreement is something the player can see (WLD106; proposal) |
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| 71 | A rule that extends the key-or-history rule: an account is history, and history is carried by people and by things people made, never by a document that explains itself. Each settlement keeps three things. Its form of the verse: the one changed word or the added line, audible when Tavi records it beside Hearth's. One carving at its lift head: the same crowned figure, with the crown's shafts cut only to the depth that settlement knows, so each carving is a map of that settlement's world and stops where its knowledge stopped. One map, which shows the layers it knows and marks Hearth's roof as lost, exactly as Tavi's map marked them. The disagreement is therefore visible before anyone argues it: two maps that each call the other side lost, two verses one word apart, two carvings that stop at different depths. What a person says adds the reason and the grievance, and reasons are what the player weighs. The first account to reach Hearth is carried in person: the injured arrival Colony's receiving alcove is for, after Hearth answers the lights, brings the settlement's verse and its version of the shutting, and Hearth's people hear it at their own table (Colony owns the alcove and the scene; this page owns what the arrival knows and what they get wrong). Constraints: at least two accounts that disagree, the Lead's content assumption, and none opens a door; no account is simply false, each is true of the door its people can see; how many settlements there are and where they sit is Campaign's; the plate's bars, the collars and the verses are three props and one rule, and this page proposes no others. |
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| 73 | ### Handoff |
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75 | Colony: the three situations above as Hearth grows, and who else lives there. Lead and Campaign: the layered progression from the lift down. Equipment and Combat: the Bell House pulse and Choir Cascade's legal rack and finite-footprint exception. **Visionary disposition:** retain the three relationship threads and fair clue chain; use the qualitative key/history rule above, and let the lift reveal breathe before the later authored defence. PM disposes. What follows on this page is the drowned-city material, superseded as the active pitch and preserved as design. The superseded quota and earlier defence timing remain in [World r29 / 8d03e80](/Hold%20the%20Flood/World%20And%20Mystery?revision=8d03e80). **r30 handoffs.** Visionary: the second chain and the accounts rule, to accept or replace; the Lead's resolution is their frame. Lead: DES106's placeholder for the layer sealed first now has a prop, the two-sided collar. Campaign: a collar at every lift, visible from the landing's dry side; the same numbered steps on every landing's stair; the settlements' count and places. Colony: the arrival as the first account's carrier; the map project takes wheel sides and the plate's bars free. Equipment and Combat: nothing new; a collar is not a device and no rule of the rack changes. Critic: REV106-4's point that the post-lift goal was a question is met, if it is, by each step of the descent being a task; whether the wheel side reads on sight is theirs to doubt and play to settle. PM disposes; nothing here is owner-approved fiction. |
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| 77 | --- |
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| 79 | ## Retained material from the drowned-city premise (superseded as the active pitch on 2026-09-07; preserved as design the retained scenes may draw on) |
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81 | **How to read what follows (r31).** Material written for the drowned-city premise, kept as design the retained scenes may draw on and as the record of what was decided; none of it is active direction ([Brief](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below): the old districts are reusable material, not a second campaign; [Districts r14 §0](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Districts) says which of its rules survive on their own merits). By topic: **the model district** (its map, W1–W4, the price of the panel, the false-refuge chain, two scenes, the shelter rules S1–S3); **motive, tiers and the ending** under the retired premise; **the campaign mystery** under the retired premise (WLD103: the question, the hypotheses, what every district contributes, what stays fixed, the relay decision, three example districts, the two final answers, D024 developed) and **WLD104's chain** on the route the player took; **content and asset burden**. The harvest answer (Answer A, D024) is rejected by the owner; Answer B is preserved unbuilt. Topology of the model district is the Design Document's; this page held W1–W4 and the chain. Names are the physical ones the Document and the district pages use. The bookkeeping that stood here (revision headers r3–r28, owner requirements, sources, the DES102 integration check, WLD103's task standing, the r27 decision test and the set-aside routing debate with this role's stated preference) is unchanged in history at [r30 / 001657b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20And%20Mystery?revision=001657b) and earlier. |
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83 | ## The district — textual map (proposal) |
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85 | North is the interior; the docks are south. `=` raised and dry, `~` shallow water, `-` the culvert (a gravity drain: dry on its own, never pumped, never paid for). |
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87 | The map is drawn once, in the [Design Document, section 2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Document#2-the-district) (from this page's r10, and not re-drawn on either page again). This page uses the same names as the Document, the district pages and the glossary: the causeway dock (held dry by default) and the yard dock (flooded by default; wet, so it conducts); the panel at the causeway head; the causeway beacon at the causeway's far end and the causeway intake beside it; the yard beacon at the pump-hall door and the yard intake, the channel mouth at the door, in water; the pump-hall hatch, on the yard circuit with its beacon, with a hand crank inside; the culvert's two exits at the two dock ends (a gravity drain, always dry, never paid for); the junction platform, a shelter; the junction gate into the interior, on the junction's own circuit, which the panel never reaches by wire: any current in the junction pool energises it, either a coil discharge into the pool with the junction valve shut, or the powered yard feeding the pool through the open junction valve; the sluice beside the junction, the Flood's own way in. Shelters (hard stops): the two docks when dry, and the junction platform. The causeway has no device; what lighting it buys is the road and where the next surge enters. The hatch blinks and closes when its branch loses power, never on an occupant, and can be cranked open from inside in ten seconds; that is the hall's recoverable exit. |
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89 | ## World rules — proposal for DES102, PM baseline |
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91 | - **W1 — Attraction.** *Intake:* at each dispatch the relay fires one pulse down the branch the panel selects: *Causeway* (The causeway beacon pulses, the surge enters at the causeway intake), *Yard* (The yard beacon, the yard intake), or *Off* (no pulse; the surge enters at the sluice). Only the relay pulses. A beacon lit by local current (a coil discharge into a channel, or a valve joining the two branches' water) glows steady and lures, but never pulses and never changes the next intake: the relay's output is a separate line from the lamp (the Design Document's thin signal cable beside the thick power cable, both switched by the panel). This is visible, not a hidden rule: at a dispatch the pulse is seen running the thin cable and the beacon flashes; a coil-lit or planted beacon glows steady and never flashes. **Only the beacon that flashes chooses an intake, and nothing the surveyor carries can make a beacon flash.** The flash is a signal event and needs no power (contract r4): a beacon a Grounder has darkened still flashes at its dispatch and is dark again after it, so a crowd that entered under it retargets or spreads by the precedence below. *What counts as a beacon (r15, PMR002 item 1; mirrored from contract r4 in r23):* the district's dispatch beacons (The causeway beacon and the yard beacon here), the portable beacon armed and charged, carried or planted, and a moving beacon where a district adds one (the Tram Incline's lamp, a lure that never flashes). Every other lamp, including the junction pool's lamp, the panel's indicators, and any hatch light, is an indicator that shows a circuit's state and draws nothing. *Path:* after entry a surge moves continuously toward the nearest reachable lit beacon anywhere in the district, fixed, planted or moving, panel-lit or coil-lit; a crowd holding at a beacon that moves follows it (contract r7, R13: the Tram's lamp tows). *Precedence, stated once:* a crowd keeps its current lit target unless another lit beacon is nearer, or its target goes dark; when its target goes dark it retargets to the nearest reachable lit beacon if there is one, and only with none reachable does it spread, from where it stands (contract r7, R12), along the branch it is in (from the sluice, along the interior route and then both branches). Lighting a beacon farther from a crowd than its current lit target moves nothing. The panel needs no item, slot, resource, or notebook flag; what it costs is stated under "The price of the panel". |
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92 | - *Research note (not a rule).* [Reference: Electricity in Water, REF101 r2](https://open-wiki.tail2e4d02.ts.net/Reference/Electricity%20In%20Water?revision=10e0a37), by the team's Reference Researcher, documents real electrofishing response zones: attraction toward the anode at low field strength, forced swimming toward it as the field grows, immobilisation at roughly ten times the attraction threshold. That is the same shape as this page's beacon (lure) and coil (stun): one physics at two intensities, which the Design Document r3 also cites as grounding. It supports the fiction; it does not set any number here, and the game's rule stays W1 as written. |
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93 | - **W2 — Commitment (entrance only).** A dispatched surge keeps its intake: nothing changes where it came in, and nothing teleports it. Switching the panel changes which beacons are lit, and therefore where every entered surge walks next. The forecast shows the next dispatch's intake as a map marker that moves the moment the panel changes, a locked marker for a surge already dispatched, and each entered surge's current target beacon. |
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| 94 | - **W3 — Stable evidence.** Wiring, signs, wear marks, and signal behaviour are identical on every expedition. Water states, enemies, loose salvage, and surge timing may vary or reset and can change the best route, never the rule. |
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| 95 | - **W4 — Turned signs.** Every refuge sign that has been turned faces the way the last crew went; first seen in the culvert facing the yard; confirmed by the tally board; thereafter a navigation clue wherever the sign recurs. One sign asset, rotated. |
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96 | |||||||
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97 | **How a surge behaves once it has arrived (item 2).** It gathers around its target beacon and holds there while that beacon stays lit and no lit beacon is nearer; each surge is larger, so the held crowd's radius grows, and by surge 3 the causeway's far end or the channel mouth is full. Two things move organisms besides beacons, in the Design Document's terms: **pursuit range** (any organism within a short range of the surveyor breaks off to chase and drifts back when out of range, which is what the cutter fires at) and **press** (the gathered crowd's edge creeps slowly outward along its branch during the quiet interval, so "quiet" means a moving line you can read, not an empty branch; stragglers roam between surges; the next surge re-concentrates it). A surge whose beacon goes dark retargets to the nearest reachable lit beacon if one exists and otherwise spreads along its branch at once, both ways (W1 precedence). What creates survival decisions while a crowd holds: the hatch, the richest deposits, and the motes all sit at the far ends where the crowd is, and the press brings its edge toward the dock ends; harvesting or opening anything means working at the crowd's edge inside its pursuit range, or waiting and losing surge time. |
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98 | |||||||
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99 | ## The price of the panel (item 1; replaces "Cost of diversion") |
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100 | |||||||
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101 | Switching is free of resources and available on expedition one. It is paid, visibly, five ways: |
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102 | |||||||
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103 | 1. **Exposure.** the panel stands in the open at the causeway head, a dash from the causeway dock and R1. Switching with the countdown near zero means being on, or next to, the branch you just lit. |
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| 104 | 2. **Invitation.** The lit branch is where the next dispatch enters, and lighting the yard is the only way the panel opens the hatch. The branch you want open is the branch the next surge comes to. |
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| 105 | 3. **The mid-surge switch moves the crowd, and that is its price.** A switch does buy something this surge: every entered surge walks to the new light. Its cost is the route it takes and the door that shuts. Causeway to Yard: the crowd at the causeway beacon leaves the far end, crosses the junction beside the sluice, and comes down the channel to the yard beacon; the junction and the interior route are the Flood's road while it crosses. Yard to Causeway: the mirror, and the hatch closes behind anyone still in the hall (crank). Off darkens both: each crowd spreads along its own branch, both ways, toward the dock as much as the interior, and the hatch closes. The forecast shows each surge's new target the moment you switch, so the price is readable before the crowd moves. |
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106 | 4. **The held dock.** A dry dock is never blocked; it is a hard stop. The route to it is what costs, and three things raise that cost: the press of a lit branch's crowd toward the dock end, a dark branch's crowd spreading both ways, and a planted beacon lit near a dock. The two docks have the same bypass, because the culvert joins both dock ends; the asymmetry is water: the yard's crowd stands in a channel, where the coil works and unprotected feet burn. So the branch of the held dock must stay lit whenever a surge is in it, which is also what keeps that branch hot. **Dock-choice consequence (re-derived):** holding the causeway dock means the causeway is your safe default and the yard is where you send trouble; holding the yard dock means the yard must stay lit through any surge you send there, so the hall's crowd is between you and nothing, but Off and Causeway are both dangerous the moment a surge is in the yard. The colony choice decides which branch you can never afford to darken. |
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107 | 5. **Commitment.** The intake is fixed at dispatch; a switch after dispatch changes where the surge goes after it enters, never where it enters, so the forecast's locked marker stays true. |
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108 | |||||||
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109 | **Where the coil fits.** A coil discharged into the yard channel lights the yard beacon steady and opens the hatch for the seconds the charge lasts, without touching the panel: a lure and a key, not an intake. The yard beacon and the hatch share a circuit, so "the yard stays dark" is never true of a coil route: the yard glows, it does not flash. A crowd moves to the yard beacon only if the yard beacon is nearer than its current lit target or its target is dark; the panel's next intake is unchanged, because only the flashing beacon chooses it. |
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110 | |||||||
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111 | **The signature routes and the failed experiment, as states (r15; the check PMR002 item 1 asks of this role).** Start of every row: quiet two; panel on Causeway; the causeway beacon lit; surge one holding at the causeway beacon; the yard beacon dark; the hatch shut; next dispatch in ninety seconds, intake causeway. |
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112 | |||||||
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113 | | Route | Panel | Powered | Lit beacons | Surge one: position → target | Next intake | the hatch | |
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114 | | --- | --- | --- | --- | --- | --- | --- | |
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115 | | Panel route: throw to Yard | Yard | yard circuit | The yard beacon only (The causeway beacon dark) | at the causeway beacon → retargets to the yard beacon, the only lit beacon; crosses the junction and comes down the channel | yard (marker jumps) | open while the yard is lit | |
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| 116 | | Coil route: discharge in the channel, panel untouched | Causeway | causeway circuit; yard water for seconds | The causeway beacon, and the yard beacon for seconds | at the causeway beacon → stays: The causeway beacon is lit and nearer | causeway (unchanged) | open for seconds, then shuts | |
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| 117 | | Electrician: throw to Yard, wait in the channel's edge in insulation, discharge when surge two wades in | Yard | yard circuit | The yard beacon only | surge one crosses to the yard beacon; surge two enters at the yard intake into the water and is stunned there | yard | open while the yard is lit | |
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| 118 | | The failed experiment as the document wrote it (§8): coil in the channel to open the hatch "while the yard stays dark to the relay", expecting surge one to stay | Causeway | causeway circuit; yard water for seconds | The causeway beacon, and the yard beacon for seconds | at the causeway beacon → **stays**; it does not walk to the yard, because the causeway beacon is lit and nearer | causeway | open for seconds; **shuts with the player inside** | |
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119 | |||||||
| 120 | So the failed experiment's written outcome, surge one crossing to the yard, does not follow from the rule; what does follow is a different and better failure: the yard glows (steady, not dark), the hatch opens for seconds, and closes on the surveyor inside the hall, who cranks out in ten seconds while the yard crowd, if any, presses at the door. The lesson stays the same words: steady means powered, powered means lure for anything nearer, and the coil powers everything the water touches. The lead should rewrite §1's "the yard stays dark" and §8's sequence to these states; nothing in W1 needs an exception to make the scene work. |
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121 | |||||||
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122 | ## Illustrative design — DESIGNER SPOILERS: the false refuge under the PM baseline |
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123 | |||||||
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124 | Proposed play, not a playtest. Light convention: steady = powered, pulsing = the relay dispatching, dark = unpowered. |
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125 | |||||||
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126 | | Step | Evidence, inference, consequence | |
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| 127 | | --- | --- | |
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128 | | Notice | From the causeway dock: The causeway beacon is lit steady. At the first dispatch the causeway beacon pulses and the surge visibly gathers at the causeway's far end around it. Repeats every expedition (W3). | |
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| 129 | | Compare | The yard beacon is dark; the hatch is shut. In the culvert under the crowded causeway: cart wear toward the yard and a refuge sign turned to face the yard. Three or four inspectable lines each. | |
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| 130 | | Understand | Two cables leave each position of the panel, a thick one and a thin one, and run side by side to the causeway beacon, and to the yard beacon and on to the hatch. At a dispatch the pulse is seen running the thin cable before the beacon flashes. the panel's three positions carry no words: two cable headings and a closed position. The forecast shows a countdown, an intake marker, and each entered crowd's current target. Switching moves the marker at once, and moves the crowd: the rule can be learned by watching a pulse run the cable and the surge's turn, or by switching and watching both the marker and the crowd respond. The notebook records what was seen, in the player's own words. | |
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131 | | Infer | Power is key and lure at once: the lit branch is where a door opens, where the next surge enters, and where every crowd walks. The refuge sign marks where the Flood is sent. Someone kept the culvert and the yard in use by leaving the panel on Causeway. | |
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132 | | Experiment | Set Yard. The yard beacon lights, the hatch opens, the intake marker jumps to the yard intake with the countdown running, and the crowd at the causeway beacon begins across the junction toward the yard beacon. Retreat to R1 or the causeway dock and watch, or move now. Off instead darkens both and moves the marker to the sluice. | |
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133 | | Discover | The causeway's far end empties as the crowd crosses; the next dispatch enters at the channel mouth. The hall is open, and both the old crowd and the new surge are coming to it. Reaching the answer below costs exactly that. | |
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134 | | Change later play | Each dispatch reopens the choice: keep Causeway and haul through the culvert to a dark, closed yard; set Yard early, before any crowd exists, to walk the empty causeway to the junction while the yard is hot; or set Yard with a crowd already at the causeway beacon to clear the causeway at the cost of the interior route and the hall. Turned signs (W4) now read as a route. | |
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135 | |||||||
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136 | **The reachable answer (spoiler; proposal).** Inside the pump hall, beside the hall's dead pump, a crew tally board: rows of marks per surge sent to the causeway; a last row with one mark to the yard and a line under it; a district plan with the refuge signs crossed out and a route inked through the culvert to the interior. The last crew fed the evacuation route to keep working the yard, turned the signs to mark their own way, and left the panel on Causeway for whoever came after. It changes action: the inked route and W4 point into the interior. |
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137 | |||||||
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138 | **Knowledge gate, not item gate.** The panel works on expedition one; what changes is knowing what it does. Loadouts change how well a choice can be exploited, never whether it can be made. |
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139 | |||||||
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140 | **Fair recovery.** Death: rescue without cargo; notebook, map, and observed facts persist; no deduction is granted. Missed clue: The causeway beacon is lit on every arrival and pulses every dispatch; the culvert is visible from the yard bank; the marker-and-crowd response to a switch is an independent second path. Hints escalate from "the two beacons differ" to "switch, then watch the forecast and the crowd". Withdrawal never requires solving this (scene 1). |
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141 | |||||||
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142 | ## Two required scenes (item 2; illustrations, not playtests) |
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143 | |||||||
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144 | **Scene 1 — untouched panel, first expedition, retreat.** Panel on Causeway, the causeway dock held. Surge 3 enters at the causeway intake and gathers at the causeway beacon, the far north end. The surveyor, at the yard deposits, takes the culvert's yard-dock exit into the culvert, walks south under the causeway to the culvert's causeway-dock exit, crosses the short open stretch to the causeway dock, a hard stop. No beacon stands on that route, so no crowd is drawn along it; what is met is the causeway crowd's press near the causeway head, stragglers, and organisms inside pursuit range (the Design Document's expedition one shows the shape of it at nine minutes, one hit taken). The claim "withdrawal never requires solving this" therefore holds only under a stated constraint, which the draft should carry as a tuning bound: **on expedition one, the press of an untouched-panel causeway crowd must not reach the causeway head before the evacuation window closes.** A proposed bound, not a proven value. |
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145 | |||||||
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146 | **Scene 2 — inside the pump hall when power ends, then when the next surge arrives.** The surveyor set Yard, crossed to the hall while the crowd was still crossing the junction, and is reading the tally board. *Power ends* (the panel is switched to Causeway or Off, or a coil-opened hatch times out): The hatch blinks for three seconds and closes, never on an occupant; anyone inside is shut in. Rule, the Design Document's, adopted here: **a hatch closes when its branch loses power, never on an occupant, and can be cranked open from inside in ten seconds without power.** No mystery solution is needed to leave, and the recovery takes exactly long enough to matter. *The next surge arrives* with Yard still lit: it enters at the yard intake and gathers in the channel mouth in front of the hall, standing in water. From inside, the surveyor is behind the hatch with the crowd outside it. Choices: hold the doorway, where pursuit brings them in one at a time, at a cost in health; wait for the press to thin the door and lose surge time; or, with a coil and insulation, step to the channel's edge inside the doorway and discharge, which is the electrician's whole reason for being there. Switching the panel from inside is impossible, because the panel is at the causeway head. |
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147 | |||||||
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148 | ## Motive, tiers, ending (item 5; proposals for owner judgment) |
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149 | |||||||
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150 | **Motive, no upkeep.** The colony is a dozen people on the one dock the pump keeps dry. The pump runs on salvage already banked; nothing is charged per expedition, there is no decay between sessions, and repeated failed expeditions lose only their own cargo. What salvage buys is change: a dock held dry instead of the other, a workshop, and the forecast relay. The ending costs no salvage; it costs reaching the relay room (r15, PMR002 item 3). A colony that stops hauling is not drowned; it is stuck. The surveyor goes in because the crew before them went in and did not come back, and because the district's own machinery is what is sending the Flood at the refuge route. |
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151 | |||||||
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152 | **The title.** "Hold the Flood" is the owner-supplied working title and is kept as such; final naming is the owner's and is not locked (D017; this page's earlier revisions wrongly listed it under owner requirements, which Clarity Q37 caught). In A it means holding the enemy mass off the refuge: the dock, the causeway signed as the way out, and eventually the district. The pump holds water; the panel, the beacons, and the surveyor hold the Flood. The Flood is never water. |
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153 | |||||||
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154 | **Three tiers on one district, each a recombination of the same rules.** *Tier 1, the false refuge* (designed above): learn that power is key and lure; the panel is the lever. *Tier 2, the junction and the interior, "what they went in for":* the junction gate is on a circuit the panel never reaches. Evidence: junction valve beside it, drawn open on the inked plan and found shut; a lamp on the junction pool that lights whenever the yard channel is energised while the junction valve is open. Inference: joined water carries power, and therefore attraction, across the district, so the crew could open the junction gate from the yard without the panel. Experiment: open the junction valve and light the yard at the panel; the pool's lamp (an indicator, not a beacon: it draws nothing) lights and the junction gate opens for as long as the yard is lit. The price is the hot yard: the next surge enters at the yard intake and its crowd holds at the yard beacon, beside the junction, so the platform is worked at that crowd's edge. Or leave the junction valve shut and discharge the coil into the pool: The junction gate opens quietly, no beacon lights, for the seconds the charge lasts. The coil buys stealth, not access (REV102-6). Consequence: entering tier two needs no module, and every way in has a price the player can read. Behind the junction gate: the second tally board and the crew's note of the relay room's valve sequence. Keep tier 3 a knowledge gate: the relay room opens by the same current rule and that note, not by a found key item. *Tier 3, the relay room, "what calls the Flood" (r16: one chain, merged from the lead's r9 access chain and this page's r15 relay chain; designer spoilers; this page owns it and Design Document §11 lifts it).* **Prerequisites:** the junction gate open (tier two) and the crew's note from behind it. The note has two sides: a three-valve order drawn against the inked plan, and the crew's own conclusion, "relay on the head channel; drain it and it stops; clamp it and it holds one line; we chose neither." |
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155 | |||||||
| 156 | **Reaching the room (the lead's chain, adopted).** |
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| 157 | ||||||||
| 158 | | Step | Evidence, inference, consequence | |
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| 159 | | --- | --- | |
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| 160 | | Notice | The relay room's door, at the sluice's head on the interior route, is on the sluice's own circuit: dead, like the junction's was, with a lamp beside it (an indicator) that is dark. | |
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| 161 | | Compare | The junction valve, already known, joined the yard channel to the pool; the sluice's head sits one pool further along the same water, behind two more valves the player has walked past. The note's three positions match those three valves against the plan. | |
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| 162 | | Infer | The note is the order that joins the yard's water all the way to the sluice's head, so current from a lit yard, or a discharge in the pool, reaches the door. Same rule as tier two, one pool further. | |
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163 | | Act | Open the three valves in the table below (only connectivity matters, not order); light the yard at the panel, or discharge the coil in the pool; watch the sluice-head lamp light when the water is joined. | |
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164 | | Consequence | The door opens while the joined water carries current. The price differs by route (W1 precedence). *Panel route:* the yard is lit and the causeway dark, so every crowd with a lit beacon to reach holds at the yard beacon, the yard is hot, and the sluice itself is the Flood's open way in behind the room. *Coil route:* the panel can stay on Causeway; a discharge in the pool energises the joined water for the seconds the charge lasts, the door opens for those seconds, and a crowd held by the still-lit the causeway beacon stays where it is, because the causeway beacon remains its nearer lit target. | |
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165 | |||||||
| 166 | **The three valves (r17; confirms the lead's r13 proposal).** |
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| 167 | ||||||||
| 168 | | Valve | Joins | Found | Set to reach the door | Note | |
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| 169 | | --- | --- | --- | --- | --- | |
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170 | | the junction valve | yard channel → junction pool | shut (opened in tier two) | open | already known | |
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171 | | **the pool valve** | junction pool → head pool | shut | open | walked past on the interior route | |
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| 172 | | **the head valve** | head pool → the sluice-head channel that feeds the relay | shut | open | at the room's door | |
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173 | |||||||
| 174 | Success condition: the sluice-head lamp (an indicator) lights while the yard is lit or during a discharge in the pool; any of the three left shut leaves it dark. Order never matters, because the rule is conduction through joined water; the note's "order" is just the order the crew walked. |
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175 | |||||||
| 176 | **Inside the room (this page's chain).** |
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177 | |||||||
| 178 | | Step | Evidence, inference, consequence | |
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| 179 | | --- | --- | |
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| 180 | | Notice | On the relay's face a drum turns with three marks per cycle; the forecast countdown on the surveyor's board ticks exactly with it. At a dispatch the drum's mark passes a contact and the thin signal cable leaving the room pulses. The forecast has been this drum all along. | |
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181 | | Compare | Beside the drum a lever with three positions, cabled to the panel at the causeway head: the panel has been a remote for this lever. A clamp hangs beside it, unused; a drain valve sits on the sluice-head channel that feeds the relay, shut; the note names both and chose neither. | |
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182 | | Understand | The relay is the one device in the district that *makes* signal instead of consuming power: its race, the sluice-head channel above the weir, flows past a wheel that turns the drum, and the drum's contact makes the pulse. It runs on flowing water, not energised water; there is no current in that race, and its wheel is visible turning. The drum decides *when*; the lever decides *where*. Nothing else is new: a drain valve empties a channel (the field pump did the same in the yard), a clamp fixes a lever, and the door beside the room obeys the same rule as a hatch. | |
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183 | | Infer | Three things can be done with what the player already knows, each persistent because it is done to the district, not to the player: open the drain and the relay loses its water and stops; clamp the lever and every dispatch goes to one branch; leave it, and the panel keeps its remote. | |
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| 184 | | Act | **Shut:** open the drain. **Fix:** set the lever, then clamp it. **Hold:** leave the room as found and record the choice at the dock. Each is one interaction; none consumes salvage; the cost was reaching the room. | |
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185 | | Consequence | The district changes for good (table below); the expedition still ends at extraction as usual; the colony's board records which. Free expeditions continue under that ending's rules. | |
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186 | |||||||
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187 | **Two waters, stated once (r18; closes REV103-9).** The relay's race is the sluice-head channel *above* the weir: flowing water, never energised, that turns the drum on every expedition; that is why the drum runs while the door beside it is dead. The door is on the pool side's dead line, fed only when the three valves join the pools to a lit yard or to a discharge. The head valve joins the head pool to the channel *below* the weir, never to the race, so the valves cannot light the yard from the relay's side: current the player puts into the joined water reaches the door and nothing above the weir, and there is no current above the weir to come back down. The drain valve empties the race: the wheel stops, the drum stops, no pulse is made; the head pool, the junction pool and the yard channel keep their water, and the panel's power positions, the beacons, the hatches and the junction gate, all on the district's own circuit, keep working after shutdown. This states one readable exception to clause 2, that the relay is a source and not a consumer, and states it once. |
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188 | |||||||
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189 | **Each ending, next expedition (proposal):** |
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| 190 | ||||||||
| 191 | | Ending | Dispatch and forecast | Existing crowds at the moment of the act | Retreat and the docks | Colony | |
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| 192 | | --- | --- | --- | --- | --- | |
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193 | | **Shut** | No dispatches; the forecast board is dark. The Flood arrives only by the sluice, on an unannounced timer, as trickles that grow over the expedition, never as an announced surge; with no lit beacon to reach they spread along the interior route and then both branches. Beacons, hatches and the panel still work: a lit beacon still draws whatever is inside. | Keep their targets; nothing new enters by the branches. | The expedition still ends at fifteen minutes and the docks are still hard stops, so withdrawal is by the culvert as ever, with nothing to read but the crowd itself. Observation replaces the forecast: the honest, harder district. | The held-dock choice matters less (no announced intake to keep off it); the forecast relay repair is spent; the workshop stays useful. | |
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194 | | **Fix** (to Causeway or Yard) | Every dispatch enters by the clamped branch: its beacon flashes at every dispatch for good, and the other branch never receives a surge. The clamp fixes the *signal* cable only; the panel's *power* positions still work, so either branch can be lit or darkened at will, and no door is open or shut forever. | Keep their targets. | The other branch's crowd can still be drawn there by a lit beacon or spread there when a beacon goes dark, so its dock is safer, not safe: nothing beyond what the press bound already promises. | Good only when the clamped branch is the one away from the held dock; a colony that later switches its held dock has clamped the Flood onto its own road. | |
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195 | | **Hold** | Unchanged. | Unchanged. | Unchanged. | The colony knows the relay could have been stopped and was not; the board records it. | |
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| 196 | ||||||||
| 197 | **What a player who stops early takes away (Q36).** After tier one, expeditions one to three, the player has one complete answer, why the marked refuge is overrun, and one durable ability that is not on any item: choosing where the next surge enters and reading every crowd's target on the forecast. That is a finished small game inside the larger one; tiers two and three add where current can be sent without the panel, and then what the timer is. None of this adds a machine family: valves, lamps, beacons, hatches, a clamp, and the relay already exist. |
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198 | |||||||
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199 | **Early, middle, final (illustrative; the expedition count is a proposal, not coverage).** Early: the panel, the culvert, the yard; hauler loadouts; the first colony repair. Middle: the junction gate and the interior; valves; the held-dock switch; electrician and shepherd loadouts; the tally board and the inked route. Final: the relay room and the choice. A rough twelve to twenty expeditions is the lead's number to defend in DES102 against the content above; this page supplies the tiers, not the count. |
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200 | |||||||
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201 | ## Shelter and observation rules — S1 to S3 (unchanged) |
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| 202 | ||||||||
| 203 | - **S1 Notebook** — full pause; shows only what has been observed; no new evidence. |
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204 | - **S2 Shelter (The causeway dock, the yard dock when dry, the junction platform)** — enemies cannot enter or spawn; the surge clock runs; repacking allowed; the district stays visible. |
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205 | - **S3 Live evidence** — new clues, panel switches, and their verification happen in the running world. |
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206 | |||||||
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207 | ## WLD103 — the mystery across a campaign (first deliverable, r19; proposals under a labelled assumption) |
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208 | |||||||
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209 | ### The campaign question (proposal; designer spoilers) |
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210 | |||||||
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211 | The pumping district asked "why is the marked refuge overrun?" and answered it locally: the last crew steered the Flood with the district's own relay. Its finale asked "what calls the Flood?" and answered: a drum turned by flowing water. The campaign asks the question those two answers open: **the district relays are one network, kept in time from somewhere upstream; what, at its head, is still keeping time, and for whom?** Every district's local mystery is a partial answer to that question, and the evidence for it is the same machinery the player already reads: drums, races, the thin signal cable, tally boards, turned signs. |
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| 212 | ||||||||
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213 | The first campaign clue is already in the pumping district and costs nothing new: **after the player shuts the relay (opens the drain), the drum stops, local dispatches stop, and the thin cable that enters the relay room from outside the district still pulses on the old cadence.** Something upstream is still keeping time. That reframes the finale exactly as the Expansion Brief asks: shut, fix and hold are local outcomes, persistent for this district, and the incoming pulse on a stopped drum is the door to the campaign. |
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214 | |||||||
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215 | ### The player's evolving hypotheses (r20; what the player believes at each stage, and the clue that overturns it) |
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| 216 | ||||||||
| 217 | The mystery is fair only if each wrong belief is a reasonable reading of the evidence so far, and each is overturned by something the player can see, not told. Stages are tied to the clues already designed; none needs a new device. |
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| 218 | ||||||||
| 219 | | Stage | What the player reasonably believes | The observable that overturns it | What the new belief lets them do | |
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| 220 | | --- | --- | --- | --- | |
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| 221 | | Arrival | The marked refuge is safe; the Flood is a weather that comes in on its own. | The causeway beacon flashes and the surge turns onto it (tier one, Notice). | Read the light; use the culvert. | |
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| 222 | | Tier one | Someone left the panel on Causeway by accident. | The tally board: rows of surges deliberately sent there; the turned signs. | Route on purpose; follow the signs. | |
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| 223 | | Tier two | Doors open only from the panel. | The junction lamp lights from the yard's water through an open valve. | Send current where the panel cannot. | |
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224 | | Tier three | The relay is a relic; shutting it ends the Flood here. | The drum runs on flowing water, and after the drain is opened the incoming trunk cable still pulses on the old cadence. | Choose shut, fix or hold as a local outcome; know that upstream keeps time. | |
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225 | | First other districts | Each district's relay is its own clock. | The exchange: drums with no water of their own, all on one shaft; the pumping district's dead drum listed on its routing bank. | Predict any district's intake from the exchange; set the bank. | |
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| 226 | | Middle | The Flood spawns; it is inexhaustible. | The collector: wheels turned by the mass passing through, meters reading what the rack reads. | Delay a district's first surge by closing its gate, at a visible cost. | |
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| 227 | | Late | The network runs by itself. | The head-works: fresh grease, today's tally, a governor with more positions than any panel. | Ask the campaign question at the place that can answer it; make the campaign-scale choice. | |
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| 228 | ||||||||
| 229 | A player who stops at any row has a complete belief that was true as far as it went and one durable skill from it; that is the early-stop answer at campaign scale. |
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| 230 | ||||||||
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231 | ### What every district contributes (the rule; the false-refuge chain is the model) |
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| 232 | ||||||||
| 233 | Each district's mystery page states these six things, or the district is a key hunt: |
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| 234 | ||||||||
| 235 | 1. **A local question the place itself asks** (as the signed refuge asked one), answered inside the district by observable clues, a fair inference, a free experiment available on the first visit, a consequence, a recovery path if the clue is missed, and an answer for replays. No item gates. |
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| 236 | 2. **One campaign clue:** an observable, stable object (W3) that only makes full sense with evidence from another district: a drum with no race that still ticks; a tally board whose marks match another district's cadence; a signal cable leaving toward a named place. It is inspectable in three or four lines, never a lore paragraph. |
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| 237 | 3. **What travels with the player:** a fact in the notebook and a convention the player now reads everywhere (as W4 made turned signs readable district-wide). Nothing travels as an item that gates a door. |
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| 238 | 4. **One later action it enables, in another district or on a return:** for example, having read the exchange's drums, the player can predict a district's next intake without its forecast relay; having shut one relay, the player can hear whether the trunk still ticks there. |
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| 239 | 5. **Redundancy:** every campaign clue appears in two districts in different forms, so a missed clue is recoverable without a guide and the campaign never depends on one room. |
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| 240 | 6. **A consequence stated as a rule:** what this district's persistent outcome (its relay state, a gate left open, a collector closed) does to another district, the refuge, or a return visit. |
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| 241 | ||||||||
| 242 | ### What stays fixed everywhere, and what a district may add (the contract for Campaign and Combat) |
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| 243 | ||||||||
| 244 | **Fixed in every district, or the campaign's knowledge stops being knowledge:** W1–W4 with the retarget-or-spread precedence and the definition of a beacon; the light convention (steady, flashing, dark; wet and dry by tint); the two cables and the rule that only a flashing beacon chooses an intake; the flowing-water relay as the district's one source of signal; S1–S3. **A district may add,** with a readable signal and a choice it improves: new powered devices (doors, pumps, wheels, lifts) on the same clause; new water topology (races, pools, weirs, drains) that changes what conduction reaches; a second signal source, or none; more than two fixed beacons; planted-beacon variants. **A district may not** change what power, signal or a beacon means, or make an ordinary lamp draw the Flood. |
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| 245 | ||||||||
| 246 | ### The relay decision as a district outcome (reframed; replaces "ends the game") |
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| 247 | ||||||||
| 248 | Shut, fix and hold keep the consequences in the endings table above, for this district, persistently. They no longer end the game. Shut adds the campaign clue (the incoming pulse on a stopped drum). Fix, clamping the lever, also clamps what the upstream pulse can do here, which is why the upstream network matters. Hold records the choice. The campaign-scale version of the same choice belongs at the head-works (below), and whether the campaign answers its own question or leaves it to a later owner decision is PM's call, asked in r18. |
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| 249 | ||||||||
| 250 | ### Three example districts, as mystery contributions only (one paragraph each; Campaign designs the district) |
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| 251 | ||||||||
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252 | **The Exchange.** Where signal cables from several districts meet: a hall of drums ticking together, all turned by one shaft that enters from a race the player cannot see the head of. Local question: why do these drums have no water of their own? Campaign clue: one shaft, one time source; the pumping district's incoming pulse comes from here. Travels: the trunk's cadence and which cable goes where. Enables elsewhere: the exchange has a routing bank, a panel with one position per district, so the player can choose which district receives the next trunk pulse; a district whose position is dark gets no announced surge until the player returns. Consequence as a rule: setting the bank changes another district's forecast before the player arrives there. Redundant clue: the pumping district's stopped drum still ticking. *Adopted from CAM102 (r23):* the bank's board is the campaign's index of districts, one position for every district the network knows, ticking, still or dark, so the player learns that a district exists by seeing its position before they can reach it; a stopped drum on the board is the pumping district's own outcome, read from elsewhere. |
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253 | |||||||
| 254 | **The Collector.** The low place the water drains to, and where crowds go between expeditions: basins with wheels turned by the mass moving through them, and meters on the wheels. Local question: why does the Flood come back every time? Campaign clue: the city moves the Flood as it moves water, and takes something from it as it passes (this district's meters read what the player's rack reads: charge). Travels: the fact that the surges are cycled, not spawned, and the sign convention the crews used at drains. Enables elsewhere: closing a district's collector gate delays that district's first surge on the next visit, at the price of the collector filling. Consequence as a rule: a closed gate is a persistent district state with a visible cost in the collector. Redundant clue: the exchange's shaft turns faster when a collector is full. |
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| 255 | ||||||||
| 256 | **The Head-works.** The reservoir whose flow turns every race, and the governor that regulates it: fresh grease on the governor, a tally board with today's date, a lever with more positions than any panel. Local question: who oiled this? Campaign clue: the network is maintained, not merely running. Travels: the answer to the campaign question, in one of two forms below. Enables elsewhere: the campaign-scale choice. Consequence as a rule: the head-works' state changes every district's dispatch at once. |
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| 257 | ||||||||
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258 | ### Two candidate final answers, and D024's provisional choice (Answer A developed below; B preserved) |
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259 | |||||||
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260 | **Answer A, the machine:** nobody is left; the governor is maintained by the city's own automatic works, and the last crews were doing at district scale what the player does with a coil, stunning and harvesting the Flood to keep the city's power on. The Flood is what the city runs on. The choice at the head-works is the relay-room choice at scale, and shutting it turns off every powered door and pump in the city, including the colony's. **Answer B, the keepers:** someone still lives at the head-works and keeps the network in time on purpose, steering the Flood away from where they are and toward the districts the player has been crossing, which is why the refuge routes are the overrun ones. The choice at the head-works is then whether to stop them, join them, or take the lever. A does not need a new enemy or character; B needs one presence and a reason. Both keep the Flood massed enemies and never water, and both are reachable through the same devices. PM chose A provisionally (Brief D024: it connects the central combat resource, the city's infrastructure and the final cost without another character system); B stays documented as the alternative; neither the setting nor the ending is owner-approved. |
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| 261 | ||||||||
| 262 | ### D024 developed: the harvesting machinery, the six states, and what Stop costs (r21; proposals under D024) |
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| 263 | ||||||||
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264 | **The fiction, in one paragraph (designer spoiler).** The city's flood defences were rebuilt, before the last crews, into one machine for one purpose: to call the Flood in, move it down through the works on the network's time, and take its charge as it passed. Every device the player has read is a part of that machine: the dispatch beacons call the mass; races and locks and trams carry it down; the Collector's wheels take what it sheds; the switch-house at the Head-works stores that charge; and the thick cables carry it back out to every district's circuit, which is what lights beacons, opens hatches and runs pumps. The city runs on the Flood. The crews were doing at district scale what the surveyor does with a coil, and the works have kept doing it without them, on the governor's cadence, maintained by the works' own carriage, whose grease and printed boards are the head-works' clues. Combat's Carrier fits this without a new rule: an organism that walks toward loose charge is the machine's own porter, and the collectors are where it was bred to go. Nothing here needs a character; Answer B remains the alternative that adds one. |
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265 | |||||||
| 266 | **W1, extended for the campaign (the contract's §3 plus D024; proposal).** *Dispatch:* a district's beacon flashes, and its intake is chosen, when its local drum turns **and** the trunk permits that district: the drum supplies the timing, the trunk supplies the permission, and either alone makes nothing. *Supply:* a flash is a call, not an arrival; a surge enters only if the network supplies one, and the Collector's and the Tidal Barrier's gates decide what is in circulation. *Fixed power* is a separate state from all of the above: what a circuit carries comes from the cells by the thick trunk, and no amount of signal, flow or supply lights a lamp by itself. Everything after entry is unchanged: nearest reachable lit beacon, retarget before spread, indicators draw nothing. |
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| 267 | ||||||||
| 268 | **The six states (PMR004 §1; one table for Lead and World).** |
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| 269 | ||||||||
| 270 | | State | Source | Connection to a district | What changes it | Survives the expedition? | After Stop at the Head-works | |
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| 271 | | --- | --- | --- | --- | --- | --- | |
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272 | | **Fixed power** | The head-works' switch-house store of harvested charge, filled by the Collector's wheels (contract §2, §9) | Thick cables from the switch-house to each district's panel and on to its branch | The panel (which branch); a Grounder on one run (until cleared or re-switched); a coil or a joined channel (local, for seconds); the store's level | Yes: panel positions persist as left; a grounded run recovers between expeditions with the mass (contract §6); the store outlasts any one expedition | The harvest ends and the store drains: each district's circuit dies in turn, one district per expedition, nearest the head-works first, shown on the refuge's board (contract §9) | |
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273 | | **Hydraulic flow** | The reservoir over the weir | Races to each district's drum; locks and channels below | The governor's cadence lever (Slow); a district's drain valve; a held Collector backing water up; a shut Barrier lowering it | Yes | Unchanged: water still flows; drums still turn | |
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274 | | **Trunk permission** | The head-works' governor keeping time on its shaft: the district clutches (standing) and the Exchange's routing bank (the next pulse) | The thin trunk cable through the Exchange's bank to each district's relay | Keep (clutches); the bank's positions; Fix at a district clamps what the permit can do there | Yes: bank positions persist | Gone everywhere: Stop is the brake on the shaft that keeps time, so after it nothing is permitted (contract r5) | |
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| 275 | | **Local timing** | The district's drum, turned by its race | The drum's contact to the district's signal cable and its beacons | Shut (drain the race); Fix (clamp the lever); Hold | Yes; the incoming pulse on a stopped drum is the first campaign clue | The drums turn on flow to no effect: nothing is permitted, so no dispatch and no flash anywhere (contract r5) | |
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276 | | **Enemy supply** | The Flood in circulation, admitted by the Barrier, held or released by the Collector's gates | The water network; the mass moves with the water between expeditions | The Collector's gates (hold delays a district's first surge); the Barrier's gates (starve the Collector); harvesting spends organisms for the expedition only | The gates' positions persist; spent organisms recover between expeditions | Unchanged in quantity; with no dispatches the mass arrives only by each district's sluice, in trickles, spreading (the Shut regime) | |
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| 277 | | **Observed warning** | The district's forecast board, reading its drum and its permit | The board at the dock; the colony's forecast receiver repair adds timing | Shut (board dark); the Exchange darkening a district; a repair | The board's last reading persists as *historical*, never as a live prediction | Dark everywhere; the empty cable is the last thing it shows | |
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| 278 | ||||||||
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279 | **What Stop costs, stated as rules (the contract's §9, restated; proposals).** (1) Stop ends the harvest; the store drains, and each district's circuit dies in turn within the expeditions that follow: one district per expedition, nearest the head-works first, shown on the refuge's board, so the player always knows which district goes dark next. (2) After Stop nothing is permitted anywhere: no dispatches and no flashes, the drums turning on flow to no effect, and the Flood arriving by each district's own sluice as trickles that grow, the shut regime everywhere and for good (contract r5). A district whose circuit has then died announces it on arrival: its beacons dark, its powered doors, hatches and lifts dormant, its forecast board blank. The empty flash is not part of Stop; it stays what it was, a permitted dispatch the Collector did not supply. (3) **The unpowered return never fails:** every district has a gravity or dry route to a dock that needs no current (the pumping district's culvert is the model; the lead and Campaign name each district's), every hatch has a crank, and a dry dock is a hard stop regardless of power. Stop can darken the city; it cannot trap the surveyor. (4) *Withdrawn:* the salvage-fed pump reserve this page had proposed for the refuge after Stop was declined by contract r4 (§10, with Colony's COL-I4). The rule is the contract's: the colony's powered pump goes dormant with its district's circuit, the refuge's place in the cascade is stated there, and the gravity dock, the dry landing and the manual bench keep everyone home. No upkeep tax exists in either version. |
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280 | |||||||
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281 | **The empty flash (REV104-3; the contract's §3 and §8, which adopt the Collector page's convention as W1's supply clause).** When a district is permitted and its drum turns but the Collector supplies nothing, the beacon flashes on the cadence, the thin cable pulses, no bodies come, and the forecast still counts to the next slot: the forecast is not wrong, because the dispatch happened; the arrival did not. The notebook records "an empty flash". That is how the player learns that supply is a third thing, separate from timing and permission, and it is the Collector's campaign clue in its second form. *Optional presentation cue, for whoever owns presentation:* the intake marker could hollow out at the end of the arrival window; the contract does not require it. |
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282 | |||||||
| 283 | **Two waters, corrected (REV104-4; PMR004).** r18 was right that the relay's race carries no current and wrong if it was read as saying flowing water cannot conduct. Flowing water conducts like any water (clause 1). The race is unenergised because it is an unfed body: it rises over the weir from the reservoir and nothing puts current into it. The actual dry breaks, which are what the rule rests on: the weir's crest (air between the still reservoir and the race), the governor gallery (dry, raised), and the trunks themselves, which are cables and not water. The actual power feed is the thick trunk from the cells, never the water. A district page that needs a race to carry current must join it to a fed body through a valve, as tier two does, and say so. |
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| 284 | ||||||||
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285 | **The water level, reconciled between the Collector and the Head-works (one rule for Campaign and the lead).** Water and the Flood move the same way, down. A **held** Collector (gates shut, basins full) backs water up the flight over expeditions, so the Head-works' race route submerges and its weir approach floods; a **starved** Collector (the Barrier shut, less coming in) lowers the whole flight, so the race route at the Head-works is dry but the races run thin and the surges everywhere are smaller. The Head-works r4 has withdrawn its r1 sentence that had a starved Collector running fuller, and the Collector r4 §7 owns the Collector's level under Stop, as the contract assigns; the rule above is the shared statement both pages now match. |
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286 | |||||||
| 287 | **Essential clues, each in two forms, none purchasable (REV104-1, -5; PMR004 §4).** |
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| 288 | ||||||||
| 289 | | Essential clue | Form one (free, in the running world) | Form two (free, elsewhere) | |
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| 290 | | --- | --- | --- | |
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| 291 | | Upstream keeps time | The pumping district's incoming cable still pulsing on a stopped drum | The Exchange's drums on one shaft with no water of their own | |
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| 292 | | The Flood is moved on the network's time | The Lock Flight's gauge boards painted with times | The Tram's timetable board; the Barrier's gate log against the trunk's cadence (Campaign §3) | |
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| 293 | | Supply is separate from timing | The empty dispatch, anywhere | The Collector's meters and a basin held full | |
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| 294 | | The city runs on the Flood | The Collector's meters in the rack's own units | The cell bank at the Head-works, and beacons going dark as it falls after Stop | |
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| 295 | | The network is maintained | Fresh grease and a dated tally at the governor | The works' carriage and its printed boards in the tally room (Answer A) | |
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| 296 | ||||||||
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297 | Every form is an object or an event the player can see unaided. The colony's comparative-observation service (COL101) may *record* two such events side by side for later comparison; it never reveals one. If a proposed service would be the only way to see an essential clue, the clue is wrong, not the service. Colony r4's COL-I3 states that boundary from its side, records only what the player is looking at, and marks old forecasts historical after a commitment; accepted as written. COL-I4's raised landing and dry walkway are the refuge's own unpowered return under Stop rule (3); accepted, and Campaign names each district's, as the contract already asks. |
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| 298 | ||||||||
| 299 | **The Holding Basin's evidence (the Collector §8 supplies the room, the way in and the price; the content is this page's; optional, never required; designer spoiler).** Behind basin 1 the crews gated off a fourth basin and gauged it separately. Two objects, both inspectable in a few lines. *The crews' written reason for sealing it:* they held back a stock of the Flood from the harvest, "so the works cannot take it all", and dated the entry. *The separate gauge's log:* handwritten entries up to that date, then entries in the works' own printed hand, on the network's cadence, showing the sealed gate opened and the stock taken after the crews were gone. That is the certainty clue: under Answer A (D024, provisional) the later entries are printed, and the machine harvested without anyone; under Answer B they would be in a second hand. A player who reads it arrives at the head-works knowing which answer is true; a player who skips it decides on inference, from the grease, the dated tally and the printed boards, which is a complete campaign of its own. Nothing here needs a new prop beyond a gauge log in two hands, and the way in is a state the player already knows how to produce. |
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300 | |||||||
| 301 | **The routing bank's price (REV104-5), restated as a rule.** Setting the Exchange's bank to a district costs the forecast in the districts it leaves unpermitted (Campaign §3.4), and a district left dark long enough falls to the Shut regime on the next visit; it is a lever with a standing cost, not a free plan. Whether that cost balances is empirical. |
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| 302 | ||||||||
| 303 | **Combat's roles and the mystery (fiction only; the precedence line is the lead's to rule).** Combat proposes a target line between pursuit and attraction for the Anchor, the Carrier and the Grounder. None changes what a beacon means, and the Grounder passes the contract's §7 test by making a device stop for want of current. For the mystery, the Carrier is Answer A's porter (above); the Anchor is the mass that settled where the water was lowest and stopped listening, which is why re-routing never clears the water; the Grounder is the one thing that can darken a clue beacon, and it does so visibly (flicker, then dark), so a missed clue is delayed, never lost. |
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304 | |||||||
| 305 | **What this costs in content.** No new machine family: drums, races, cables, valves, wheels, meters, tally boards and signs recur; each district adds topology and one or two devices. The asset burden per district is the pumping district's, minus what recurs; the readable states are the same table with new rows for meters and the routing bank. No availability is claimed. |
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306 | |||||||
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307 | ## WLD104 — one clue chain across the campaign, on the route the player actually takes (r26; contribution to DES105; proposals; designer spoilers) |
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308 | |||||||
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309 | **The question the chain follows:** *where does the Flood go between expeditions, and what brings it back?* The player answers it three times, each answer reasonable on the evidence so far, each broken by something they can see at a place the route actually reaches, and each new answer worth a different action before the head-works. The route is Campaign's recommended one (Districts §3.1: a recommendation, not a gate), with the Tram's three visits where DES105 §3.2 places them; a player who takes the Collector second instead (Districts §3.4) meets the meters before the reason for them, and the chain still closes, in a different order, with no essential clue moved. |
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310 | |||||||
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311 | | Visit, on the route | What the player believes on arrival, and why it is reasonable | The wrong reading it invites | The observable that breaks it, here | A safe way to test it | What they do differently from now on | |
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| 312 | | --- | --- | --- | --- | --- | --- | |
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| 313 | | **Pumping district**, tiers one to three | **Weather.** The Flood comes in where a beacon flashes and disperses by the next visit; it is inexhaustible. | "Shutting my relay ends it here." | After Shut, the incoming cable still pulses on the stopped drum. | Shut is one-way, so the safe test is to read the cable before choosing: the pulse on the thin cable is visible at every dispatch from the relay room's door. | Routing at the panel; hauling. The baseline. | |
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| 314 | | **Lock Flight**, first visit | Still weather; the locks are flood works. | "The gauge boards are water levels." | The gauge boards are painted with *times*, and the times are the dispatch schedule; the lock house's log matches the pumping district's drum. | Read them from the lock house, a shelter. | Nothing yet: a fact recorded without a reason. The notebook holds it. | |
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| 315 | | **Tram Incline**, first visit (DES105) | Weather, and the rail is transport. | "The timetable is a crew schedule." | The summit's timetable keeps the network's time too: the second form of the lock gauges. | Read at the summit station, a shelter. | The lamp tows and the crank is the price of Rail; still no reason to carry a battery. | |
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| 316 | | **The Exchange**, first visit | Weather, wavering: two boards on one clock. | "Coincidence, or an evacuation timetable." | **The bank, found with three clutches engaged: Pumping, the Lock Flight and the Tram.** These districts' surges were never weather; they were permitted deliveries, and the seven drums on one shaft show one time source upstream. | Walk the drum floor, which every route crosses; read the bank, which is free. | **Explanation 2, supplied: a machine operation.** The bank is a lever: a district's position disengaged withholds its permission, so a district can be made quiet, at the price of its forecast (Exchange §6). The player also now packs for permission, not weather: the beacon module earns its cells. | |
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| 317 | | **Tram Incline**, changed return (DES105) | **Supplied.** This district's surges were permitted from the Exchange. | "If supply can be withheld, starve everything and walk in." | The Exchange's own price: a withheld district loses its forecast, and the yard's water under Gates is still energised and still full when the panel says so. | The refuge's board shows the bank's state before launch, free (contract §6). | The changed return is fought with tooling's four-cell record or the berth, as DES105 writes it; withholding was not a way in. | |
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| 318 | | **The Collector**, first visit | Supplied, from upstream. | "The works only move the Flood, as they move water." | **The wheels' meters climb in the rack's own units as the mass passes; the intake gauge at the interceptor mouths counts what came in, the outfall meter counts what left, and the difference is what the wheels took.** Two free instruments on one walkway, no flag: the city takes charge off the Flood as it passes. | Read both from the walkway in a quiet interval; hold one gate and watch its wheel stop and its meter freeze. | **Explanation 3, harvested: a route and a rack.** A held gate withholds a district's *first* supply on the next visit, one surge and no more (Collector §6): it buys the empty ride, not the trip. And charge, not cargo, is what the city runs on and what the interior wants, so the late racks carry batteries and a coil where the early ones carried bundles. | |
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| 319 | | **Tram Incline**, later return (DES105) | **Harvested**, and the district is set for the head-works approach. | "The held gate made this visit free." | The empty flash: the first surge is withheld, the flash comes anyway, and the second surge comes on time. | It is the test: hold one gate, take the tram up, be home before the second surge. | The standing state for the campaign's end: the tram left lit at the summit so later surges climb away from the depot road (DES105); and the approach to the head-works chosen from circulation, starve it by the Barrier for a thin weir, or hold the Collector low for the race. | |
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| 320 | ||||||||
| 321 | **Second forms of the essential evidence (redundant access).** Upstream keeps time: the stopped drum's pulse, or the Exchange's shaft. Permitted, not weather: the bank's found state, or a withheld district's empty flash anywhere. Harvested: the Collector's intake-against-outfall difference, or the Tidal Barrier's gate log, opened on the trunk's cadence and never the tide's, which has no reason to admit the sea's Flood on the network's time except to take from it. Each pair sits in two districts; the refuge's board is a third form of the second, never the only one. |
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322 | |||||||
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323 | **The payoff, and the genuine reasons for each ending.** The player who reaches the governor with explanation 3 knows what the lever does and why the grease is fresh; the head-works asks only *who*, and the Holding Basin's log can answer that with certainty for the player who chose to read it. The three positions are not a ladder of understanding; an informed player has a real reason for each. **Stop**, because the harvest is what keeps every district hot and every refuge route contested, and ending it makes the districts honest and unannounced at the price of the city's power and the colony's convenience. **Keep**, because permitting is what supply follows, and a colony that keeps time chooses which districts are hot and which are quiet, at the price of someone having to come back and hold the lever. **Leave**, because the machine's schedule is the one thing that makes the districts readable and the refuge plannable, and a player who has learned to route the Flood may prefer a city that keeps calling it to one that does not. Which they choose is theirs. |
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324 | |||||||
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325 | **What remains worth discovering after the central answer.** (1) Each district's own local question, seven of them, none of which the central answer resolves. (2) The other side of every commitment: Shut, Fix, the Barrier's gates, a held basin, each changes a district for good, and the changed district is a new thing to read on the return. (3) The crews: the tally boards, the quarantine notes and the inked plans are a story told in the order the player finds them, and the order differs by route; none is essential. (4) The Exchange's board: positions for districts the player has not yet opened. (5) The Holding Basin, for the player who decided without it. What does not renew is the central answer itself, and the design says so. |
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326 | |||||||
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327 | **The comparative reader, under D026.** Side-by-side records of personally observed signals are folded into the base forecast receiver; one assembly competes between tooling and the berth; no separate fitting. This page's r25 suggestion that the receiver's upgrade show the bank's next permission at home is withdrawn: the contract's §6 already puts every route-gating bank state on the free departure board, so that information is never for sale. The chain above never needed the reader, and now nothing does. |
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328 | |||||||
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329 | **Risks, unvalidated.** Whether the Exchange's found bank state reads as evidence of intent rather than as a puzzle setting; whether the intake-against-outfall difference is legible on one walkway in one quiet interval; whether the three-visit Tram carries three explanations without the second and third crowding each other. Nothing here is tested. |
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330 | |||||||
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331 | ## Content and asset burden |
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332 | |||||||
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333 | One district reused before and after discovery: two docks, causeway, culvert, yard, pump hall, junction platform, sluice, interior and relay room, one panel, two fixed beacons, two devices, a forecast overlay, a tally board and plan, one valve, and wear and sign props (one sign rotated for W4). Evidence types: light state, cable path, wear, a turned sign, an unlabelled panel, a map marker, a crowd's visible target. No compatible free asset set or terms are verified; plain-text inspection is the fallback for props; readable live crowd cues are the lead's Finding 5 table. No custom asset creation is proposed. |
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335 | --- |
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337 | *1,426 words of submission status, provenance and handoff were removed from this page on 2026-09-07 by the wiki editor, under the owner's instruction that discussion belongs in [chat](/Chat%20Rooms) and articles belong to the design. Sections removed: *PM report*. **Nothing is lost** — the full text is at [revision 43bcfe](/Hold%20The%20Flood/World%20And%20Mystery?revision=43bcfe) and in this page's [history](/Hold%20The%20Flood/World%20And%20Mystery/history). Discussion continues in the `hold-the-flood` room.* |
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| 339 | *r31, 2026-09-07 12:01 UTC, by this role: the retained section's bookkeeping (old revision headers, owner requirements, sources, the DES102 integration check, WLD103's standing, the r27 decision test, the set-aside debate) moved to immutable history at [r30 / 001657b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20And%20Mystery?revision=001657b), as PMR011 asks of authors; no design paragraph, rule, chain row or cited heading changed.* |
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