Hold the Flood — World and Mystery
WLD102 · r17 · 2026-09-06 16:16 UTC · In review — the targeted revision PMR003 requested of this role: the three valves' found and set positions and the success condition (connectivity, not order) in one table; the relay's own supply against the door's, and what drain R stops and leaves working, with one added clause (R sits above the head valve's weir, so it empties only the relay's feed); the access chain's consequence qualified by route (a crowd held by a still-lit causeway beacon stays put on the coil route); the Shut row's workshop claim removed. The lead's r13 proposals for these are confirmed here with that one addition, so Document r13 50046f7 needs only the weir clause to match. r16 merged the tier-three chain with the one the lead proposed in Design Document r9 fb6b6df "for the world designer to correct and own", so there is one chain, on this page, for §11 to lift: the lead's access chain (the crew's note as a three-valve sequence that joins the yard's water to the sluice head) followed by this page's relay chain (drum, lever, clamp, drain valve). Two reconciliations are stated in the PM report. r15 was the revision PMR002 requested of this role (items 1 and 3): W1 now says what counts as a beacon and the precedence between retargeting and spreading; the junction lamp is an indicator, not a lure; a state table checks the three signature routes and the failed experiment against the rule as written; tier three gets a complete clue → inference → action → consequence chain, an endings table with each ending's dispatch, retreat and colony consequence, no salvage price on the choice itself, and the early takeaway Q36 asked for. r14 applied PMU002's rulings: the title moves out of "owner requirements" to its D017 status as the owner-supplied working title (Clarity Q37 was right); D016 confirms the routing baseline, so the standing decision request is closed; D015 seats the five further contributors on the Team, so their pages are cited as team work, and REF101's electrofishing reference is cited as research grounding for W1. No rule or chain text changed. r13 aligned two tier-two sentences to DES102 draft r6 12779dc, which states the critic's REV102-6 on the document's own principle: any current in the joined water energises the junction circuit, so with the valve open the panel lighting the yard is enough to open the junction gate, at the price of a hot yard; with the valve shut, a coil discharge into the pool opens it quietly; the coil buys stealth, not access. Nothing else changed from r12 23dca93, which aligned to draft r4, whose r3 topology stands (the lead's r4 note and REV102 issue 1 both settle on this page's r10 choices). r12 re-instated r10's body, undoing r11 eac7ed8, which had aligned to draft r2 while r3 was aligning to r10. To make a third crossing impossible, this page no longer carries its own map: topology and crowd behaviour are sourced from the Design Document's sections 2 and 4 and only summarised here with a notation key; this page remains the source for W1–W4 and the mystery chain, which the document's section 9 mirrors. Any topology change starts here and is agreed before either page moves, as the lead's r3 note asks. r10 c6f0598, r9 41681d9, r8 ba6f8b8 and earlier are page history. Author: World and Mystery Designer. Handoff: canonical Lead (D014) for DES102; PM. WLD101 was accepted in PMR001 as a concept contribution (at r6 4302067); r7 fa3eb1b and earlier revisions are page history.
Owner requirements. Survivorlike; exploration, experimentation, mystery; the Flood is massed enemies (Brief D011); Unity; Steam; assume nothing exists. "Hold the Flood" is the owner-supplied working project title, not a recorded requirement; final naming is the owner's and is not locked (Brief D017). Design only until the owner explicitly authorizes development after reviewing the design document (D007). No AI-generated art; prefer verified free assets; purchases and rare authored assets need owner approval. This revision creates no assets, code, prototypes, or tests. Bioelectric enemies, the drowned district, the small colony, and every rule below are proposals, not owner approvals (D013).
Sources. Reread 16:16 UTC: Brief 28fb1c2 (D013 provisional A; D014 canonical lead; D015 five owner-added contributors seated; D016 routing baseline confirmed; D017 working title; D018 criterion 11), Tasks 1370285 (PMU002: WLD102 In review at r12; DES103 Ready for the lead; this role checks clue/rule changes against the exact integrated revision), Team cbf8d79, PM Reviews a2beab4, PMR002 2199471 (items 1 and 3 assigned to this role; delivered in r15–r16), PMR003 72c692e (reviewed World r16; finale machinery credited; targeted revision on valves, supplies, drain, coil-route targets and the workshop claim), Tasks 6e92d0c (WLD102 In review, targeted revision; REV103 Ready), Document r13 50046f7 (lead's proposals for the same items, confirmed here), Tasks 95db055 (WLD102 Ready: revision requested), Design Document r9 fb6b6df (DES103 r3: PMR002 item 1 done on the document in parallel with r15 and in agreement with it: precedence stated once in §4, the junction lamp an indicator, coil-lit beacons steady and never flashing, the failed experiment rebuilt around the Off position; item 3: a tier-three access chain proposed for this page to own, merged here), Design Document r8 d37cbf0, Design Review REV102 r5 e2db8b9 (revise: the arc; nothing to this role), Design r5 b030c98, Design Review r6 a892274, Design Review r7 bb68711 (closes Finding 2 under the sight-limited model; N17), Clarity Questions b8696cc (Q28 on the crossed saves; Q29 marked answered at r8 by this role), PM Reviews 04f3183 (PMR001 checkpoint; next review prioritises WLD102), Glossary f1bf1f4, External Critique 319c975 (EXT101; the External Critic is a team member since D015; its X9 on the title is answered by D017 and on this page by r14), Design Document r6 12779dc (r5 bc134bf states REV102-6 and adds the one-page owner summary; r6 merges owner decisions 4 and 6 with measured market data; r4 46b320b sections 2, 4, 9, 11 and Appendix B read; r3 d35209f aligned to this page's r10), Design Review REV102 r2 82a96ba (all five r1 issues verified resolved; verdict: ready for owner review as the base of DES103; one residual, REV102-6), Design Review REV102 r1 4dde90c (verdict: revise, one bounded pass; issue 1 recommends this page's r10 topology; issue 3 the flash observable), Disagreement Register 8dd233c and Reference: Survivorlike Market Data 39c95f2 (The Troll and the Reference Researcher, team members since D015; Q37 on the title came from the register and is answered here), Design r6 211106d (header note: rules now maintained on the Design Document), Glossary 86c1c4e. No comparative research and no asset verification.
What r8 did. PMR001 chose the simpler routing model over the sight-limited one that r7 and Design r4–r5 had adopted: the panel alone selects the intake at dispatch; after entry every surge continuously follows the nearest reachable energised beacon, district-wide. r8 rewrites W1/W2, the map, the chain, the price of the panel, and both required scenes under exactly that model, removing r7's glow-range and split-surge text. It reconciles the culvert account (no pump; item 6), re-derives the dock-choice consequence (item 2), and supplies the motive, tiers, and ending without upkeep and without making the Flood water (item 5). Word definitions stay in Design's glossary; the wiki editor's Glossary mirrors it. The sight-limited model is recorded once, at the end, as a set-aside alternative.
The district — textual map (proposal)
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).
The map is drawn once, in the Design Document, section 2 (draft r4, from this page's r10, and not re-drawn on either page again). This page uses short labels for it: D1 causeway dock (held dry by default) · D2 yard dock (flooded by default; wet, conducts) · P the panel at the causeway head · B1 causeway beacon at the causeway's far end · I1 causeway intake beside it · B2 yard beacon at the pump-hall door · I2 yard intake, the channel mouth at the door, in water · H the pump-hall hatch, on the yard circuit with B2, hand crank inside · X1, X2 the culvert's exits at the two dock ends (a gravity drain, always dry, never paid for) · J the junction platform, a shelter · GJ 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: with valve V open the pool is joined to the yard channel, so a lit yard is enough, and with V shut a coil discharge into the pool opens it quietly · S the sluice beside the junction, the Flood's own way in. Shelters (S2 hard stops): D1, D2 when dry, J. The causeway has no device; what lighting it buys is the road and where the next surge enters. H 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.
World rules — proposal for DES102, PM baseline
- W1 — Attraction. Intake: at each dispatch the relay fires one pulse down the branch the panel selects: Causeway (B1 pulses, the surge enters at I1), Yard (B2, I2), 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. What counts as a beacon (r15, PMR002 item 1): exactly three devices lure: the two fixed beacons B1 and B2, and the portable beacon module. 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 or planted, panel-lit or coil-lit. 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 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".
- Research note (not a rule). Reference: Electricity in Water, REF101 r2, 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.
- 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.
- 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.
- 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.
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.
The price of the panel (item 1; replaces "Cost of diversion")
Switching is free of resources and available on expedition one. It is paid, visibly, five ways:
- Exposure. P stands in the open at the causeway head, a dash from D1 and R1. Switching with the countdown near zero means being on, or next to, the branch you just lit.
- Invitation. The lit branch is where the next dispatch enters, and lighting the yard is the only way the panel opens H. The branch you want open is the branch the next surge comes to.
- 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 B1 leaves the far end, crosses the junction beside the sluice, and comes down the channel to B2; the junction and the interior route are the Flood's road while it crosses. Yard to Causeway: the mirror, and H 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 H closes. The forecast shows each surge's new target the moment you switch, so the price is readable before the crowd moves.
- 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.
- 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.
Where the coil fits. A coil discharged into the yard channel lights B2 steady and opens H for the seconds the charge lasts, without touching the panel: a lure and a key, not an intake. B2 and H 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 B2 only if B2 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.
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; B1 lit; surge one holding at B1; B2 dark; H shut; next dispatch in ninety seconds, intake causeway.
| Route | Panel | Powered | Lit beacons | Surge one: position → target | Next intake | H |
|---|---|---|---|---|---|---|
| Panel route: throw to Yard | Yard | yard circuit | B2 only (B1 dark) | at B1 → retargets to B2, the only lit beacon; crosses the junction and comes down the channel | yard (marker jumps) | open while the yard is lit |
| Coil route: discharge in the channel, panel untouched | Causeway | causeway circuit; yard water for seconds | B1, and B2 for seconds | at B1 → stays: B1 is lit and nearer | causeway (unchanged) | open for seconds, then shuts |
| Electrician: throw to Yard, wait in the channel's edge in insulation, discharge when surge two wades in | Yard | yard circuit | B2 only | surge one crosses to B2; surge two enters at I2 into the water and is stunned there | yard | open while the yard is lit |
| The failed experiment as the document wrote it (§8): coil in the channel to open H "while the yard stays dark to the relay", expecting surge one to stay | Causeway | causeway circuit; yard water for seconds | B1, and B2 for seconds | at B1 → stays; it does not walk to the yard, because B1 is lit and nearer | causeway | open for seconds; shuts with the player inside |
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.
Illustrative design — DESIGNER SPOILERS: the false refuge under the PM baseline
Proposed play, not a playtest. Light convention: steady = powered, pulsing = the relay dispatching, dark = unpowered.
| Step | Evidence, inference, consequence |
|---|---|
| Notice | From D1: B1 is lit steady. At the first dispatch B1 pulses and the surge visibly gathers at the causeway's far end around it. Repeats every expedition (W3). |
| Compare | B2 is dark; H 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. |
| Understand | Two cables leave each position of P, a thick one and a thin one, and run side by side to B1, and to B2 and on to H. At a dispatch the pulse is seen running the thin cable before the beacon flashes. P'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. |
| 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. |
| Experiment | Set Yard. B2 lights, H opens, the intake marker jumps to I2 with the countdown running, and the crowd at B1 begins across the junction toward B2. Retreat to R1 or D1 and watch, or move now. Off instead darkens both and moves the marker to the sluice. |
| 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. |
| 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 B1 to clear the causeway at the cost of the interior route and the hall. Turned signs (W4) now read as a route. |
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.
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.
Fair recovery. Death: rescue without cargo; notebook, map, and observed facts persist; no deduction is granted. Missed clue: B1 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).
Two required scenes (item 2; illustrations, not playtests)
Scene 1 — untouched panel, first expedition, retreat. Panel on Causeway, D1 held. Surge 3 enters at I1 and gathers at B1, the far north end. The surveyor, at the yard deposits, takes X2 into the culvert, walks south under the causeway to X1, crosses the short open stretch to D1, 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.
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 H times out): H 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 I2 and gathers in the channel mouth in front of the hall, standing in water. From inside, the surveyor is behind H 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 P is at the causeway head.
Motive, tiers, ending (item 5; proposals for owner judgment)
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.
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.
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 GJ is on a circuit the panel never reaches. Evidence: valve V 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 V is open. Inference: joined water carries power, and therefore attraction, across the district, so the crew could open GJ from the yard without the panel. Experiment: open V and light the yard at the panel; the pool's lamp (an indicator, not a beacon: it draws nothing) lights and GJ opens for as long as the yard is lit. The price is the hot yard: the next surge enters at I2 and its crowd holds at B2, beside the junction, so the platform is worked at that crowd's edge. Or leave V shut and discharge the coil into the pool: GJ 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 GJ: 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: GJ 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."
Reaching the room (the lead's chain, adopted).
| Step | Evidence, inference, consequence |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| 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 B2, 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 B1 stays where it is, because B1 remains its nearer lit target. |
The three valves (r17; confirms the lead's r13 proposal).
| Valve | Joins | Found | Set to reach the door | Note |
|---|---|---|---|---|
| V, the junction valve | yard channel → junction pool | shut (opened in tier two) | open | already known |
| V2, the pool valve | junction pool → head pool | shut | open | walked past on the interior route |
| V3, the head valve | head pool → the sluice-head channel that feeds the relay | shut | open | at the room's door |
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.
Inside the room (this page's chain).
| Step | Evidence, inference, consequence |
|---|---|
| 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. |
| 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 R sits on the sluice-head channel that feeds the relay, shut; the note names both and chose neither. |
| Understand | The relay is a device under clause 2: it works only while its channel carries current. The drum decides when; the lever decides where. Nothing here is new: a drain valve cuts a channel (the field pump did the same in the yard), a clamp fixes a lever, and the relay obeys the same rule as a hatch. |
| 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 R 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. |
| Act | Shut: open R. 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. |
| 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. |
Two supplies, stated once (r17; confirms the lead's r13 proposal, with one added clause). The relay has always run on the sluice-head channel that feeds it, its own always-wet water; that is why the drum turns on every expedition while the door beside it is dead. The door is on the pool side's dead line and is fed only when V, V2 and V3 join that water to a lit yard or to a discharge. Drain R sits on the relay's feed above V3's weir, so opening it empties only the relay's channel: the head pool, the junction pool and the yard channel keep their water, the drum stops, and nothing else changes; the panel's power positions, the beacons, the hatches and GJ are on the district's own circuit and keep working after shutdown. That clause is the one addition to the lead's text: without it, opening R with the valves joined would drain the pools and the yard channel too.
Each ending, next expedition (proposal):
| Ending | Dispatch and forecast | Existing crowds at the moment of the act | Retreat and the docks | Colony |
|---|---|---|---|---|
| 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. |
| 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. |
| Hold | Unchanged. | Unchanged. | Unchanged. | The colony knows the relay could have been stopped and was not; the board records it. |
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.
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: G 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.
Integration check — DES102 draft r4 (46b320b), for the lead and REV102
Nothing is open for this role. Draft r3 aligned to this page's r10 and applied its items 1–7 (gravity-drain culvert and dead pump; both docks share the bypass and the asymmetry is water; the press-rate bound as a tuning constraint; each crowd's target on the forecast; the turned-sign rule; the relay room by valve sequence, not a key; the chain rows lifted). Draft r4 completed REV102 issues 3 and 5 (the flash observable, now mirrored in W1 and the Understand row above; the bound restated in section 15) and settled the topology. r11's two items were overtaken: r3 chose press and pursuit range and the three-part dock cost. Division of sources from here: the Design Document's sections 2 and 4 are canonical for topology and crowd behaviour; this page is canonical for W1–W4 and the mystery chain, which section 9 mirrors; if they drift, the drift is reported here and fixed in one place, and no topology change is made on either page before it is agreed on this one.
Shelter and observation rules — S1 to S3 (unchanged)
- S1 Notebook — full pause; shows only what has been observed; no new evidence.
- S2 Shelter (D1, D2 when dry, the junction platform J) — enemies cannot enter or spawn; the surge clock runs; repacking allowed; the district stays visible.
- S3 Live evidence — new clues, panel switches, and their verification happen in the running world.
Content and asset burden
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.
Set aside, for the record
r7 and Design r4–r5 used a sight-limited path (a beacon pulls only within its glow) so that the panel could never move an arrived surge. PMR001 set it aside for the simpler district-wide rule above, priced honestly, and PMU002 confirmed that choice after considering the alternative (Brief D016): one visible change has a direct consequence in an existing crowd, and the separate dispatch signal preserves entrance predictability. The decision is made for this draft and remains open to an argued revision; the sight-limited wording is in r7, and the Design Document presents it as the labelled alternative and owner decision 3. This role's position, since a register on this wiki notes that nobody has stated one: if asked, prefer the sight-limited model, for the reasons given in r7 item 3 (a planning-tool panel keeps the forecast marker always true, keeps the mystery's fairness independent of where a shepherd stands, and needs no panic-switch pricing); the district-wide model is consistent and honestly priced, and the difference is which game the owner wants at the panel. This page is on D013/D016; the preference is recorded, not applied, and a future argument can reopen it.
PM report
Task WLD102, targeted revision requested by PMR003; artifact World and Mystery r17 (supersedes r16 812fd6d and earlier). No canonical decisions changed by this role. r17 delivers PMR003 item 2 in full: the valve table with found and set positions and the connectivity success condition; the two supplies and drain R's effect, with the weir clause that keeps the pools and the yard channel wet; the coil-route qualification; the workshop claim removed. The lead's r13 proposals are confirmed rather than replaced, so the document needs only the weir clause. r16 merged the lead's r9 tier-three access chain with this page's relay chain into one chain for §11 to lift, with two reconciliations: (a) Shut keeps the fifteen-minute expedition and the docks as hard stops (the lead's version; r15 had removed the window); (b) Fix clamps the signal cable only, so the intake is fixed and power still switches, and the lead's "welded branch's door open forever, the other's shut forever" is dropped, because under the two-cable rule a clamp on the lever cannot fix the power line. r15 delivered: item 1's check as a state table (the failed experiment's written outcome does not follow from the rule; the correct failure is stated; "the yard stays dark" is false of any coil route), W1's beacon definition and retarget-before-spread precedence, the junction lamp settled as an indicator; item 3's complete tier-three chain, the endings table with dispatch, retreat and colony consequences, the ending's salvage cost removed, and Q36's early takeaway. r14 applied PMU002's rulings; no rule and no chain text changed there. r13 aligned the tier-two door to Design Document r6 / REV102-6 (two sentences). r12 aligned to Design Document r4, mirrors its flash observable in W1 and the chain, removes this page's duplicate map in favour of a link and a notation key, records that nothing from REV102 r1 or the r1–r3 checks remains open for this role, and states this role's position on the routing model without changing the applied baseline. r8 delivered: items 1 and 2 (W1/W2 under PM's model; map; crowd behaviour; the five-part price of the panel; re-derived dock-choice consequence; both scenes; hatch-closure and recoverable-exit rule; culvert account unified as a gravity drain, item 6) and item 5 (motive without upkeep; title kept and related to holding enemies off the refuge; three tiers and an ending on the existing district). Evidence: written reasoning against Tasks ee938e6, Brief 3cf14c7, Design b030c98, Design Review a892274; no player data. Risks, unvalidated: a live-lever panel may dominate if the crossing route and shut door are too cheap; crowd thinning and proximity radius are balance levers with no numbers; readable crowd targets on a crowded screen. Handoff: none open to the lead from this page; the Design Document's section 9 may re-lift the Understand row from r12 if it wants the notation to match. Handoff: the lead's r9 already carries the precedence, the indicator lamp, the steady coil-lit beacon and a rule-obeying failed experiment (built on the Off position; a different scene from this page's state table, and both obey W1, so the document's is canonical); §10's salvage sentence is already corrected. What remains for the lead is one clause in §11 (drain R above V3's weir empties only the relay's feed) and the Shut row's workshop wording, already correct there; REV103 can read the valve table and the supplies paragraph as the rule text behind §11. This role posts nothing further unless a Document revision changes a rule or the chain, or a review addresses it. For REV103: the precedence rule and the endings table are new rule text and should be read against §4 and §13. Risks, unvalidated: the shut ending's unannounced trickle may be too quiet or too cruel without a forecast; the fix ending's "safer, not safe" depends on the same press bound as expedition one.
Routing decision: answered. Brief D016 confirms D013 after considering the sight-limited alternative; this page has been on D013 since r8, so nothing changes, and the standing request in r9–r13 is closed. The External Critique and the other four contributions are team work since D015; REF101 is cited above as research, EXT101's title finding is answered by D017 and this revision.
