Blame
|
1 | # Hold the Flood — World and Mystery |
||||||
| 2 | ||||||||
|
3 | **WLD101 · r7 · 2026-09-06 14:29 UTC · In review** — supersedes [r6](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=4302067), [r5](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=33dc2ae), r4 e54d6a3, r3 c92838c, r2 438f1bf, r1 01378d, all in page history. Author: World and Mystery Designer. Handoff: Lead (DES102), Independent Design Critic (DES102 review), PM. PM accepts. |
||||||
|
4 | |||||||
|
5 | **Owner requirements.** Survivorlike; exploration, experimentation, mystery; the Flood is massed enemies (Brief D011); Unity; Steam; assume nothing exists. Design only until the owner explicitly authorizes development after reviewing the design document. 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. |
||||||
|
6 | |||||||
|
7 | **Sources.** Reread 14:29 UTC: [Hub f55be6b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood?revision=f55be6b) (PM 75c3c3c: owner-approved hourly PM review; notification policy), [Brief a449b2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=a449b2), [Tasks 254220](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks?revision=254220), [Design r4 42f6533](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=42f6533) (notes folded into the body; glossary; beacon-sight rule; asks this role to align W1 and the r5 topology sentence), [Design Review r6 a892274](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=a892274) (N12 = Q22, Finding 2 conditionally re-opened until W1 and W2 agree; N13 = Q23; N14 pump-upkeep fiction; N15, N16), [Clarity Questions r2 b0658c3](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Clarity%20Questions?revision=b0658c3) (outside reader, not on the recorded Team; Q22 correctly found a contradiction inside r5; the lead has marked Q7/Q8 answered consistently with r6), [Wiki Conventions fd16a26](https://open-wiki.tail2e4d02.ts.net/Wiki%20Conventions?revision=fd16a26) (unrecorded "wiki editor"; taken as advice, notably one fact in one place). PM Reviews and Glossary pages do not exist yet. OWN101 still open. No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals. PM has not yet recorded a working direction (OWN101 open); no Design Document page exists. No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals. |
||||||
|
8 | |||||||
|
9 | **Revision history.** r1: the false-refuge chain and W1–W3 in a setting-neutral relay district. r2: mapped onto DES101 A; withdrew r1's clock-freezing observation view for S1–S3. r3: answered the lead's integration note and REV101 r1 (W1 dispatch-instant, W4 turned signs, unlabelled panel with forecast marker, reachable answer, four-part cost of diversion). r4: answered REV101 r2 and integration note 2 (W1 split into intake and path; sluice as Off intake; second dock). **r5:** fixes REV101 N10, the one open item on this page: W1's path clause said *pulsing*, which is undefined between dispatches; it now says *energised*, evaluated continuously, and states what a surge does with no energised beacon reachable. r5 also places each branch's beacon at its far end from the docks and gives the three-line no-panel extraction trace the critic asked DES102 to show, because it tests this page's "withdrawal never requires solving this" claim. Everything else is r4 text. **r6:** adds one section of plain-language definitions and in-fiction answers for the Clarity Questions that touch this page's words and narrative meaning (Q4, Q7, Q8, Q9, Q13, Q14), written so the owner-facing document can lift them; replaces "dry without payment" with plain wording in the topology. No rule changed. **r7:** adopts the lead's beacon-sight reading for Clarity Q22 / REV101 N12, the contradiction r5 created between W2 and its own topology sentence: the panel is a planning tool and never moves a surge that has arrived; only a beacon carried into a surge's sight does. W1 and the topology are amended; the yard intake is the channel beside the pump hall (Q23 / N13); cost of diversion (4) reworded to match. The dispatch/forecast fiction for Q7/Q8 stands as the shared text; duplicate word definitions are replaced by a link to Design's glossary; the pump-upkeep sentence is aligned with the colony rules (N14). |
||||||
|
10 | |||||||
|
11 | ## World rules — proposal for DES102, aligned to the spine rule |
||||||
|
12 | |||||||
|
13 | DES101 r2 states one spine rule (conduction, power, attraction, charge). W1–W4 sit inside its *attraction* clause; the wording below is what this page asks DES102 to carry. |
||||||
|
14 | |||||||
|
15 | - **W1 — Attraction (revised r7, Q22 / N12).** An energised beacon is lit steady, shows its reach as a glow, and pulses at each dispatch. *Intake:* a surge enters by the fixed beacon that pulses at the dispatch instant; the panel alone decides which fixed beacon is energised (*Causeway*, *Yard*, or *Off*: none lit, so the surge uses the sluice). If two fixed beacons pulse at one dispatch (a coil discharge can light a second branch across a dispatch), the surge splits and the forecast shows both. *Path:* after entry, a surge moves toward the nearest lit beacon *within its sight* (inside its glow), re-evaluated continuously; with none in sight it spreads along the branch it entered (the interior route, for the sluice). The fixed beacons stand at the far ends of different branches, out of each other's sight, so **switching the panel never moves a surge that has already arrived**; darkening its beacon lets it spread along its own branch, and only a beacon carried lit into its sight pulls it anywhere else. A planted beacon therefore changes where a surge goes, never where it enters. The panel needs no item, rack space, resource, or journal flag; what it costs is stated under Finding 2 below. |
||||||
| 16 | - **W2 — Commitment (reworded r7, N12).** A dispatched surge keeps its intake until it arrives. Re-routing at the panel changes the intake only of surges not yet dispatched; it never teleports enemies, cancels a pursuit, or pulls an entered surge toward the newly lit branch, because the fixed beacons are out of each other's sight. Its one effect on an entered surge is to darken the beacon holding it, after which that surge spreads along its own branch. The forecast shows each pending surge's intake as a map marker that moves the moment the panel changes; a dispatched surge shows a locked marker. |
|||||||
|
17 | - **W3 — Stable evidence.** Wiring, signs, wear marks, and signal behaviour are identical on every expedition. Water states, pumps, enemies, loose salvage, and surge timing may vary or reset (DES101 r2 persistence list) and can change the best route, never the rule. |
||||||
|
18 | - **W4 — Turned signs.** Every refuge sign in the district that has been turned faces the way the last crew actually went. First seen in the culvert (facing the yard); confirmed by the reachable answer below; thereafter a navigation clue wherever the prop recurs. Same sign asset, rotated. Under W3 it never changes. |
||||||
|
19 | |||||||
|
20 | **Topology (one statement; r4 adds the sluice and the second dock for N3 and N4).** Two docks at the district's rim: the *causeway dock*, held dry by default, and the *yard dock*, flooded by default and unusable until the colony's pump holds it dry instead (DES101 r2's exclusive choice; while flooded it is wet ground and therefore conducts). Between them the raised dry causeway, signed as the evacuation route, beacon live by default; the culvert beneath it, dry on its own (no bundle has to be spent on a pump to keep it dry), with cart wear and a turned sign; the pump hall and salvage yard beside a shallow channel, beacon dark, hatch on the yard circuit. At the district's low end, where the two branches meet, the *sluice*: the Flood's own way in, no beacon, opening straight onto the interior route. Each branch's beacon stands at its far end from the docks: the causeway beacon at the causeway's interior end, the yard beacon at the pump hall, where the shallow channel enters the yard, so a surge arriving by the yard stands in water (Q23). A surge enters beside its beacon and, while that beacon stays lit, holds there (W1 *path*), so the overrun "refuge" is the causeway's interior end and the dock end stays passable. The panel never moves an arrived surge (Q22): darken its beacon and it spreads along its own branch; only a lit beacon carried into its sight draws it elsewhere. Three intakes: Causeway, Yard, and the sluice when the panel is Off. Panel resets to *Causeway*; the first dispatch follows a short scouting interval the lead sets. |
||||||
|
21 | |||||||
| 22 | **No-panel extraction trace (for DES102's written expedition; illustration, not a playtest).** First expedition, panel untouched on *Causeway*, causeway dock held dry. Surge 3 enters at the causeway's interior end and holds at its lit beacon. The player at the yard takes the culvert back under the causeway to its dock-side exit, then the short open stretch to the dock, an S2 hard stop. Nothing on that route is on the surge's path unless the player lit something else. So "withdrawal never requires solving this" holds on paper by construction, not by timing; whether the open stretch is comfortable is empirical. |
|||||||
|
23 | |||||||
| 24 | *Off* therefore has a place and a price: both branches stay quiet, both hatches stay shut, and the surge pours onto the interior route, which is where the reachable answer's inked route and W4's signs lead. A's "surges enter through different passages" is preserved without a fourth mechanism. |
|||||||
|
25 | |||||||
|
26 | ## Illustrative design — DESIGNER SPOILERS: the false refuge |
||||||
|
27 | |||||||
|
28 | Proposed play, not a playtest. Light convention throughout: steady = powered, pulsing = dispatching, dark = unpowered. |
||||||
|
29 | |||||||
| 30 | | Step | Evidence, inference, consequence | |
|||||||
|
31 | | --- | --- | |
||||||
|
32 | | Notice | From the dock: the causeway beacon is lit steady. At the first dispatch it pulses and the surge visibly turns onto the causeway. Visual first, sound supplements. Repeats every expedition (W3). | |
||||||
| 33 | | Compare | The yard beacon is dark and the pump-hall hatch is shut. In the culvert under the crowded causeway: cart wear leading toward the yard, and a refuge sign turned to face the yard. Each inspectable in three or four lines. | |
|||||||
|
34 | | Understand | Cabling runs from the panel to both beacons and on to the yard hatch. The panel's three positions carry no words: each is a cable heading off toward its branch, plus a closed position. The forecast shows the next surge as a countdown and a marker at an intake. Switching moves the marker at once, so the rule can be learned two ways: watch a pulse and the surge's turn, or switch and watch the marker jump. After the first observed pulse-and-turn, the notebook records the observation in the player's own terms ("the surge came in by the pulsing beacon"). No label states the rule. | |
||||||
|
35 | | Infer | Power is both key and lure: the lit branch is where doors open and where the Flood is sent. The "refuge" sign marks where surges go, not where it is safe. Someone kept the culvert and the yard in use by leaving the panel on *Causeway*. | |
||||||
|
36 | | Experiment | Set *Yard*. The yard beacon goes steady, the hatch opens, the forecast marker moves to the yard intake with the countdown still running. Retreat to a shelter or stay; watch the dispatch. *Off* darkens both branches, shuts both hatches, and moves the marker to the sluice. | |
||||||
|
37 | | Discover | The next surge enters through the yard. The surge already on the causeway stays there (W2). The pump hall is open — and the surge is coming to it. Reaching the answer below costs exactly the exposure the critic asked for. | |
||||||
|
38 | | Change later play | Each of the three dispatches reopens the choice: keep *Causeway* and haul through the culvert to a quiet, closed yard; set *Yard* to open the hall and walk the causeway into the interior while the surge is elsewhere; set *Off* to keep both branches quiet and give up the interior; or invite the surge to the yard channel on purpose (the lead's electrician). Turned signs (W4) now read as a route. | |
||||||
|
39 | |||||||
|
40 | **The reachable answer (spoiler; proposal).** Inside the pump hall, on the wall beside the one pump still running (the one that keeps the culvert dry): 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 drawn under it; beside it a district plan with the refuge signs crossed out and a route inked through the culvert into the interior. Three or four inspectable lines carry it: the last crew fed the evacuation route to keep working the yard, turned the signs to mark their own way out, and left the panel on *Causeway* for whoever came after. Small, reachable, and it changes action: the inked route and W4 now point into the interior. What they went in for stays unanswered in the minimum scope; that is the spine of later mysteries, not a catalogue. |
||||||
|
41 | |||||||
|
42 | **Knowledge gate vs item/stat gate.** The panel is usable on expedition one; what changes is knowing what it does and when to use it. An uninformed player can still survive the causeway by skill; an informed player decides where the pressure goes and which doors open. Equipment changes how well a choice can be exploited, never whether it can be made. |
||||||
|
43 | |||||||
|
44 | **Fair recovery.** Death: rescue without cargo (A); notebook, map, and observed facts persist; no deduction is granted unearned. Missed clue: the causeway beacon is steady on every arrival and pulses every dispatch; the culvert is visible from the yard side too; the marker jump is a second, independent way in. Optional hints escalate from "the two beacons differ" to "switch, then watch the forecast marker". Late switch: the locked marker explains why nothing changed. Switching costs no resource, but it is never without consequence (below). Withdrawal never requires solving this. |
||||||
|
45 | |||||||
|
46 | ## Cost of diversion — answering REV101 Finding 2 |
||||||
|
47 | |||||||
|
48 | The critic's question: does the beacon choose the entrance of an announced surge, or reroute groups that have arrived? **Answer: the panel chooses the intake of the next announced surge, at the dispatch instant; nothing moves a surge that has arrived except a lit beacon carried into its sight (W1 *path*).** A's surge schedule stays the pressure; the player steers where it lands. Under the spine rule the switch is free of resources but paid four ways, all readable before the switch: (1) the panel stands in the open, a dash from the nearest shelter, and switching with a countdown near zero means being on the branch you just lit; (2) energising a branch is the only way to open its hatches, so the branch you want to explore is the branch the next surge enters; (3) committed surges do not turn back, so a diversion made after dispatch buys nothing this surge; (4) a surge sent into the held dock's branch sits on the extraction route: keep its beacon lit and it holds at the far end; darken it and it spreads along that branch toward the dock; the forecast marker shows which branch before the switch. "Gather the yard first, then divert" still works once, for a closed yard: the hall's hatch, the salvage behind it, and the answer above all sit on the lit branch. **The mid-surge switch, argued rather than inherited (N12):** a panic switch buys no rescue, because the panel cannot pull an entered surge anywhere; it darkens the beacon that was holding that surge at the far end, so the surge spreads along the branch you are standing in, while the other branch's hatch opens and its beacon invites the next dispatch there. Costs (1), (2) and (4) apply to it unchanged, and it adds a fifth: you release what was held. Under this reading the panel remains a planning tool between surges, and Finding 2 stays closed on this page. Whether these costs are heavy enough is empirical; that they exist and are visible is the design claim. |
||||||
|
49 | |||||||
|
50 | ## Shelter and observation rules — S1 to S3 (adopted by DES101 r2) |
||||||
| 51 | ||||||||
| 52 | - **S1 Notebook** — full pause; shows only what has been observed; no new evidence; experiments do not advance. |
|||||||
|
53 | - **S2 Raised shelter (both docks included when dry)** — enemies cannot enter or spawn; the surge clock runs; repacking allowed; the district stays visible, so watching a dispatch from a shelter is the observation position and costs surge time. |
||||||
|
54 | - **S3 Live evidence** — new clues, panel switches, and their verification happen in the running world. |
||||||
| 55 | ||||||||
|
56 | ## Spine rule × W1–W4 — items for DES102 |
||||||
|
57 | |||||||
|
58 | **Confirmation (r3, unchanged).** *Notice*, *Compare*, and *Understand* survive with steady = powered, pulsing = dispatching, dark = unpowered as the only light convention; the yard hatch on the beacon circuit is accepted. |
||||||
|
59 | |||||||
|
60 | 1. **Two pulsing beacons (REV101 N1; replaces r3 item 1).** r3 proposed that a planted beacon overrides the panel's intake choice; the lead accepted it under constraints. r4 withdrew that in favour of the critic's split, now written into W1: the panel alone chooses the intake; a planted beacon changes only the path a surge takes after entry, and only within its own glow (r7). Reasons: the forecast marker then always tells the truth, so the false-refuge chain's fairness does not depend on where a shepherd stands; Finding 2 stays closed, because no build can move the intake for free; and the shepherd gets a verb of its own, pulling an entered surge off a corridor, instead of a second copy of the panel. The lead's rack constraint from integration note 2 (a battery powers one module at a time) is independent of this and still useful for Finding 3. |
||||||
|
61 | 2. **Portable beacon light.** Steady while powered, pulsing only at a dispatch; accepted by the lead for DES102. |
||||||
|
62 | 3. **Dispatch-instant intake, continuous sight-limited path (N10, Q22 / N12).** Intake is decided at the dispatch instant; path is re-evaluated continuously toward the nearest lit beacon in sight (W1). Continuous was chosen over per-dispatch because a standing lure reads from the light convention itself (steady = lure, glow = reach) and gives the shepherd persistent, counterable behaviour (darken the beacon, the pull stops); sight-limited was chosen over district-wide so that the panel stays a planning tool between surges rather than a lever pulled mid-emergency, which is the reading W2, cost (3) and "does not turn back" always assumed. With this, N12's condition is met and Finding 2 stays closed on this page. The lead's coil case (a dispatch pulse inside a discharge window fires the beacon) still depends on the dispatch-instant intake rule; the forecast countdown makes it fair. |
||||||
|
63 | 4. **Off (REV101 N4).** Placed: the sluice, above. Not a safe default; it trades both branches' quiet for the interior route. |
||||||
| 64 | 5. **Persistence.** Water states, pumps, charge, and which dock is flooded reset or persist as DES101 r2 lists; wiring, signs, wear, and W4's turned signs never change. No conflict with W3. |
|||||||
| 65 | 6. **N5 and N6, resolved in r3 before the critic's r2.** r3 removed r2's "coil is an optional extension" wording (N5): the false-refuge chain never *requires* the coil (culvert dry without payment; panel needs no item), and it never called the spine optional. r3 also dropped this page's build triad in favour of the lead's electrician / hauler / shepherd (N6). N2 (what sheds charge) is the lead's. |
|||||||
|
66 | |||||||
|
67 | **Under B, The Listening Below.** W1–W4 still hold with beacon = signal source and surge = a swarm released at a marked threshold; the sluice becomes the archive's own breach. PM's choice is not constrained by this page. |
||||||
|
68 | |||||||
|
69 | ## Expression, resources, colony — A terms, proposal |
||||||
|
70 | |||||||
|
71 | The lead's three sketches sit on the panel decision; this page adds nothing to the rack. **Resources:** the panel decides which branch is open and hot this expedition; three dispatches give three decisions. **Colony:** which dock the pump holds dry inverts which panel setting threatens extraction, so a colony choice changes the value of a known rule instead of adding one; the forecast relay repair shows the first intake before departure. Nothing here requires more colony than that. |
||||||
|
72 | |||||||
|
73 | **Replay after the answer.** The question closes; the decision does not. The same three dispatches, the same panel, and a different rack, cargo target, and held dock make the routing choice fresh each expedition. Diverting never creates extra enemies or rewards. |
||||||
|
74 | |||||||
|
75 | ## Plain words and fiction — answers to Clarity Questions that touch this page (proposals) |
||||||
| 76 | ||||||||
|
77 | CLR101 was added by a reader who is not on the recorded Team; nothing in it is an assignment. Word definitions now live in one place, [Design's "Words used below"](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design#words-used-below) (one fact, one place); this page keeps only the fiction it owns, which Design r4 adopts as the shared text for the owner document. The lead has marked Q7 and Q8 answered on the Clarity page; this role marks Q22 there, citing this revision. |
||||||
|
78 | |||||||
| 79 | - **Dispatch (Q7).** The district's relay still runs on its old timer. At each scheduled tick it fires one pulse down whichever branch is powered; it was built to call crews and pumps to that branch, and the Flood answers it the same way. So a dispatch is a timer tick: nothing is sending the Flood on purpose now, and the last crew learned to point the pulse (the tally board). Automated, not haunted; once run by someone, now left running. |
|||||||
| 80 | - **Forecast (Q8).** The relay's own schedule, read from its board at the docks: when the next tick fires and which branch is powered, therefore where the surge will enter. The player has it because the district always had it; it is the Flood's timetable only because the Flood follows the pulse. The colony's "forecast relay" repair restores the dock's reader so the first tick is known before departure. The timer's cadence is the lead's to vary; W3 lets timing vary, never the rule. |
|||||||
|
81 | - **Why the player is there, and the title (Q13, Q14; proposal, not a setting lock).** The colony is the handful of people living on the one dock the pump keeps dry. The pump runs on what has already been banked; nothing is charged per expedition (N14: no upkeep, so a light, investigative return is never punished). The stake is long-run: every dock repair, every change of which dock is held, and the ending itself are paid in salvage, so a colony that stops hauling stops being able to change anything, and the district's last dry ground stays exactly as exposed as it is. "Hold the Flood" then reads literally: not fighting the mass, but holding the water and the mass off the one place that still stands, by learning to send them elsewhere. The surveyor's question, why the machinery was turned against the Flood, is how they learn to do that. If the owner prefers another title or motive, nothing else on this page depends on this paragraph. |
||||||
|
82 | |||||||
|
83 | ## Content and asset burden |
||||||
|
84 | |||||||
|
85 | One district reused before and after discovery: two docks, causeway, culvert, yard, pump hall, sluice, one panel, two beacons, one hatch, a forecast overlay, a tally board and plan, and a handful of wear and sign props (the sign reused rotated for W4). Evidence types: a light state, a cable path, wear marks, a turned sign, an unlabelled three-position panel, a map marker. No compatible free asset set or terms are verified; plain-text inspection is the fallback for any prop that cannot be sourced. No custom asset creation is proposed; any would need owner approval first. |
||||||
|
86 | |||||||
|
87 | ## PM report |
||||||
|
88 | |||||||
|
89 | Task WLD101; artifact World and Mystery r7 (supersedes r6 4302067). No canonical decisions changed. Changed proposal: W1 path is sight-limited (beacon glow), so the panel never moves an arrived surge — resolves Clarity Q22 / REV101 N12, a contradiction r5 introduced on this page and the reader found; topology aligned with Design r4 (yard intake is the channel, Q23 / N13); cost (4) reworded; pump-upkeep fiction aligned with the colony rules (N14); duplicate definitions replaced by a link to Design's glossary. Evidence: written analysis of Design 42f6533, Design Review a892274, and Clarity Questions b0658c3 against Brief a449b2; no player data. For PM, unchanged: Tasks 254220 still shows WLD101/DES101 "Ready" (Clarity Q15); the CLR101 author and the Wiki Conventions author are not on the recorded Team; PM Reviews (Hub) and Glossary (Conventions) pages do not exist. The Hub's notification policy is acknowledged. Risks, all unvalidated: the shepherd's standing lure may dominate corridor defence (its glow radius is the balance lever); *Off* as a trap for new players unless the forecast marker shows the sluice as clearly as the branches; the open stretch between culvert exit and dock is where the withdrawal claim will actually be felt. This page has no open items from REV101 r1–r4; this role posts nothing further until a DES102 draft exists, PM records a direction, or a PM review addresses this page. Next handoff: lead carries W1–W4 (with N10 fixed here), S1–S3, and the r5 topology into DES102; critic reviews DES102; this role checks the integrated draft for contradictions when it exists. **PM request:** record the working direction (A, B, or premise change) and whether W1–W4 and S1–S3 are carried into DES102 as candidate rules. No acceptance or development authorization is assumed. |
||||||
