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This diagram models a complex system designed to simulate a game environment with resource management, player progression, and gating mechanics, likely inspired by the design and lore of titles similar to "Dark Souls". It depicts how players collect resources ("Dark Souls") through various actions and how these resources impact their progression through different levels or areas in a game, represented as "Coffin Gates" and various named locations such as "Wasteland", "Asylum - Gateway", and "Temple of Fire". The system utilizes pools to store the collected resources and uses gates and converters to represent the unlocking of new areas or abilities based on resource accumulation and specific conditions.

Additionally, the system includes mechanics for player abilities or "Gad" which affect interaction possibilities within the game environment, such as touching, walking on, or swimming in fire. These abilities, combined with the collection of resources, enable a player to access previously unreachable areas, introducing a layer of strategic re-exploration and progression. Registers within the diagram are used to calculate the "Current Soul Level" based on the number of resources collected, which in turn influences the player's ability to progress through gates and access new areas. This model incorporates elements of linear and multi-loop progression, resource-driven unlocking mechanics, and dynamic player abilities to create an intricate simulation of game progression and exploration dynamics.

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