| [Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory) / [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) | `d4ef2497568d6d7924f929ad0abb96cffb41f4df61357f59cf2722b757580b99` / `5c1a9ad663ead360b3b80a66caca4e724d91dac38d50979d70f1d460bd0c23d2` |
| [Cast And Short Rescue Map](/Hold%20The%20Flood/Cast%20And%20Short%20Rescue%20Map) | `6456406b101845e6c9a6563a69fc7f56c1dcc7bf8227445bf14a03fa072f5514` |
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| [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) | `2e604fc2f31cf044237ae622658a110f34f2d40f4793f9f1bba455ef6c21697e` |
The PM's two independent Global04 positions, registered in chat 485 as `b387d62f…` and `6b848b56…`, agree on the protected-retreat candidate and identify binding the whole short route first as its strongest alternative. Agreement is not approval. The PM reports all five current owner questions unanswered at assignment.
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| **Ordinary walkability** | A currently open door or aligned unbound threshold can be walked this life. It is a physical passage, not necessarily a durable connection. | Personally walking it proves current traversal and supports a short-rescue check. It promises nothing after death. |
| **Persistent latch** | One completed latch joins two specific placed faces, opens a walkable seam and fixes their relative pose until deliberate release. Power and diagnostic signal are separate. | The player can know the seam remains joined after death without learning the group's new external neighbours. |
| **Rigid group** | Rooms linked by persistent latches, plus each authored compact assembly, preserve one internal pose. An unanchored group may translate and rotate only as a whole; it may not reflect. The ship-rooted group containing R01 is anchored to the ship and neither translates nor rotates. Internal distances, passages, handedness and hard control conduits do not stretch, swap ends or teleport. | A walked internal path remains physically valid unless its own persistent door/iris state blocks it. External breadcrumbs may become historical. |
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| **Object and mechanism** | Every part, canister, objective item and loot instance has exactly one location. A mechanism remains attached to its stable room and retains committed checkpoints/mode; temporary phase follows its reset rule. | A known installed Fork remains known at R02 even when the player does not know a current route to R02. A record never retrieves it. |
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| **Object and mechanism** | Every part, canister, objective item and loot instance has exactly one location and exact owned state, including canister O, stored U and rig links. A mechanism remains attached to its stable room and retains local commits: checkpoints/mode, collar buffer/latch/clear, bench secure/clamp/fill, R26 selector/detent separately from diagnostic power, and R33's fixed A→R behavior. Temporary phase follows its reset rule. | A known installed Fork remains known at R02 even when the player does not know a current route to R02. A record never retrieves it. Exact current state does not reveal an unseen route or decide the unresolved retained-charge-across-death policy. |
| **Body and survivor** | After the transaction the playable astronaut body is aboard; no second lootable astronaut body remains at the death site. This is continuity accounting, not an answer to revival metaphysics. Each survivor has one actual location/state and moves only by a named physical transition. | A witnessed arrival plus closed ship airlock proves Sent. A plan, radio promise or old location does not. |
| **Evidence** | Captures, notes and testimony keep source, room, arrangement/life and factual limit. World truth can change without rewriting the record. | Persistent work/join facts stay current; unbound adjacency claims become historical. Diagnostic reach and story interpretation remain optional, fallible layers. |
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### Death transaction order
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1. **Seal the lethal instant.** Freeze the current action boundary. Commit only pickups, drops, installations, handovers, incremental gas transfers, spent material and work checkpoints already completed. Interrupt the unfinished stage. Snapshot every object's actual location and the astronaut-carried membership once. No saveable gap exists before the transaction identity.
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2. **Return the astronaut and carried set once.** Move the playable astronaut body and every still-carried active rig part, inactive part, loose loot and canister aboard, preserving object identity and rig/cargo substate. Leave installed, dropped, deposited, handed-over and consumed items where step 1 put them. Restore ordinary condition for the next expedition; canister refill/repacking are later ship actions. This deliberately preserves Save And Content State's property-first order. The sealed membership cannot change during the remaining transaction, and the player receives no control aboard until step 6.
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1. **Seal the lethal instant.** Freeze the current action boundary. Commit only pickups, drops, installations, handovers, exact incremental gas transfers, stored-charge accepts/releases already past their commit boundary, spent material and local work checkpoints already completed. Interrupt the unfinished stage. Snapshot every object's actual location, exact O/U, fixture stage and the astronaut-carried membership once. No saveable gap exists before the transaction identity.
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2. **Return the astronaut and carried set once.** Move the playable astronaut body and every still-carried active rig part, inactive part, loose loot and canister aboard, preserving object identity, rig/cargo substate and canister O. Leave installed, dropped, deposited, handed-over and consumed items where step 1 put them. Restore ordinary condition for the next expedition; canister refill/repacking are later ship actions. **Whether a Capacitor's sealed charge is retained or cleared by death remains unresolved; this proposal records the exact pre-death U but does not invent the playable post-death result.** This deliberately preserves Save And Content State's property-first order. The sealed membership cannot change during the remaining transaction, and the player receives no control aboard until step 6.
3. **Resolve the survivor branch before geometry moves.** Waiting or Prepared people do not depart. A person already Sent remains aboard. Under the candidate safeguard below, an eligible person In transfer executes the already armed autonomous retreat to the named abort refuge; no new astronaut action, combat clear, door unlock, power routing or resource appears. From the lethal seal until the abort door closes, creatures and active encounter hazards are frozen and cannot act, pursue, collide with, damage, tether, displace or physically block the retreating survivor. Their last old-expedition state is otherwise unchanged until step 4, and no player action can use this window. The resulting **At abort refuge, alive, unsent** world state commits. If this protection or the other eligibility conditions were not armed, transfer could not have begun under this candidate.
4. **Close the old expedition.** Defeated enemies remain defeated for that expedition and do not rise during the transaction. Retire its remaining live attack/warning/tether state. Creature bodies and surviving group members belong to that closing transient population state rather than becoming stable loot or room objects; this continuity rule does not claim an in-fiction teleport or resurrection explanation. Persistent encounter work remains.
5. **Shift once.** Keep the R01 ship-rooted group anchored and place each unanchored room or rigid group into one valid changed arrangement while preserving every persistent seam and compact boundary. A survivor at R12, for example, moves with R12's actual group unless that group is already ship-rooted; the person is not moved independently to a convenient new refuge. Then select one finite authored population list for the new arrangement. It may be a different disclosed variant, such as E03's later death-shift Presser state, but never a punitive extra wave reacting to a successful build. Stable rewards, part sources and spent inputs do not regenerate with it.