5 · THE CORE EXIT 4 TOOLS
Engineering + records. Server-hall fans over engine bass. Everything in here writes everything down.
◆ The manifest MASTER — full edits until Clock 3 (after that, ground has a preliminary copy; discrepancies get questions). Roster edits, deceased-in-transit, 50 → 2, checksum poison — this is where Exit 4 lives.
◆ The autopilot's physical guts — divert the ship: Computers/Mechanics 🟪🟪🟪. Fuel math is ugly and corporate notices a missed arrival.
◆ Legacy seams: acquired companies' vendor tables, service credentials, and maintenance backdoors all survived the buyouts. A described legacy exploit is worth 🟦🟦. (June's VESKO vendor account is ACTIVE.)
▲ Strike mechanic: the records terminal wants a CREW SESSION. Each failed login is a strike; the third pages the contractors — ~3 minutes out. Legacy/vendor sessions bypass the strike system entirely.
▲ Everything is logged. Edits leave fingerprints unless Computers succeeds well (spend Advantage to launder the trail).
▲ Chief Ostrowski — armed, loyal to the ship, not Helios. A plan that spares his engines can flip him; sabotage makes him an enemy.
People here
Likely moves
- Deep records session — Computers 🟪🟪🟪 (🟦🟦 with a legacy seam). Find anyone; read any chain; open the manifest.
- Edit the manifest — Computers 🟪🟪 once inside (clean), 🟪🟪🟪 after Clock 3 (half-works, questions follow).
- Divert the autopilot — 🟪🟪🟪, and Ostrowski will have opinions.
- Talk Ostrowski — Negotiation/Charm 🟪🟪 with a ship-sparing plan; impossible while you're holding a wrench near his engines.