# Impossible Mission E018: seventh piece and safe return

Game incomplete. Retained laboratory checkpoint: 7/36 pieces, SNOOZES0,
LIFT INITS3, zero password letters. 32 distinct rendered room layouts/69 entries.
Two earlier ordinary deaths remain in the chain; this run adds zero.

Room24 route: walk off the top-left edge, fall to bottom194, cross the short
bottom gap, use the terminal's ordinary SNOOZE command, ride rightlift194-to98,
search typewriter259/98 for the seventh card. Return by a leftward jump,
fall to outer-left bottom, leftlift194-to50, and right somersault across the
top gap from170/50. The right lift caps at98. Original Right50 exit verified.
Coordinates are derived from rendered images, never gameplay RAM.

Source run room-plan-20261010-074100 starts from the retained six-piece room69
laboratory snapshot. Exactly one initial load and zero intermediate loads.
Six prior observed memory masks are an exact subset of seven new masks. This
does not establish a full game from normal boot. Final HUD12:38:13 follows
12:37:37 without another ten-minute death penalty. Both disabled robot bodies
remain visible at their observed positions; real cyan body and blue projectile
pixels are separated. A static vending-cabinet false alarm is excluded using
observed fixture pixels, with real shot/no-shot and declared synthetic controls.

Replay: 47.16s, 25fps, 960x800; full320x200 game field enlarged threefold.
823 actual RGB observations span42.1227021014 measured PAL emulated seconds.
Zero-order hold, silent, no interpolation; controller decision pauses omitted.
Adds2s opening hold and3s labelled inventory still. Whole FFmpeg decode passed;
visual checks cover jump and terminal inventory. Frozen source ZIP verifies
12 common and2 additional helpers, and includes the exact room plan.

This one controller run charged137.9136664 execution wall seconds including
startup/cleanup. This is neither CPU time nor the cost of the entire campaign.
Agent GPU allocation is zero; unrelated shared GPU workloads are preserved.
Bounded inputs, watchdog and neutral cleanup remain enabled. Gameplay policy
uses RGB, actions and observed memory only. Emulator raster timing registers
are separate declared diagnostics; no hidden game content, trainer or memory writes.

Video SHA256: ac5908f1b0767711726bcad3a2d192c6e7597f61d78c441510797c6d6c7a05ea
YouTube: https://www.youtube.com/watch?v=Nq4ZCnNOqV4
No ROM, save-state, raw RAM dump or executable is distributed.

Next: search remaining furniture, replenish codes through the musical rooms,
generalize hazard handling, assemble the nine-part password, and obtain the
final screen in a reproducible uninterrupted game from normal boot.
E001 and all Pengo/Pleiads evidence remain preserved.
