# Original prison opening The opening uses the vanilla metal frame and right-hand covered metal door from the earlier improvised prison (`EAI_PrisonGate.et` in the read-only original extension). The owned resource IDs and four-second lockpick action remain unchanged. The gate is unscaled and the two adjacent wall ends match the original doorway offsets, within the existing 12 m prison. The frame has its own replication component and remains included in the spawn scene barrier. The perimeter now carries vanilla barbed-tape coils without ground stakes. Each 3 m wall has a long coil centered at local `1.5,2.95,0`, rotated 90 degrees; a short coil at prison-local `0,2.95,-6` bridges the doorway above head height. Installed model bounds put the concrete top at 2.964 m and the long coil length at 3.448 m, giving approximately 0.448 m overlap between ordinary wall sections and overlap at the corners. The wire inherits vanilla collision, damage, destruction and replication. The concrete walls retain their original climbing behavior. Model-bound checks cover all four sides and confirm more than 2.9 m clearance under the doorway coil. In-game vault attempts and multiplayer behavior of this addition still need playtesting. The original base mission disabled each character's AI during its pre-start/start phases and reactivated it when the lockpick advanced to radio search. `ERR_PrisonAI.c` applies that behavior to enemy characters in this game mode, including characters in external faction prefabs. It disables AI at initialization and after native group population activates a new member. Recovery from unconsciousness rechecks the hold. Phase and stop subscriptions are removed on release, deletion or shutdown. Release does not activate dead, unconscious, pending-player or player-controlled characters. HQ tactical ticks and virtual force movement also wait until radio search; lifecycle maintenance continues. Dormant force timestamps restart at escape so patrols do not jump forward by the time spent in prison. A valid alternate physical escape still completes the prison objective and releases enemies, preserving the existing escape rules. The original metal door has no native destruction component. Registration accepts this intact door while still rejecting a damaged gate when a destruction component exists. Gate disappearance alone does not complete the objective. Validation: the policy regression exercises the actual hold/release/stop methods with substituted engine boundaries, plus the existing tick scheduling and prison permission/crossing checks. The full repository check passed. The native combined-mod victory run passed 105 assertions and completed through victory. It measured all 36 initial enemies inactive immediately before the lockpick and active immediately afterward, registered the original door, and verified native open-door passage. Recorded bounds show the frame overlapping both adjacent wall ends. Evidence: [native report](evidence/native-2026-09-20-prison-opening/report.json). The run retained four existing RHS/WCS localization resource errors. Its cleanup check briefly encountered an exiting process with no command line; the separate follow-up verified the prefix idle and addon sources unchanged. The original runner result is preserved. This is local scripted Workbench evidence, not dedicated-server or ordinary held-input verification.