Show discovered mission markers in the handheld atlas
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@@ -4,7 +4,7 @@ This describes the intended current Everon route from source. **It is a playtest
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1. **Leave prison.** Wait for mission preparation and your prisoner spawn. Search the Kolobok **backpack inside the prison** for the shared finite stock: five PM pistols, eight pistol magazines and one field map. Prisoners begin with basic medical supplies, not an issued rifle. At the gate, select **“Pick prison lock”** and hold your interaction control for four seconds, then walk out. If the selected prompt is disabled **“Open”**, switch actions at the handle until **“Pick prison lock”** is selected. Confirm the objective changes to locating the radio. A destroyed gate also has an observed physical-escape path; simply losing the gate must not immediately advance the mission.
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2. **Recover physical clues.** After escape, the map identifies the **Southern supply cache** and **Field hospital 1**. Each holds two objective folders targeting the radio. The southern cache also has weapons, ammunition, a replacement map, one emergency repair kit (20 finite supplies) and two fuel cans (five litres each); the hospital has medical supplies. For vehicle maintenance, carry and equip the item, park the vehicle, then use the native repair action at an eligible damaged part or the refuel action at its fuel cap. Supplies are finite and do not respawn. Transfer folders into your own inventory; looking inside a container alone is insufficient. The first folder may identify the radio immediately (15% with fresh default settings), otherwise it reveals a rough search area. In that case, take a different folder to pinpoint the station. The shared objective acknowledges the rough clue with **“Intel recovered”**, and the map shows a question mark at the centre of a 500 m grid cell. An already identified radio takes precedence over rough clues from other sites. Dropping or handing around a recovered folder cannot grant another clue. If one source is lost, try the other. Other surviving field hospitals also carry radio documents, but are not marked automatically. If all documents are lost, approaching within eight metres with a clear view can identify the station itself.
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3. **Read the map and objective.** Use your bound map control with the carried map. Rough discovery shows an approximate search area; identification gives the station's position. Confirm the label and task text update. The backpack **OCRAM OLOP Autoatlas** stays in your hands. Its cover, terrain name, overview grid and numbered overlapping sheets are generated from the active terrain, with no player marker or automatic centering. Enter or right opens the index from the cover and the first sheet from the index; on detail sheets, arrows move west/east/north/south. Type a page number on the numpad and press either Enter key to jump directly; 0 + Enter returns to the index, and left from the index returns to the cover. Quickly press the bound map key twice (M by default) to open the interactive map; a single press puts the held paper away. Larger terrains have more sheets at the same readable scale, coarsened only if needed to keep the atlas at most 400 detail sheets. An ordinary stolen map opens the usual full-screen view; equip the desired item if carrying both. Shared-map visibility to other real players still needs multiplayer testing. The prison, radio, hospitals and field camps use generated positions, so follow this round's discoveries rather than coordinates from a previous run. Other field camps and hospitals may be omitted when no safe placement is found; omitted sites have no marker or intel target. Field hospital 1 is required as the second initially marked clue source: if it cannot be placed, preparation fails instead of admitting players to an incomplete route. **The western cache and its vehicle belong to historical test fixtures and are absent from the normal mission.** The Southern cache now attempts one locked UAZ. If safe placement or vehicle preparation fails, it is omitted and the walking route remains available. If present, approach its driver-door lock and hold **“Force vehicle lock”** for four seconds before boarding. One native startup confirms Southern parking and the locked state; ordinary driving and remote lock interactions still need playtesting. An eight-second horn alarm is now implemented; audible output and remote behavior still need playtesting.
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3. **Read the map and objective.** Use your bound map control with the carried map. Rough discovery shows an approximate search area; identification gives the station's position. Confirm the label and task text update. The backpack **OCRAM OLOP Autoatlas** stays in your hands. Its cover, terrain name, overview grid and numbered overlapping sheets are generated from the active terrain, with no player marker or automatic centering. Enter or right opens the index from the cover and the first sheet from the index; on detail sheets, arrows move west/east/north/south. Type a page number on the numpad and press either Enter key to jump directly; 0 + Enter returns to the index, and left from the index returns to the cover. Quickly press the bound map key twice (M by default) to open the interactive map; a single press puts the held paper away. Larger terrains have more sheets at the same readable scale, coarsened only if needed to keep the atlas at most 400 detail sheets. Discovered mission markers and mine warnings also appear on the atlas island index, regional pages and relevant detail sheets, using the same labels and approximate or exact positions as the interactive map. The cover has no markers. An ordinary stolen map opens the usual full-screen view; equip the desired item if carrying both. Shared-map visibility to other real players still needs multiplayer testing. The prison, radio, hospitals and field camps use generated positions, so follow this round's discoveries rather than coordinates from a previous run. Other field camps and hospitals may be omitted when no safe placement is found; omitted sites have no marker or intel target. Field hospital 1 is required as the second initially marked clue source: if it cannot be placed, preparation fails instead of admitting players to an incomplete route. **The western cache and its vehicle belong to historical test fixtures and are absent from the normal mission.** The Southern cache now attempts one locked UAZ. If safe placement or vehicle preparation fails, it is omitted and the walking route remains available. If present, approach its driver-door lock and hold **“Force vehicle lock”** for four seconds before boarding. One native startup confirms Southern parking and the locked state; ordinary driving and remote lock interactions still need playtesting. An eight-second horn alarm is now implemented; audible output and remote behavior still need playtesting.
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4. **Call for extraction.** Once identified, approach the physical radio and complete **“Contact extraction HQ”** (eight seconds). The interaction is close-range; standing elsewhere inside the defence area does not start it. Confirm the objective changes to defending the transmission.
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5. **Keep a defender present.** Maintain at least one living, conscious prisoner strictly inside 60 metres of the radio for the configured duration—180 seconds by default. Players can hand over defence while coverage remains continuous. If everyone leaves, becomes unconscious/dies, or disconnects, progress resets. Check the task's interruption message and remaining time; returning resumes a fresh interval.
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6. **Signal the pickup.** Keep your smoke grenades ready. When preparations finish, the map marks the exact pickup point. Gather your team nearby and throw a smoke grenade within 25 metres of it. Wait for the smoke-confirmation announcement and keep the landing point clear. One armed transport and two armed escorts approach.
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