Prepare independent successor playtest with spawn recovery and casualty feedback

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This describes the intended current Everon route from source. **It is a playtest guide, not an executed manual run.** Use normal player input and an isolated test profile with only vanilla plus successor addons. Choose the Core base scenario or the Chat scenario for all companions; neither requires original Escapists. Record build/settings and any failed interaction using the [runtime checklist](runtime-testing.md).
1. **Leave prison.** Wait for mission preparation and your prisoner spawn. Search the prison supply box for finite weapons, ammunition and a field map. At the gate, complete **“Pick prison lock”** (four seconds), then walk out. 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.
2. **Recover physical clues.** Choose the marked **Southern supply cache** or **Western supply cache**. Each contains two objective folders targeting the radio, plus finite equipment. Transfer folders into your own inventory; looking inside the crate alone is insufficient. One folder can reveal only a rough search area; another identifies the station. The shared objective now acknowledges that first clue with **“Intel recovered”** and explains that the map marks a 500 m search square. Take a different folder to pinpoint the radio; passing the same recovered folder around does not advance discovery. An already identified radio takes precedence over rough clues from other sites. A recovered folder cannot grant another clue by dropping it or handing it around. If one cache is lost, try the other. If all documents are lost, approaching within eight metres with a clear view can identify the station itself.
2. **Recover physical clues.** Choose the marked **Southern supply cache** or **Western supply cache**. Each contains two objective folders targeting the radio, a finite replacement map, and equipment. Transfer folders into your own inventory; looking inside the crate alone is insufficient. One folder can reveal only a rough search area; another identifies the station. The shared objective now acknowledges that first clue with **“Intel recovered”** and explains that the map marks a 500 m search square. Take a different folder to pinpoint the radio; passing the same recovered folder around does not advance discovery. An already identified radio takes precedence over rough clues from other sites. A recovered folder cannot grant another clue by dropping it or handing it around. If one cache is lost, try the other. If all documents are lost, approaching within eight metres with a clear view can identify the station itself.
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. With the Map addon, the replacement field map also has a rendered held surface; visibility to other real players still needs testing. The western cache's vehicle and nearby discoverable medical/outpost supplies are optional and finite.
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.
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.