Explain the confirmed bite-keycard-locked-area-escape objective as state decisions, with guard-pressure overrides and no invented map route.
The exact order after a locked interaction can vary by the current server, so read the visible objective and use the game prompt instead of following an invented door sequence.
The public game description confirms the objective chain, but not fixed keycard spawns or named map zones. Treat pressure from a Police Guard as an override: disengage, restore separation, then reassess the nearest valid interaction.