GET /playthroughs/:id/phone returns the directory of the phone node the
current node is wired to; POST /playthroughs/:id/dial resolves a number to
connect (advance to the wired dialogue), voicemail (known contact, no line
here), or not-in-service. Barricelli's note-board is wired to the phone node
and Glitch Hunter's decline returns to it. Frontend (inventory on the board)
is 2b.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Dobby now sends the player to a one-note level ("PHONE FOR GLITCH HUNTER ·
5550100") whose report-back reaches Glitch Hunter — the intended note→phone
beat, with the note-board's report-back standing in for dialing until the
phone runtime lands. The note-board is a frozen barricelli-phone-note level
template (single note exhibit).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A narrative-only manifest wrapping the existing barricelli-inventor-proof
level template: Dobby intro/tasks (branching, awards dobby.knows_barricelli*),
a phone node bound to Glitch Hunter, the gated Glitch-Hunter interrogation
(options require the Dobby flags, converge via a terminal), Scene 7 level,
Scene 8 debrief, the barricelli_luggage merit ceremony, and the Scene 10
deep-web branch. Phone dialing still stubbed — the phone node is authored
structure off the walkable path (Dobby → Hunter is direct for now).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>