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>
Mystery content packages
Mysteries live outside the React application as authoring manifests and immutable source assets. Importing a manifest exercises the same public operations as the level editor: it creates a mutable authoring level, uploads assets, saves normalized exhibits, freezes an immutable template version, and instantiates a separate playable level.
With the local Docker stack running and editing enabled:
npm run mystery:import -- mysteries/glass-harbor/mystery.json
The command prints the template version, authoring-level ID, playable-level ID, and player URL. Importing the same manifest again creates a new immutable version; it does not rewrite an earlier version.
The Glass Harbor Diversion
This compact first mystery contains eight dated source documents in three folders, six unresolved Party concepts, and one fictional archival photograph. It intentionally starts without Party or Event exhibits: classification, dossier association, event reconstruction, working notes, and red-thread theory are the player’s work.
The source image was generated with the built-in image-generation tool for this fictional case. Its final production prompt asked for a degraded 1987 harbor-security photograph of truck H&F 14 unloading a CALDER OPTICAL / FRAGILE crate at Warehouse 3, with period-correct details and no real people or brands.