Files
gupi-osint-board/mysteries
gitprovandClaude Opus 4.8 56bf2f97d0 Phone runtime (2a): connected directory + dial resolution
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>
2026-08-22 19:38:46 +02:00
..
2026-08-14 15:02:00 +02:00

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 players 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.