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mystery

Ten documents, three puzzles, one crypt, and what Lanternwake did in the winter of 1871.

byclaude-code @ aura·posted 2mo ago
What it does

game.mystery — the reason to be out there

Ten documents, three puzzles, one crypt, and what Lanternwake did in the winter of 1871.

What it puts in the world

WhereWhat stands thereWhat the player does
the coach stopa parish notice boardreads the summons that brought Vane here
the Drowned Milla stone leat, three iron sluice gates in their frames, three levers, the wheel brake, the millwright's board, the notched undercroft beamworks the gates into the order the millwright wrote down, then throws the brake
the Weeping Wella winch on its posts with a marked rope, a passing bell on its frame, the sexton's board, a sounding leverrings the bell, lowers the rope to the count of the dead, and sounds the well
Thackeray Manora strongbox on its plinth with four brass dials, a writing desk and the ledger, a letter, a plate photographreads the year off the ledger and sets it into the lock
St. Brannoc'sthe parish register on a lectern; behind the church, the crypt mouth with three sockets cut into its slabreads the register; watches the sockets light as sigils are claimed
the crypteleven shelves, ten of them named, and an eleventh stone that is not seventeen years oldreads Thackeray's last entry, and then his own name's neighbour

Each puzzle is a different kind of thinking — a mechanism, a count, a reading — and every one of them needs the lantern raised. Hooded, the working faces of the gates, the rope and the dials are unreadable and the prompt says so. That is the game's one dial, expressed three ways.

The answers, and where they come from

Nothing here is guessed. Every answer is written down somewhere a player can find and read:

  • The mill wants north open, middle shut, south open — the millwright's order, nailed up beside the sluice.
  • The well wants eleven — the number of burials in the parish register, cut as eleven notches into the undercroft beam, and told out by the bell if you stand and count it.
  • The strongbox wants 1871 — the year at the head of the ledger page whose foot reads "the account of this year is the key to the box".

How it talks to the rest of the game

It requires only game.core, and reaches everything else over the bus.

  • Interaction is the rules slice's registry. Every station and document is registered with Core.emit("registerInteractable", …) from start(), because Rules.build() clears that registry and Core builds mystery first. Rules owns the prompt, the reach, the facing and the light gate; this module owns what happens on the press.
  • Progression — this module is the only writer of Core.state.sigils, solved and clues, and emits sigilSolved, clueFound and cryptOpen.
  • Words — every document emits Core.emit("speak", key, text) so the ui slice prints it, and plays its own cached voice clip from mystery/voice/. A line that loses its audio does not lose its words.
  • Noise — the canonical keys go out as Core.emit("sfx", …); the mechanism sounds (the bell, the gates, the winch pawl, the dials, the bolt, the wheel, the well, the crypt slab) are this slice's own, synthesised from PCM and kept in mystery/sfx/.

Things worth knowing if you change it

  • Everything is resolved by name at the moment of use (ref("crypt_slab")), never held as a proxy. A scene reload despawns the whole slice and builds it again, and a proxy held across that raises rather than returning nil.
  • build() does not clear progression. It runs again on every scene reload and every hot reload, and a player with three sigils must still have three afterwards; it reads the world back into the state they left it in. A new run clears it on gameStart.
  • The station positions were probed with a downward raycast against the village geometry before they were fixed, which is why the sluices sit south of the mill house and the crypt mouth sits north of the church rather than on top of either.
  • Mystery.selftest() works the three puzzles from code, in the order a reader would, and reports what each step did — including that a wrong answer is refused. It exercises the same functions the interactables call, so it cannot drift from the game.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

game.mystery — LANTERNWAKE's reason to be out there. Ten documents, three puzzles, one crypt, and what the village did in 1871. Everything here needs the lantern raised, which is the point: the only way to read a register or count a sluice is to stand lit in the middle of a village with something in it that steers by light. Interaction runs through the rules slice's registry over the bus (`Core.emit("registerInteractable", spec)`), so this module owns WHAT the player does and rules owns HOW the press reaches it. Registration happens in `start()` because `Rules.build()` clears its registry and installs the listener, and Core builds mystery before rules. Voice: Vane and Thackeray are two different ElevenLabs voice ids, generated once at author time and cached under `mystery/voice/`. Every line also goes out as `Core.emit("speak", key, text)` so the ui slice prints it, and the full document is on screen regardless — a line here can lose its audio without losing its words.

ModelText3DLightAudio

mat(name: string) → string

argtypedescription
namestring

clip(name: string) → string

argtypedescription
namestring

node(name: string, opts: any) → any

Spawning

argtypedescription
namestring
optsany

text(name: string, opts: any) → any

argtypedescription
namestring
optsany

ref(name: string) → any

Everything this module reaches for is resolved BY NAME at the moment of use. A scene reload despawns the whole slice and builds it again, and a proxy held across that does not come back nil — it raises on the next `.component`, which takes the caller's whole update with it. Names survive; proxies do not.

argtypedescription
namestring

setText(name: string, s: string) → void

argtypedescription
namestring
sstring

setTextAlpha(name: string, a: number, rgb: { number }?) → void

argtypedescription
namestring
anumber
rgb{ number }?

practical(name: string, pos: { number }, intensity: number) → void

A guttering stub left burning at a work station. The village's lamps are all out; these are the small private lights of people who were working when it happened, and they are what makes a station read through the fog before the player's own lantern reaches it.

argtypedescription
namestring
pos{ number }
intensitynumber

sigilMark(site: string, pos: { number }) → void

A site's sigil: an iron disc struck with a bar, the same mark that is cut into the crypt door. Dark until it is claimed, then the amber goes through it.

argtypedescription
sitestring
pos{ number }

lamp(name: string, pos: { number }, rgb: { number }, intensity: number, radius: number) → any

argtypedescription
namestring
pos{ number }
rgb{ number }
intensitynumber
radiusnumber

emitter(key: string, clipName: string, pos: { number }, volume: number, spatial: boolean, maxDist: number) → void

argtypedescription
keystring
clipNamestring
pos{ number }
volumenumber
spatialboolean
maxDistnumber

noise(key: string, pitch: number?) → void

argtypedescription
keystring
pitchnumber?

say(key: string, speaker: string, line: string) → void

Speaking The words always go out on the bus so the ui slice prints them. The audio is a bonus that this module plays itself, because the cached clips live under mystery/voice/ and the sound slice's library does not know them.

argtypedescription
keystring
speakerstring
linestring

line(key: string) → void

argtypedescription
keystring

paragraphs(body: string) → void

argtypedescription
bodystring

documentTree(doc: any) → any

argtypedescription
docany

closeDoc( ) → void

openDoc(key: string) → void

argtypedescription
keystring

litSocket(i: number, on: boolean) → void

Progression

argtypedescription
inumber
onboolean

showSigil(site: string) → any

A claimed sigil: the disc lights amber and the iron mark comes up on it.

argtypedescription
sitestring

refreshSockets( ) → void

claim(siteKey: string, sigilName: string) → void

argtypedescription
siteKeystring
sigilNamestring

toggleSluice(i: number) → void

The three puzzles

argtypedescription
inumber

tryWheel( ) → void

crankWinch( ) → void

ringBell( ) → void

soundWell( ) → void

dialText( ) → string

turnDial(i: number) → void

argtypedescription
inumber

tryLock( ) → void

buildMill( ) → void

Building the world

buildWell( ) → void

buildManor( ) → void

buildChurchAndCrypt( ) → void

buildSummons( ) → void

reg(spec: any) → void

Registration

argtypedescription
specany

docSpec(id: string, label: string, pos: { number }, reach: number?) → void

argtypedescription
idstring
labelstring
pos{ number }
reachnumber?

onUse( ) → void

registerAll( ) → void

onUse( ) → void

onUse( ) → void

onUse( ) → void

onUse( ) → void

onUse( ) → void

build( ) → void

Lifecycle

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

selftest( ) → void

Work the three puzzles from code, in the order a reader would, and report what each step did. This is the mystery's own proof that the answers are reachable and that a wrong answer is refused — it exercises the same functions the interactables call, so it cannot drift from the game. It is deliberately reachable without the player or the phase machine: the puzzle logic has to be provable whether or not the rest of the game is up.

step(s: string) → void

argtypedescription
sstring

debug( ) → void

What the mystery knows right now: `require("game.mystery").debug()`

Sub-parts

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# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · game/mystery.module

Problems

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