Two separated brothers, Marlon (conservatory) and Malte (boiler room), can be
reunited as optional content. Carry each twin's marble to the other as proof
he's alive and that twin follows you; lead both to the foyer and they escape
together, granting a Brass Compass keepsake and unlocking a new top-priority
"No One Left Behind" ending. Purely optional — no main win condition depends
on it.
The new EscortEngine drives following and the foyer reunion from flags alone,
so save/load needs no format change (it reconciles follower placement on the
first tick after loading). Adds Room.removeNpc, one tick call in the game loop,
and a follower note appended by LookCommand. descriptionStates swap the twins'
home-room prose once they leave.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the 5-room demo with a condensed 14-room manor on one spine
(restore power -> escape) that stacks all five mechanics, plus an optional
spirit thread feeding 3 prioritized endings (no hard-fail). Pure YAML on the
existing engines: 14 rooms across 3 levels, ~16 items, 5 combinations, the
old_man hint NPC, restore_power + lay_to_rest quests, and 3 endings.
Consolidate to one world: remove the toy "Test Manor" test fixture so the
loader tests exercise the real shipped world. Adapt WorldLoaderTest and
TutorialLoaderTest to form-invariants of the real world, and add
WorldSolvableTest, which walks the critical path (light/lock gating +
Combinations.tryUse + flags) to guarantee power_on, ghost_banished, and a
victory ending are reachable — an unsolvable world now fails the build.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>