Letters l01-l20 only ever hit the generic default consequence lines
(engine.ts's DEFAULT_WRONG_CONSEQUENCES / a generic correct-route
line) — l21-l30 already had the good stuff. Gave all 20 their own
correctConsequence and wrongConsequences, matching the dry,
institutional dread already established, tied to each letter's own
specific details (the cardigan, the wrong key, the room removed from
the blueprint, Avdelning Noll's negative floors, the future self
warning about 16:42). Bumped a few penalty overrides (l04, l06, l08,
l09, l13, l15, l18) where the wrong choice is narratively worse than
the default 1/1 cost, same pattern already used on l22/l26.
Also split the single win/loss ending into four tiers based on final
suspicion: a clean TILLSVIDARE vs. a "TILLSVIDARE, VILLKORLIGT" win,
and an OMPLACERAD (composure-driven) vs. AVFÖRD (suspicion-maxed)
loss — same stamp-and-personnel-file frame, different outcome text,
so a second playthrough has something new to see even on the same
ending type.
Verified: tsc clean, 8/8 vitest (added a data-integrity check that
every letter has a correctConsequence, plus a test locking in l04's
new penalty), a real browser playthrough of l01's new consequence
text, and all four ending variants rendered by injecting finished
game states directly rather than scripting a fragile 30-letter
keyboard sequence.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>