# Both games are parts of her device Chloe is the actual playable character. Paige, Olivia, Xinran and Danielle are story NPCs in Below the Lockers. Do not replace her sprite with an unrelated protagonist when building a new mechanic. ## Below the Lockers · The Last Bell Package `dev.chloe.lincolngirlies.dungeon`. Source `games/lincoln-girlies/shattered`. Java 17 + LibGDX/Shattered Pixel Dungeon 4.0.2, GPLv3+. Read `games/lincoln-girlies/CAMPAIGN-README.md` for the nine chapters and build provenance. Campaign code is `core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/lincoln/` inside `shattered/`: - `LincolnCampaign.java`: story, friends, interactions, rescue and saved state. - `CampaignState.java`: deterministic puzzle and mission rules. - `SchoolBlueprint.java`, `SchoolLevel.java`: maps, props, chapter construction. - `SchoolRobot.java`: enemies, boss shields and telegraphed attacks. - `CastArt.java`, `SchoolSprites.java`: registered atlas cell bounds. Preserve them when changing a sheet. - `LincolnStartScene.java`, `LincolnEndingScene.java`: start and actual ending. Current cast atlas is `core/src/main/assets/lincoln/cast-pixel-v1.png`, five columns (Chloe, Paige, Olivia, Xinran, Danielle), unequal row boundaries **0,276,555,774,979,1200,1374**. Do not assume the older four-column sprite sheet is the current campaign cast. World and dialogue portraits use the same pixel artwork. Use nearest-neighbor sampling and keep visible square pixel clusters. Run `chloe.mjs check lockers` for rules/map and compressed save tests, then `chloe.mjs build lockers`. Output `games/lincoln-girlies/dist/LincolnGirlies-BelowTheLockers-1.0.apk`. Install with `chloe.mjs install lockers PATH`. Keep the package and original Android debug signing key. Existing saves must load; new campaign logic needs sensible defaults for old saves. `games/lincoln-girlies/tests/playthrough.mjs` is a **destructive-to-test-slot** full device integration driver. Read it before use: it creates/reuses its test save. Never run it over Chloe's active slot. Prefer focused checks on a backed-up copy. The shipped campaign passed a 321-action physical-device run through all nine chapters; future edits need checks relevant to their scope, not an automatic replay of every chapter. ## After Hours Package `dev.chloe.lincolngirlies.gravity`. Source `games/lincoln-girlies/rota`. Use **Godot 3.6.1**, not Godot 4: its scenes and scripts are 3.x. Original engine/game by Harmony Honey, MIT license in `rota/LICENSE`. - `src/actor/ChloeVisual.gd`: her actual player visuals. - `media/image/chloe-sheet-v1.png`: this game's original transparent four-column, six-row sheet (1024×1536); preserve its frame grid. - `src/map/worlds/`: levels; edit in Godot and preserve touch controls. - `project.godot`: project and camera; `export_presets.cfg`: Android export. Install Godot's matching **3.6.1 export templates** and configure its Android SDK + original debug key. Set `GODOT3` to the editor executable. `chloe.mjs build after-hours` uses temporary portable export settings, keeping the source's preset intact. Output `games/lincoln-girlies/dist/LincolnGirlies-AfterHours.apk`. Test movement, gravity, jump/grab and resume; its saves resume at room/checkpoint, not the exact pixel. Keep upstream notices and corresponding source with distributed builds. Do not claim the original After Hours maps are part of the new school campaign.