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5. **Objects are for fixtures, mobs are for living things.** If it has HP and can die, it's a mob. If it's a rock, lever, door, or crafting station, it's an object. Both can have behaviors.
-6. **The `behavior` field on mobs** lets you talk to them directly — `talk guard` finds the guard mob, no duplicate object entry needed.
+6. **The `talk` field on mobs** lets you talk to them directly — `talk guard` finds the guard mob, no duplicate object entry needed.
7. **Exits accept both `int` and `map` formats.** `north: 2` is shorthand for `north: {room: 2}`. Add `condition` and `blocked_message` only when needed. Mob room entries accept both `"man"` and `{id: man, ...}`.