SLICE A - rooms become places: ExpeditionBiome duplicated to sub-slot 1
(X+1500) - ground, 205 decor children, rim cliffs, ambience; collider ring +
3 landmark colliders duplicated in the subscene; NEW in-room cover at BOTH
slots (4 collidable rocks each: Environment-layer box colliders in the
subscene + matching Synty rock meshes in Game.unity, placed clear of the
landing point, portal spot, spawn ring and boss spawn). Half of all rooms
previously played on a literal void.
SLICE C - owned FX wired: VFXConfig gains Portal + EnemySpawn slots
(FX_Portal_Round_01 / FX_Dust_Big_01 from PolygonParticleFX); the portal
beacon prefers the authored effect (procedural pillar stays as fallback);
enemies get a spawn-emerge cue on the ghost add-edge (primed-scan guard
skips the connect flood).
SLICE D (teaching) - the two undiscoverable verbs are now taught: dash on
the Move step, class ability + attack on the Rooms step (scheme-aware
glyphs); How-to-Play Controls adds Class ability + Dash rows and fixes the
wrong RT glyph; Loop step 1 mentions class pick + prep; the stale '50
starting Ore' now interpolates Tuning.StartingOre.
456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>