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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>