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The keep (scene 2) replaces its placeholder: three rooms, hall, study and side chamber, as Room boxes joined by two Portals, the player on the Indoor nav preset, and the keeper, a skinned mesh with idle and talk clips and an Interactable. keeper.lua shows the hidden Dialogue canvas, steps its lines with UI.SetText while the keeper talks, then hides it and sets Persist keeper. The south door goes back to the valley, and a gate in the valley, left of the start, opens the keep. features.json moves to phase 3, adding a dialogue feature (UI.SetText).
Measured in pcsx-redux: at the first lighting the hall read nearly black, the keeper's 3 m reach left him out of range of a player who stops at the study door, and his talk gesture, a forearm raised straight at the camera, did not read. The candles and moon are brighter, his reach is 4 m, he stands three quarters to the door in a russet robe, and talk raises the hand to his face.
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Phase 3: the keep (
keep.scene, scene 2). RoomsHall,StudyandChamberwith portalsStudy doorandChamber door; the keeper is a 12-bone skinned mesh fromart/models.pywithidle(31 frames) andtalk(16 frames) clips at 15 fps. Circle near him steps through five lines on theDialoguecanvas viakeeper.lua, then sets Persistkeeper. The valley'sKeep doortrigger runsScene.Load(2)andWay outin the hall runsScene.Load(1).features.jsonis at phase 3 with a newdialogueentry: 22 required, 0 failed. Keeper reach is 4 m (3 m missed the study doorway). Each dialogue line is one row of at most 34 characters sinceuisystem.cpphas no line breaks.