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Step 2 ran featurecheck one phase past features.json and expected a FAIL, which cannot happen once no feature is planned beyond the current phase. It now runs only while one is; step 3 still proves FAIL is reported.
The valley plays an intro cutscene once a New game, refuses the new lighthouse gate until all three beacons are lit, and fades to a game over on a fall or a catch. Scene 3 is the lighthouse: lighting the lamp turns the lens (an Animation) and plays the finale and the credits.
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Phase 5: the valley opens with an
introcutscene, aLighthouse gatetrigger takes you to scene 3 once all three beacons are lit, and Circle at the lens there playsfinale(camera orbit,Lamp lightintensity and colour ramp, RumbleSmall) and thencredits, which returns to a title reading that the valley is lit again. Falling or getting caught now playsgameoverbefore the title. The lens turns as a scene animation started withAnimation.Play.features.jsonmoves to phase 5 (34 checks, red with the cutscenes stripped: 6 failed). psxsplash f671202 loses theonCompleteof a cutscene started inside another cutscene'sonComplete, solighthouse.luastarts the credits on the next frame. TheFalltrigger now extends to z = 1, where the player can drop out of the world short of the rim.