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+# Phase B.3 Complete — Movement and World Navigation Implementation Plan
+
+> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
+
+**Goal:** Complete the physics collision engine with CellPortal-based indoor transitions, jump with gravity, portal-space teleport handling, and scenery/step-height fixes.
+
+**Architecture:** Extend `PhysicsEngine.Resolve` with portal-plane crossing detection for indoor/outdoor transitions. Add vertical velocity + gravity to `PlayerMovementController`. Add a portal-space state machine triggered by `PlayerTeleport` server messages. Fix scenery road exclusion and step-height from Setup dat.
+
+**Tech Stack:** .NET 10, System.Numerics, DatReaderWriter, xUnit.
+
+**Spec:** `docs/superpowers/specs/2026-04-12-b3-complete-movement-design.md`
+
+---
+
+## File structure
+
+```
+src/AcDream.Core/Physics/
+ PortalPlane.cs [new] portal plane record + crossing test
+ PhysicsEngine.cs [modify] add portal planes to LandblockPhysics,
+ replace disabled indoor branch with
+ portal-plane crossing logic
+ CellSurface.cs [no change — portals live on PhysicsEngine]
+
+src/AcDream.App/Input/
+ PlayerMovementController.cs [modify] add jump/gravity/airborne state,
+ Space input, ledge-fall detection
+
+src/AcDream.Core.Net/
+ WorldSession.cs [modify] add PlayerTeleport handler + event
+
+src/AcDream.App/Rendering/
+ GameWindow.cs [modify] portal-space state machine, populate
+ portal planes at load time, pass
+ Setup.StepUpHeight, wire Space input
+
+src/AcDream.Core/World/
+ SceneryGenerator.cs [modify] add road terrain-type exclusion
+
+tests/AcDream.Core.Tests/Physics/
+ PortalPlaneTests.cs [new]
+ PhysicsEngineTests.cs [modify] add portal transition + landblock
+ boundary tests
+
+tests/AcDream.Core.Tests/Input/
+ PlayerMovementControllerTests.cs [modify] add jump/gravity/fall tests
+
+tests/AcDream.Core.Tests/World/
+ SceneryGeneratorTests.cs [new] road exclusion test
+```
+
+---
+
+## Task 1: PortalPlane (record + plane math + crossing test)
+
+**Files:**
+- Create: `src/AcDream.Core/Physics/PortalPlane.cs`
+- Test: `tests/AcDream.Core.Tests/Physics/PortalPlaneTests.cs`
+
+Pure math — no dependencies on the rest of the physics engine. Build the portal plane record with a static crossing-detection method.
+
+- [ ] **Step 1: Write failing tests**
+
+Create tests covering: plane construction from 3 vertices, crossing detection (positions on opposite sides), no crossing (positions on same side), crossing at exact plane.
+
+```csharp
+// PortalPlaneTests.cs
+[Fact] FromVertices_ComputesCorrectNormal()
+[Fact] IsCrossing_PositionsOnOppositeSides_ReturnsTrue()
+[Fact] IsCrossing_PositionsOnSameSide_ReturnsFalse()
+[Fact] IsCrossing_StartOnPlane_ReturnsFalse()
+```
+
+- [ ] **Step 2: Implement PortalPlane**
+
+Create `src/AcDream.Core/Physics/PortalPlane.cs`:
+
+```csharp
+namespace AcDream.Core.Physics;
+
+public readonly record struct PortalPlane(
+ Vector3 Normal,
+ float D,
+ uint TargetCellId, // OtherCellId (0xFFFF = outdoor)
+ uint OwnerCellId, // the EnvCell that owns this portal
+ ushort Flags)
+{
+ public static PortalPlane FromVertices(
+ Vector3 v0, Vector3 v1, Vector3 v2,
+ uint targetCellId, uint ownerCellId, ushort flags)
+ {
+ var edge1 = v1 - v0;
+ var edge2 = v2 - v0;
+ var normal = Vector3.Normalize(Vector3.Cross(edge1, edge2));
+ float d = -Vector3.Dot(normal, v0);
+ return new PortalPlane(normal, d, targetCellId, ownerCellId, flags);
+ }
+
+ ///
+ /// Test whether the movement from oldPos to newPos crosses this plane.
+ /// Returns true if the two positions are on opposite sides.
+ ///
+ public bool IsCrossing(Vector3 oldPos, Vector3 newPos)
+ {
+ float oldDist = Vector3.Dot(Normal, oldPos) + D;
+ float newDist = Vector3.Dot(Normal, newPos) + D;
+ // Different signs = crossed the plane. Ignore near-zero (on the plane).
+ return oldDist * newDist < 0f;
+ }
+}
+```
+
+- [ ] **Step 3: Run tests, commit**
+
+```bash
+git commit -m "feat(core): Phase B.3 — PortalPlane (plane math + crossing detection)"
+```
+
+---
+
+## Task 2: PhysicsEngine portal-based indoor transitions
+
+**Files:**
+- Modify: `src/AcDream.Core/Physics/PhysicsEngine.cs`
+- Modify: `tests/AcDream.Core.Tests/Physics/PhysicsEngineTests.cs`
+
+Replace the `if (false)` disabled branch with real CellPortal plane-crossing logic.
+
+- [ ] **Step 1: Extend LandblockPhysics record**
+
+Add `IReadOnlyList Portals` to the record and `AddLandblock` signature.
+
+- [ ] **Step 2: Write failing tests**
+
+Add to `PhysicsEngineTests.cs`:
+```csharp
+[Fact] Resolve_OutdoorThroughPortal_TransitionsToIndoor()
+[Fact] Resolve_IndoorThroughPortal_TransitionsToOtherCell()
+[Fact] Resolve_IndoorThroughExitPortal_TransitionsToOutdoor()
+[Fact] Resolve_LandblockBoundary_PicksAdjacentTerrain()
+```
+
+Each test constructs a fake portal plane at a known position and asserts cell ID changes when the movement crosses it.
+
+- [ ] **Step 3: Implement portal crossing in Resolve**
+
+Replace the `if (false)` block. The logic:
+
+For **outdoor** players: test all portals in the current landblock where `TargetCellId != 0xFFFF` (outside-facing portals have OwnerCellId = building entry; TargetCellId = 0xFFFF means the portal FACES outside, so from outside you enter the OwnerCellId). Actually, the outside-facing portals should be tested from the outdoor side — when `IsCrossing` is true, the player enters the `OwnerCellId`.
+
+For **indoor** players: test only portals belonging to the current cell. Get them by filtering on `OwnerCellId == currentCellId`. On crossing, transition to `TargetCellId` (or outdoor if `TargetCellId == 0xFFFF`).
+
+**IMPORTANT:** Read the spec section 1 carefully. Also read `references/ACViewer/ACViewer/Physics/Common/EnvCell.cs` for the canonical transition logic. The `PortalFlags.PortalSide` flag may affect which direction the crossing triggers. Implementation should follow ACViewer's pattern.
+
+- [ ] **Step 4: Update the existing indoor-transition test**
+
+`Resolve_EnterIndoorCell_StaysOutdoor_BecauseTransitionDisabled` should be renamed to `Resolve_OutdoorThroughPortal_TransitionsToIndoor` and updated to use a portal plane instead.
+
+- [ ] **Step 5: Run tests, commit**
+
+```bash
+git commit -m "feat(core): Phase B.3 — CellPortal-based indoor/outdoor transitions in PhysicsEngine"
+```
+
+---
+
+## Task 3: Populate portal planes from streaming
+
+**Files:**
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (ApplyLoadedTerrainLocked)
+
+- [ ] **Step 1: Extract portal planes at landblock load time**
+
+In `ApplyLoadedTerrainLocked`, after the existing CellSurface construction loop, add a second loop that extracts portal planes from each EnvCell:
+
+For each EnvCell:
+ For each CellPortal in envCell.CellPortals:
+ Look up the polygon via `cellStruct.PhysicsPolygons[portal.PolygonId]` (note: the key type is ushort; cast PolygonId)
+ Get the first 3 vertex positions from the polygon's VertexIds
+ Transform to world space (same transform already used for CellSurface vertices)
+ Create a `PortalPlane.FromVertices(v0, v1, v2, portal.OtherCellId, envCellId & 0xFFFF, (ushort)portal.Flags)`
+ Add to a `List`
+
+Pass the portal list to `_physicsEngine.AddLandblock`.
+
+**IMPORTANT:** The portal's `PolygonId` indexes `CellStruct.Polygons` (rendering polygons), NOT `CellStruct.PhysicsPolygons`. Verify by reading the CellPortal definition — the PolygonId is used in ACViewer's `CellStructure.Polygons[portal.PolygonId]`. Check which dictionary it actually indexes. If it's the rendering Polygons dict, use that instead.
+
+- [ ] **Step 2: Build + test (no new unit tests — verified via Task 2's integration tests + live run)**
+
+```bash
+git commit -m "feat(app): Phase B.3 — populate portal planes from streaming pipeline"
+```
+
+---
+
+## Task 4: Jump + gravity + falling
+
+**Files:**
+- Modify: `src/AcDream.App/Input/PlayerMovementController.cs`
+- Modify: `tests/AcDream.Core.Tests/Input/PlayerMovementControllerTests.cs`
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (wire Space key)
+
+- [ ] **Step 1: Add MovementInput.Jump field**
+
+Add `bool Jump = false` to the `MovementInput` record.
+
+- [ ] **Step 2: Add airborne state to PlayerMovementController**
+
+Add fields:
+```csharp
+public float VerticalVelocity { get; private set; }
+public bool IsAirborne { get; private set; }
+public float JumpImpulse { get; set; } = 10f;
+public float GravityAccel { get; set; } = 20f;
+public float AirControlFactor { get; set; } = 0.2f;
+```
+
+- [ ] **Step 3: Implement jump/gravity in Update**
+
+After horizontal movement resolution, add:
+- On Space + onGround + !IsAirborne: set VerticalVelocity = JumpImpulse, IsAirborne = true
+- If IsAirborne: apply gravity, check if landed (candidateZ <= groundZ)
+- If !IsAirborne and resolved Z is significantly below current Z: enter falling state
+- While airborne: reduce horizontal input by AirControlFactor
+
+- [ ] **Step 4: Write failing tests**
+
+```csharp
+[Fact] Update_JumpOnFlatTerrain_BecomesAirborne()
+[Fact] Update_AirborneFrame_ZIncreasesThenDecreases()
+[Fact] Update_Landing_ReturnsToGround()
+[Fact] Update_WalkOffLedge_BecomesFalling()
+```
+
+- [ ] **Step 5: Wire Space key in GameWindow**
+
+In the player-mode OnUpdate block, add `Jump: kb.IsKeyPressed(Key.Space)` to the MovementInput constructor.
+
+- [ ] **Step 6: Run tests, commit**
+
+```bash
+git commit -m "feat(app+core): Phase B.3 — jump with momentum-preserving gravity arc"
+```
+
+---
+
+## Task 5: Portal space state machine
+
+**Files:**
+- Modify: `src/AcDream.Core.Net/WorldSession.cs`
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs`
+- Modify: `src/AcDream.App/Input/PlayerMovementController.cs`
+
+- [ ] **Step 1: Add PlayerTeleport handler to WorldSession**
+
+In `ProcessDatagram`, add a handler for the PlayerTeleport opcode. Check holtburger for the exact opcode — it may be a GameEvent (0xF7B0) with inner type. Add a `TeleportStarted` event on WorldSession.
+
+- [ ] **Step 2: Add PlayerState enum to PlayerMovementController**
+
+```csharp
+public enum PlayerState { InWorld, PortalSpace }
+public PlayerState State { get; private set; } = PlayerState.InWorld;
+```
+
+In `Update`: if State == PortalSpace, return immediately (no movement processed).
+
+- [ ] **Step 3: Wire in GameWindow**
+
+Subscribe to `TeleportStarted` → set controller State to PortalSpace.
+In `OnLivePositionUpdated`: if currently in PortalSpace and position changed significantly, recenter streaming, snap position, set State to InWorld, send LoginComplete.
+
+Reset `_loginCompleteSent` latch to allow re-sending after teleport.
+
+- [ ] **Step 4: Run tests, commit**
+
+```bash
+git commit -m "feat(net+app): Phase B.3 — portal-space state machine for teleports"
+```
+
+---
+
+## Task 6: Setup.StepUpHeight + scenery road fix
+
+**Files:**
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs`
+- Modify: `src/AcDream.Core/World/SceneryGenerator.cs`
+- Test: `tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs` (new)
+
+- [ ] **Step 1: Read Setup.StepUpHeight when entering player mode**
+
+In the Tab handler, after loading the Setup, set:
+```csharp
+_playerController.StepUpHeight = setup.StepUpHeight > 0f ? setup.StepUpHeight : 2f;
+```
+
+- [ ] **Step 2: Add road exclusion to SceneryGenerator**
+
+In `SceneryGenerator.Generate`, after extracting `terrainType` at line 68, add a check to skip road terrain types. The exact road value needs verification from the dat — check `Region.TerrainInfo.TerrainTypes` for which indices are roads, or check if the raw terrain value has a road bit.
+
+Read `references/ACViewer/` or `references/WorldBuilder/` for how they detect road terrain. The simplest approach: check `terrainType` against known road indices from the Region dat.
+
+- [ ] **Step 3: Write a scenery road exclusion test**
+
+Create `tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs` with a test that verifies no scenery is generated at a road vertex.
+
+- [ ] **Step 4: Run all tests, commit**
+
+```bash
+git commit -m "fix(app+core): Phase B.3 — Setup.StepUpHeight + scenery road exclusion"
+```
+
+---
+
+## Task 7: Visual verification + roadmap update
+
+- [ ] **Step 1: Live verification**
+
+Launch the app, log in, press Tab, and verify all 12 acceptance criteria from the spec:
+1. Walk outdoors ✓ (already works)
+2. Walk to next landblock
+3. Walk into a building through a door
+4. Walk inside a building
+5. Walk back out
+6. Walk between rooms
+7. Jump while walking
+8. Jump off a ledge
+9. Enter a portal → arrive at destination
+10. Step-height feels right
+11. No trees on roads
+12. ACE console clean
+
+- [ ] **Step 2: Update roadmap**
+
+Mark B.3 Complete as shipped in `docs/plans/2026-04-11-roadmap.md`.
+
+- [ ] **Step 3: Commit**
+
+```bash
+git commit -m "docs: mark Phase B.3 Complete (movement + world navigation) as shipped"
+```
+
+---
+
+## Self-review
+
+**Spec coverage:**
+- CellPortal indoor transitions (outdoor→indoor, indoor→indoor, indoor→outdoor) → Tasks 1, 2, 3 ✓
+- Multi-landblock boundary crossing → Task 2 (test) ✓
+- Jump + gravity + falling → Task 4 ✓
+- Portal space state machine → Task 5 ✓
+- Setup.StepUpHeight → Task 6 ✓
+- Scenery road fix → Task 6 ✓
+- All 12 acceptance criteria → Task 7 ✓
+
+**Placeholder scan:** Tasks 2 and 3 have "read the reference code" instructions instead of exact code — this is intentional because the portal-plane crossing logic depends on ACViewer's exact convention for PortalFlags.PortalSide and polygon winding, which must be verified at implementation time. The subagent is instructed to read specific reference files.
+
+**Type consistency:** `PortalPlane` record used in Tasks 1, 2, 3. `PlayerState` enum in Task 5. `MovementInput.Jump` in Task 4. All consistent.