diff --git a/documentation/versioned_docs/version-0.4.2/docs/03-first-interaction.mdx b/documentation/versioned_docs/version-0.4.2/docs/03-first-interaction.mdx
index 2fff40716c..aefa6195eb 100644
--- a/documentation/versioned_docs/version-0.4.2/docs/03-first-interaction.mdx
+++ b/documentation/versioned_docs/version-0.4.2/docs/03-first-interaction.mdx
@@ -28,7 +28,7 @@ To do this, run `/typewriter connect` in game. Then clicking the link that is gi
![connect-command](./assets/first-interaction/connect-command.gif)
-
+
:::caution
If you're getting a message along the lines of "The server is not hosting the websocket. Try enabling it in the config", please refer to [Configuring the Web Panel](02-installation-guide.md#configuring-the-web-panel)
@@ -94,7 +94,7 @@ things that we can change. Let's change the name of the entry to `on_flower_clic
that we want to interact with. To do this, click on the `Block` field. This will open a modal where you can
select a block. Let's select the red tulip. After this the inspector should look like this:
-
+
## Creating an option
@@ -106,7 +106,7 @@ tulip. To do this, click on the `+` button in the action bar, and add an `option
Then change the name of the entry to `inspect_flower`. Then change the text of the option to `What do you want
to do?`. After this the inspector should look like this:
-
+
### Adding a speaker
@@ -132,7 +132,7 @@ next to the options drop down to add a new option. Then change the text of the o
then add another option with the text `Touch the flower`. After this the inspector
should look like this:
-
+
## Connecting the entries
@@ -173,7 +173,7 @@ It is important that you use the specific trigger from the correct option. The f
global triggers.
:::
-
+
When you publish the changes in the game, it should look something like this:
@@ -201,7 +201,7 @@ To create a fact, head over to a static page such as `Flower Static`, click on t
of the entry to `smelled_flower`. We can add a comment describing the fact and how it is used. After this the
inspector should look like this:
-
+
#### Adding criteria to the dialogue
@@ -212,9 +212,8 @@ this fact when the dialogue gets triggered. To do this, click on the `+` button
down. Then select the `smelled_flower` fact, make the modification `=` and the value `1`. After this the
inspector should look like this:
-
+
-Now we can create a new `spoken` dialogue entry that will be triggered when the player smells the flower for
subsequent times. Rename it to `smell_flower_second_time`, add the text `You smell the flower again. It still smells fragrant.`, select our `flower` speaker we created earlier, and finally specify a
duration of `1s` that the message will be animated. Connect it to the `inspect_flower` entry as a trigger for
the `smell the flower` option.
diff --git a/documentation/versioned_docs/version-0.4.2/docs/04-first-cinematic.mdx b/documentation/versioned_docs/version-0.4.2/docs/04-first-cinematic.mdx
index 788bb0d791..ed85cc2cd1 100644
--- a/documentation/versioned_docs/version-0.4.2/docs/04-first-cinematic.mdx
+++ b/documentation/versioned_docs/version-0.4.2/docs/04-first-cinematic.mdx
@@ -70,7 +70,7 @@ We now need to decide on two locations. To more easily continue the guide later
around a red tulip. We then fill in `Path #1`'s location, and expand `Path #2` and add the location of that path.
Remember to add two different locations. You can see example paths in the screenshot below.
-
+
You should now have a functioning cinematic!
Let's `Publish` and check it out. Type `/tw cinematic start flower_cinematic` in chat, and