PASS: chapter 1 route, gate, score, retry, telegraph and aim pattern PASS: chapter 2 route, gate, score, retry, telegraph and fan pattern PASS: chapter 3 route, gate, score, retry, telegraph and charge pattern PASS: chapter 4 route, gate, score, retry, telegraph and ring pattern PASS: chapter 5 route, gate, score, retry, telegraph and fan pattern PASS: camera-relative movement, double jump, collisions, chain, wind-up, single hit, pause, parry and damage PASS: tutorial gating, single-follow-up tap buffer, pause clears buffer, Focus cut, death/restart, distinct tells, save migration, corrupt state and blocked storage PASS: three-star capacity, recharge and deflection active-window timing PASS: The Moonlit Path enemy setup, branch collisions, guardian volley, exit, score and progression PASS: The Mist Canopy enemy setup, branch collisions, guardian volley, exit, score and progression PASS: The Ember Pass enemy setup, branch collisions, guardian volley, exit, score and progression PASS: The Dawn Shrine enemy setup, branch collisions, guardian volley, exit, score and progression PASS: three-strike chain, damage wind-up, one hit per swing and pause PASS: fitted hood/guards/scarf geometry and shared skin binding in idle PASS: fitted hood/guards/scarf geometry and shared skin binding in run PASS: fitted hood/guards/scarf geometry and shared skin binding in jump PASS: fitted hood/guards/scarf geometry and shared skin binding in strike PASS: five outfit skin draws, two cloth tails, three weapon draws, finite bone deformation, scarf motion and pause PASS: actual GLTF, local texture assets, perspective camera, forward Run, keyboard, joystick, camera drag and pause (graphics mocked) PASS: chapter 1, 110304 environment triangles, finite geometry, cleanup, both camera sizes, unlock/result PASS: chapter 2, 127580 environment triangles, finite geometry, cleanup, both camera sizes, unlock/result PASS: chapter 3, 140062 environment triangles, finite geometry, cleanup, both camera sizes, unlock/result PASS: chapter 4, 122786 environment triangles, finite geometry, cleanup, both camera sizes, unlock/result PASS: chapter 5, 135268 environment triangles, finite geometry, cleanup, both camera sizes, unlock/result PASS: final replay, chapter selection and persistent progress PASS: combat VFX cap, paused effects, finite transforms, expiration and repeat retry cleanup PASS: second-pointer rejection, interrupted touch recovery, cancel, settings pause, saved settings and four resize shapes Lobby camera 320x568: head y=188, feet y=361 Lobby camera 390x760: head y=251, feet y=483 Lobby camera 844x390: head y=113, feet y=255 Lobby camera 1536x864: head y=251, feet y=565 PASS: chapter sheet open/close/select, Escape overlays, fullscreen success/failure, real lobby camera projections and selected-stage Play PASS: audio activation, no duplicate loop, transition races, 10-source cap, separate mute, pause/hidden/resume PASS: buffer preparation failure backoff and gesture recovery, suspended-context recovery, audible test path while paused and automatic re-suspend PASS: recorded take rotation, no immediate repeats across cycles, six unique sword takes, bounded simultaneous impacts and reset PASS: music position survives pause, combat intensity hold and recovery, repeated starts keep one source, pause during preparation recovers PASS: bounded soft-limit output curve at maximum mixer settings (signal routing mocked) PASS: all 60 embedded clips decode 6,683,597 samples with minimum 32.3 dB SNR; menu, stage, effect and paused test work with media fetch and decodeAudioData disabled (WebAudio output mocked) PASS: motion-linked footsteps, stationary/airborne/pause suppression and retry reset PASS: earliest rapid taps, one buffered follow-up, throw/sword overlap and safe deflection tutorial with no score farming PASS: continuous run/action leg layer, moving throw, pause/reset and actual skinned soles on slopes (min 0.0147, max supporting sole gap 0.0250 world units; no full foot IK claim) PASS: directional/slope-conforming charge indicator, melee active timing, recovery shape and detailed beveled star PASS: all five stages completed by scripted player, normal health/damage, no invulnerability or skipped enemies PASS: local entry/module paths, all runtime WebP decodes, PCM format, no clipped samples and exact loop boundary continuity