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healer-man/docs/ROM_CAMPAIGN_BOSS_PASS_2026-10-04.md
2026-10-06 22:25:34 -04:00

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# Campaign boss-route playtest — 2026-10-04
> **Current QA policy (2026-10-05):** Routine live tests use Stormwind Stockade: Cellblock Rush (`bite-sized-stormwind-stockade`); record the boss selected from the run ID. Full-source Stockade campaigns require explicit route selection. The Wailing captures and commands in this dated report remain historical; follow [the current test policy](TEST_DUNGEON_POLICY.md) and root `AGENTS.md`. A new Wailing reproduction needs an explicit owner request.
## Scope and method
This pass extends ordinary campaign routes in Barren Caves and Wailing Caverns through their normal boss encounters. The scoped Playwright harness creates an isolated Priest through the UI, prepares the permitted level-30/Knight-secondary fixture before entry, enters the normal Dungeons picker as healer, and uses ordinary WASD, Tab, F1/F2, party-frame selection, learned bound abilities, and the visible resurrection control. Source navigation paths are movement guidance only. During the live campaign, game position, health, mana, cooldowns, combat targets, party positions, and dungeon results are read-only telemetry; no loot was taken and no level-cap or readiness setting was changed.
The final build was produced by the parent task after Killing Spree and native-combat implementation. Its asset names were `index-DHQInfBp.js`, `combatStore-Cx06rFzG.js`, `GameRuntime-D87YWi4Q.js`, `PartyFrames-5jlxKxxK.js`, `romAbilityCatalog-CHjYfHkT.js`, and `index-499eecpe.css`. Earlier route observations are explicitly labeled current-dist exploration and are not substituted for final-build verification.
## Barren Caves: final-build full clear
The final-build ordinary campaign run completed the dungeon. The native result screen reads **FULL DUNGEON CLEAR**, **Barren Caves complete**, **Anglo — Defeated**, and **Bosses defeated 1/1**; time to the final boss was **13:36.9**. The visual proof is [barren-caves-boss-arrival.png](../playtest-artifacts/campaign-boss-pass/final-build-20261004-150021873/barren-caves-boss-arrival.png), and the read-only route/result record is [barren-caves-campaign-boss-route.json](../playtest-artifacts/campaign-boss-pass/final-build-20261004-150021873/barren-caves-campaign-boss-route.json). Build assets observed by this route harness were `index-DHQInfBp.js`, `combatStore-Cx06rFzG.js`, `GameRuntime-D87YWi4Q.js`, and `PartyFrames-5jlxKxxK.js`.
The run followed normal source-geometry checkpoints for 697.18 m of the 717.47 m guide and verified 358 of 376 vertices. The final boss and party defeated the encounter before the next checkpoint, which opened the native results screen; the driver then stopped without crossing the overlay. The character advanced from level 30 to 36 through normal encounter experience. Rorik was dead at the result screen; the healer and the other three companions were alive. No loot or results-screen action was taken.
## Barren Caves: current-dist exploration clear
An ordinary, navigation-guided Barren Caves run advanced through the cave and reached the native dungeon-results screen. The screen states **FULL DUNGEON CLEAR**, **Barren Caves complete**, and **Anglo — Defeated** with **Bosses defeated 1/1**; it reports **10:45.8** to the final boss. The run had explored 625 m. The visible result screen is [failure.png](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-144223345/failure.png); the captured page text and Playwright error are in [failure.json](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-144223345/failure.json). The 25%, 50%, and 75% ordinary-traversal images are [route 25](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-144223345/barren-caves-boss-route-25.png), [route 50](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-144223345/barren-caves-boss-route-50.png), and [route 75](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-144223345/barren-caves-boss-route-75.png). The normal profile and entry images are [roster](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-144223345/roster-priest-knight-level-30.png) and [entrance](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-144223345/barren-caves-entrance.png).
The harness process exited with a locator timeout after the game had opened the result overlay: a follow-up heal tried to click Caelan's party frame, and the overlay correctly intercepted it. That is a post-clear harness error; it does not negate the visible native clear result. Rorik was dead in the result-screen party snapshot, while the other three companions and the healer were alive. The run received normal combat experience and the character advanced to level 36. No result-screen button was clicked and no loot was collected.
This exploratory result is not a final-build clearance claim. A separate final-build rerun uses the corrected overlay guard and stricter navigation driver.
## Wailing Caverns: exploration and route-driver correction
The earlier current-dist source-guided attempt covered 539.9 m against a 432.4 m planned path and reached 107 of 120 coarse checkpoints. Between checkpoints 106 and 107 the player dropped from about y=-90 to y=-106, ended in Kresh's Grotto, and remained 46.3 m from Lady Anacondra. The party remained together and alive, but the boss was not reached and Vow was not attempted. [The endpoint image](../playtest-artifacts/campaign-boss-pass/exploration-current-dist-20261004-143155433/wailing-caverns-boss-arrival.png) shows the lower water channel below the intended upper route.
This result is classified as a route-driver divergence, not a demonstrated dungeon navigation defect. The earlier driver used 3.8 m checkpoint spacing, a 4.4 m acceptance radius, 850 ms movement pulses, and could skip a blocked nearby guide point. Those tolerances could cut narrow corners or cross a ledge. The scoped harness now preserves each source-path vertex, accepts a checkpoint only within 0.65 m, scales short ordinary-input pulses from observed movement speed, records a large live downward displacement, and stops instead of skipping a geometry or elevation point. A tight source-navigation path is required before the Wailing conclusion can be updated.
The current profile exposes Vow of Silence (DBC spell 490275) at level 30. The final campaign identity had Vow assigned through the in-game Ability Controls UI to the secondary R1 input (Shift+5); the final-build binding image is [wailing-caverns-vow-binding-ui.png](../playtest-artifacts/campaign-boss-pass/final-build-20261004-151549020/wailing-caverns-vow-binding-ui.png). The route did not press Vow. The separate live Boss Testing result is recorded below. The corrected pinned source says Lady's listed Fear/Horror immunity does not imply Silence or Interrupt immunity.
## Wailing Caverns: final-build route and Lady encounter
The strict final-build route reached Lady Anacondra's Lair through ordinary movement input. It covered 433.96 m in the game and 430.14 m from input-step measurements against a 432.42 m navigation guide, verifying all 284 source vertices in 505 movement steps. No route block, downward-drop stop, player death, or party death was recorded; the endpoint snapshot and screenshots show all five party members alive. The route images are [route 100](../playtest-artifacts/campaign-boss-pass/final-build-20261004-151549020/wailing-caverns-boss-route-100.png) and [arrival](../playtest-artifacts/campaign-boss-pass/final-build-20261004-151549020/wailing-caverns-boss-arrival.png). They show the party, equipped staff/bow/shield silhouettes, and live Deviate Guardians in the lair.
Lady Anacondra did spawn and fight during approach combat. The event stream records her source-scheduled `spell-9532` damage against the party. A normal player Rising Tide action selected `lady-anacondra-spawn` at 1791127452078 with 2,942 HP remaining. While that cast was resolving, captured party damage events landed for 346, 166, and 2,430 effective damage, totaling exactly the remaining 2,942 HP. The action then returned **“That target is already defeated.”** This confirms the first-boss fight and its defeat during route stabilization. No Vow input was attempted in this campaign run.
The captured JSON's endpoint-only `bossFight` classifier says `boss-not-reached-or-not-loaded`; Lady is absent from `sceneMobsAtEndpoint`. Earlier periodic snapshots showed her full HP but did not sample her death during the blocking pack handler. The absence-only classifier misses the selected-target error and matching combat sequence, so it is not used as defeat evidence. The run did not capture `dungeonRunStore` objective progress or open the native full-clear overlay, so Wailing Caverns full clear is **unverified**. After Lady, the listed objectives include Kresh, Lord Cobrahn, Lord Pythas, Skum, Lord Serpentis, Verdan the Everliving, and event-only Mutanus; these were not covered. The five nearby-pack records also have empty initial engagement and zero heals/damage, so their `pack-cleared` labels are invalid and are not credited as kills.
At the original clipped-camera reference position, the live route reached a nearby pose 5.18 m away. Held right-drag changed yaw by -0.378 rad; after release and a further unheld mouse move yaw changed by 0 rad. Pointer lock remained null throughout and player movement stayed under 0.001 m per probe. The three inspected images are [before drag](../playtest-artifacts/campaign-boss-pass/final-build-20261004-151549020/wailing-caverns-original-clipped-endpoint-before-right-drag.png), [after drag](../playtest-artifacts/campaign-boss-pass/final-build-20261004-151549020/wailing-caverns-original-clipped-endpoint-after-right-drag.png), and [after unheld move](../playtest-artifacts/campaign-boss-pass/final-build-20261004-151549020/wailing-caverns-original-clipped-endpoint-after-unheld-move.png). This reproduces camera input recovery at a nearby pose; it does not establish visibility from every cave angle. A second check at the Lady route endpoint also rotated by -0.378 rad and remained stable after release.
The route used final production assets `index-DHQInfBp.js`, `combatStore-Cx06rFzG.js`, `GameRuntime-D87YWi4Q.js`, and `PartyFrames-5jlxKxxK.js`. The full capture is [wailing-caverns-campaign-boss-route.json](../playtest-artifacts/campaign-boss-pass/final-build-20261004-151549020/wailing-caverns-campaign-boss-route.json). A follow-on harness edit now probes the loaded Zustand exports for read-only `dungeonRunStore` progress and records it when exposed. That addition was not exercised by this completed capture; the next route record must confirm whether the current bundle exposes that store to the harness.
## Separate pre-correction live Vow of Silence diagnostic
The normal Boss Testing run in [ROM_VOW_LIVE_FINAL_2026-10-04.md](ROM_VOW_LIVE_FINAL_2026-10-04.md) is separate from campaign coverage. A UI-bound Priest used Vow on Lady's actual scheduled `spell-9532` Lightning Bolt; the cast ended before its scheduled completion and an 8.4-second Silence status applied. Nature Thorns (`spell-8148`) nevertheless became active during that status window, so Vow's full spell suppression is not certified. Lady was defeated in that diagnostic and all five party members survived, but it is not evidence of a Wailing campaign clear. The report includes the cast-timeline screenshots, raw event details, and the precise silence-gating limitation.
That pre-correction result is preserved under `playtest-artifacts/vow-live-final/final-build-20261004-151736260/`. The parent subsequently corrects the source-driven silence selector and rebuilds. The independent replay in `final-build-20261004-153859692/` on `index-Cm7Olrd2.js` / `combatStore-1B4KOVhS.js` passes real Bolt cancellation, no nonphysical cast during the full 8,400-ms status, and natural Nature Bolt resumption 61 ms after expiry. Lady is defeated with five actors alive. This later counter check supersedes the suppression failure; it does not replace the campaign route's earlier asset set or certify a full Wailing clear.
The campaign harness and report use the final production assets without building or changing game runtime source. No loot was taken and no readiness or level-cap setting was changed.