> For the complete documentation index, see [llms.txt](https://faction-os.gitbook.io/faction-os-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://faction-os.gitbook.io/faction-os-docs/.spec_system/specs/phase24-session09-validation-and-documentation/phase-exit-audit.md).

# Phase 24 Phase-Exit Audit

**Session ID**: `phase24-session09-validation-and-documentation` **Package**: apps/web **Audit date**: 2026-07-08 **Result**: PASS; workflow `validate` and `updateprd` are resolved.

***

## Scope

This audit closes the implementation-evidence portion of Phase 24, Legion II - Live Tier And Combat Playback. It verifies the eight section 13A acceptance criteria using the local source tree, focused tests, prior session validation artifacts, and Session 09 validation commands.

The audit does not claim production-hosted validation, hosted identity proof, formal WCAG certification, physical-device mobile certification, public-demo synthetic front readiness, remote execution validation, analytics ingestion, new protocol events, new server routes, new storage keys, rewards, XP, loot, banners, or trusted unified erasure.

***

## Command Evidence Ledger

| Gate                               | Result | Evidence                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| ---------------------------------- | ------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Analyzer state                     | PASS   | `bash /home/aiwithapex/.codex/plugins/cache/apexdev/apex-spec/2.2.19-codex/skills/apex-spec/scripts/analyze-project.sh --json` resolved current session `phase24-session09-validation-and-documentation`, current phase 24, monorepo true, package `apps/web`, and Sessions 01-08 complete.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Prerequisites                      | PASS   | `bash /home/aiwithapex/.codex/plugins/cache/apexdev/apex-spec/2.2.19-codex/skills/apex-spec/scripts/check-prereqs.sh --json --env --package apps/web` returned `overall: pass`; local nvm provides Node `v26.2.0` from `.nvmrc`.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Focused Phase 24 tests             | PASS   | `PATH="/home/aiwithapex/.nvm/versions/node/v26.2.0/bin:$PATH" npm test -- apps/web/tests/combatPlayback.test.ts apps/web/tests/combatPlaybackEffects.test.ts apps/web/tests/CombatPlaybackLayer.test.tsx apps/web/tests/liveLegion.test.ts apps/web/tests/LiveLegionLayer.test.tsx apps/web/tests/scryingAndAlertFocus.test.ts apps/web/tests/ScryingAndAlertFocusLayer.test.tsx apps/web/tests/worldCues.test.ts apps/web/tests/useWorldCues.test.tsx apps/web/tests/gameProjection.test.ts apps/web/tests/gameProjectionStore.test.ts apps/web/tests/generatedPhase3Assets.test.ts apps/web/tests/mediaCatalog.test.ts apps/web/tests/Battlefield.test.tsx apps/web/tests/BattlefieldInteraction.test.tsx apps/web/tests/questBoardActions.test.ts apps/web/tests/QuestBoard.test.tsx` passed 17 files and 238 tests. Existing React `act(...)` warnings printed from `Battlefield.test.tsx`; exit code was 0. |
| Web typecheck                      | PASS   | `PATH="/home/aiwithapex/.nvm/versions/node/v26.2.0/bin:$PATH" npm --workspace @factionos/web run typecheck` ran `tsc -b --noEmit` with exit code 0.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Root format check                  | PASS   | `PATH="/home/aiwithapex/.nvm/versions/node/v26.2.0/bin:$PATH" npm run format:check` checked 794 files with no fixes applied.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Generated asset targeted tests     | PASS   | `PATH="/home/aiwithapex/.nvm/versions/node/v26.2.0/bin:$PATH" npx vitest run apps/web/tests/generatedPhase3Assets.test.ts apps/web/tests/mediaCatalog.test.ts` passed 2 files and 16 tests.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Generated source-path runtime scan | PASS   | \`rg -n "src=                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |

***

## Section 13A Acceptance Matrix

| # | Criterion                                                                                                                                              | Status                     | Evidence                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| - | ------------------------------------------------------------------------------------------------------------------------------------------------------ | -------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Glance test: a one-second look classifies the war as calm, fighting, or needs-you with `alertFocus` visible.                                           | PASS - source-backed proxy | `Battlefield.test.tsx` covers calm scanner/Garden states, failed scans, camp states, scrying/alert focus, live Legion integration, and product-facing combat playback; `ScryingAndAlertFocusLayer.test.tsx` and `LiveLegionLayer.test.tsx` cover calm, active, alert, and empty states.                                                                                                                                                                                 |
| 2 | Cause test: board motion distinguishes reading, editing, and running commands for the large majority of strikes on a live linked mission.              | PASS - automated proxy     | `combatPlayback.test.ts` classifies first-party tool families into hammer/fire/scout/peon/generic strike vocabulary; `combatPlaybackEffects.test.ts` derives linked strike kinds, stage props, display-only HP drain, counterattacks, and verified burn-downs; `CombatPlaybackLayer.test.tsx` renders product-facing labels such as Edit, Run, Counter, HP, Combo, Siege, and Razed.                                                                                    |
| 3 | Kill-latency test: a real failing test spawns its skirmisher within 5 seconds, pass clears within 5 seconds, and `build_fix` kills the ram on arrival. | PASS - event-path proxy    | `liveLegion.test.ts`, `Battlefield.test.tsx`, and prior Session 03 validation cover skirmisher spawn/clear from `test_failure`/`test_pass`; `gameProjection.test.ts` folds `build_error` and `build_fix` into ram lifecycle; `Battlefield.test.tsx` renders skirmisher and ram lifecycle from real event fixtures. The implementation uses synchronous reducer/event folding in local tests, so no async delay is introduced by the web layer.                          |
| 4 | Silence test: ten event-free minutes still pass the glance test, show scrying/ambient state, and emit zero urgency signals.                            | PASS                       | `scryingAndAlertFocus.test.ts` covers the named silence threshold, recent-activity clearing, bounded labels, and calm ten-minute state; `Battlefield.test.tsx` covers ten event-free minutes as calm channeling with no urgency ring.                                                                                                                                                                                                                                   |
| 5 | Honesty test: shared replay links or reconnects change no persisted projection numbers; camp kills require `task_verification`.                        | PASS                       | Session 07 validation reports replay, reconnect, mock-mode, persistence privacy, erasure, and single-key inventory PASS. `gameProjection.test.ts` covers replay no-progress, linked live-tier replay no durable progress, reconnect non-accumulation, verification-only kill/burn-down behavior, and aggregate-only persistence. `gameProjectionStore.test.ts` covers replay dispatch and mock-mode storage invariance.                                                 |
| 6 | Fatigue test: a 45-minute continuous mission never repeats identical SFX beyond rate limits; strikes merge into combo stages with no strobe.           | PASS - automated proxy     | `combatPlayback.test.ts` includes a 45-minute stream simulation, per-minute SFX budgets, independent histories, bounded history, combo merging, stage-prop milestones, and pruning. `CombatPlaybackLayer.test.tsx` caps visible transient effects and clears timers on unmount.                                                                                                                                                                                         |
| 7 | Reduced-motion parity: criteria 1-5 pass with animations disabled using static twins.                                                                  | PASS                       | `Battlefield.test.tsx`, `CombatPlaybackLayer.test.tsx`, `LiveLegionLayer.test.tsx`, `ScryingAndAlertFocusLayer.test.tsx`, and `generatedPhase3Assets.test.ts` cover reduced-motion state, static scout/ram/strike/burn-down/scrying/alert posture, no motion classes where disabled, and typed reduced-motion asset or fallback pairings.                                                                                                                               |
| 8 | Fun Law 1 audit: every rendered game element can be clicked or inspected through to its real source; no orphan fiction.                                | PASS                       | `Battlefield.test.tsx` covers camp inspection into Quest Board issues, keyboard camp inspection, skirmisher test-path rendering from real events, wraith hero selection, and combat playback from mission/tool/result/verification flow. `QuestBoard.test.tsx` covers focused camp issue cards and action-aware accessible labels. Prior Session 08 validation confirms generated asset metadata is data-attribute evidence only and does not render fake source paths. |

***

## Criterion Notes

* Human cold-viewer and beside-a-live-session dogfood checks are represented by source-backed automated proxies in this closeout. The Session 09 spec allows automated proxies where section 13A criteria are dogfood self-reports.
* The kill-latency criterion is verified as local event-path immediacy rather than production-hosted wall-clock telemetry. The web reducer/presentation path is synchronous in focused tests and no remote runtime is in scope.
* Fatigue is verified by deterministic 45-minute simulation and capped DOM transient behavior. No formal human "mute-the-tab impulse" user study is claimed.
* Reduced-motion parity is verified at the component and integration level for the changed Phase 24 surfaces. Formal accessibility certification is not claimed.

***

## Fun Law Audit

### Fun Law 1 - Real Fire / Inspect-Through

**Result**: PASS

Phase 24 preserves the rule that no visible fight exists without a real source event or typed fallback evidence.

| Surface                 | Inspect-through evidence                                                                                                                                                                                                                        | Result |
| ----------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ |
| Camps                   | `CampLayer.tsx` renders camps as native buttons and exposes a dry Banish control; `Battlefield.test.tsx` verifies click and keyboard inspection open focused Quest Board issues.                                                                | PASS   |
| Skirmishers             | `gameProjection.ts` folds `test_failure` / `test_pass`; `LiveLegionLayer.tsx` renders bounded test-path labels; `Battlefield.test.tsx` verifies a skirmisher from a real `test_failure` event and pass/ram lifecycle.                           | PASS   |
| Ram and siege pressure  | `gameProjection.ts` owns the ram and siege slices; `LiveLegionLayer.tsx` renders ram/siege state; `Battlefield.test.tsx` and `liveLegion.test.ts` cover safe labels, reduced motion, and source-backed lifecycle.                               | PASS   |
| Wraiths                 | `gameProjection.ts` folds failed tool results into capped hero-linked wraith stacks; `Battlefield.test.tsx` verifies clicking a wraith selects the owning hero.                                                                                 | PASS   |
| Combat playback         | `combatPlaybackEffects.ts` derives strikes, counterattacks, and burn-downs from linked `tool_use`, `tool_result`, and `task_verification` events only; `CombatPlaybackLayer.test.tsx` and `Battlefield.test.tsx` cover the event-to-layer path. | PASS   |
| Scrying and alert focus | `scryingAndAlertFocus.ts` derives channeling and alert focus from projection-owned hero/Legion state; `ScryingAndAlertFocusLayer.test.tsx` verifies calm and alert presentation without generated source-path fiction.                          | PASS   |
| Generated assets        | `generatedPhase3Assets.ts` and `mediaCatalog.ts` record source-owned sheet ids and fallback labels; runtime components expose stable data attributes but do not load generated source paths directly.                                           | PASS   |

### Fun Law 4 - No Rewarded Waste

**Result**: PASS

Phase 24 does not introduce scoring, XP, loot, banners, rewards, or farmable progress. The live tier is presentation and aggregate projection evidence; the only verified-kill visual is a burn-down effect derived from `task_verification`, and Banish remains deliberately dry.

| Boundary                | Evidence                                                                                                                                                                                                                                                                         | Result |
| ----------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ |
| No reward system        | Targeted scan of Phase 24 playback/live/focus source for `xp`, `loot`, `reward`, `banner`, `essence`, and `score` found no reward logic. Matches were type exports, comments, or the reused existing `achievementCelebration` visual helper import in `CombatPlaybackLayer.tsx`. | PASS   |
| Verified burn-down only | `combatPlaybackEffects.ts` creates burn-down effects only from `task_verification`; `combatPlaybackEffects.test.ts` verifies successful matched verification burns down camps and unmatched/failed verification does not.                                                        | PASS   |
| Banish is dry           | `CampLayer.tsx` labels the action `Dry Banish`; `QuestBoard.test.tsx` verifies camp Banish routes through the existing dismiss path and pending disabled state, not a reward path.                                                                                               | PASS   |
| Replay/mock cannot farm | Session 07 validation and focused tests prove replay and mock live-tier drills do not write new `factionos-game-v1` state or mint persisted links, counters, stacks, or progress.                                                                                                | PASS   |

### Fun Law Residuals

* Phase 24 does not add XP, loot, class advantage, banners, Battle Report, War Tide, Dawn Report, or Hall of Banners behavior; those remain later game-design phases.
* The existing achievement burst visual is reused as a bounded celebration treatment for verified burn-down display only. This audit does not claim a new achievement or reward grant.

***

## Boundary Audit

**Result**: PASS

| Boundary                      | Evidence                                                                                                                                                                                                                                                                                                                           | Result |
| ----------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ |
| Replay inert                  | Session 07 validation reports replayed linked missions, verifications, live enemy events, and pending-link sequences do not create persisted kills, links, counters, stacks, or camp progress. Focused tests in `gameProjection.test.ts` and `gameProjectionStore.test.ts` cover replay no-progress and unchanged storage.         | PASS   |
| Reconnect inert               | Session 07 validation reports reconnect and snapshot-style events reconcile without accumulating kills, stacks, camp links, or durable counters. `gameProjection.test.ts` covers reconnect non-accumulation and forbidden-value omission.                                                                                          | PASS   |
| Mock inert                    | Session 07 validation reports mock-mode live-tier drills fold in memory but cannot write new `factionos-game-v1` state. `gameProjectionStore.test.ts` covers mock-mode storage invariance.                                                                                                                                         | PASS   |
| Aggregate-only persistence    | `gameProjection.ts` keeps `GAME_PROJECTION_STORAGE_KEY = "factionos-game-v1"` and `persistGameProjection` writes a scrubbed projection copy; Session 07 security reports pending links are normalized to `[]` on load and scrubbed before `JSON.stringify`.                                                                        | PASS   |
| Browser-local erasure posture | `localErasure.test.ts` removes Phase 24 live-tier aggregate projection storage through the existing game key and keeps duplicate idempotency summaries value-free. This is browser-local cleanup evidence, not trusted unified erasure.                                                                                            | PASS   |
| No new protocol event         | `git diff --name-only 54fa6ae3b2e57d16f9fd4dd646d77458667fd44e -- packages/protocol apps/server package.json package-lock.json apps/*/package.json` returned no files for this Session 09 closeout. Runtime Phase 24 evidence uses existing `ServerEvent` types imported from `@factionos/protocol`.                               | PASS   |
| No new server route           | The same Session 09 diff check returned no `apps/server` files. Targeted source scan of Phase 24 web libs/layers found no Express route definitions, route handlers, WebSocket setup, or new fetch path in the closeout scope.                                                                                                     | PASS   |
| No new storage key            | `gameProjection.ts` exposes the single game projection key `factionos-game-v1`; Session 07 validation and tests cover storage-key inventory and reject Phase 24-specific extra keys.                                                                                                                                               | PASS   |
| No hosted dependency          | Session 09 required no hosted credentials, provider API keys, Cloudflare access, or third-party dashboard action; no package manifest changed in this closeout.                                                                                                                                                                    | PASS   |
| No reward system              | Fun Law 4 audit found no Phase 24 live/focus/playback reward, loot, XP, banner, essence, or score mutation.                                                                                                                                                                                                                        | PASS   |
| No trusted-erasure claim      | Audit and docs wording preserve browser-local cleanup only. Session 07 and Session 09 evidence do not claim trusted unified erasure.                                                                                                                                                                                               | PASS   |
| Privacy/redaction             | Session 07 security reports raw pending-link prompts are stripped from storage and legacy persisted pending links normalize away; tests assert raw prompts, provider payloads, secrets, and broad paths are absent from persisted projection. Session 08 security reports generated source paths do not render or load at runtime. | PASS   |

### Boundary Residuals

* Existing app storage outside Phase 24, such as settings, replay, War Room hints, and local auth, is not changed by this phase and remains governed by its existing docs/tests.
* Phase 24 generated asset files are source-owned implementation references. They are not app runtime media until a later scoped phase adds app-owned serving, slicing, optimization, metadata cleanup, performance gates, and browser validation.
* Any future hosted identity, hosted storage, analytics capture, production-hosted validation, public-demo synthetic front, remote execution, reward economy, or trusted-erasure claim requires a separate scoped phase.

***

## Generated Phase 3 Asset Evidence

**Result**: PASS

Phase 24 Session 08 promoted the existing Phase 3 generated sheets to typed implementation references. Session 09 re-ran source-path, catalog, fallback, runtime-load, and test evidence checks.

| Asset id                                           | Source path                                                                                  | File evidence                    | Runtime posture                                                                                                                                               |
| -------------------------------------------------- | -------------------------------------------------------------------------------------------- | -------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `war-effort.live-enemies.effects-sheet.v1`         | `assets/generated/game-design/phase03/live-enemies/live-enemy-effects-sheet.png`             | PNG, 1672 x 941, 2,309,067 bytes | Typed implementation reference through `generatedPhase3Assets.ts` and app media catalog; DOM/CSS live enemy, scrying, and alert fallbacks remain runtime.     |
| `war-effort.strike-vocabulary.effects-sheet.v1`    | `assets/generated/game-design/phase03/strike-vocabulary/strike-vocabulary-effects-sheet.png` | PNG, 1672 x 941, 2,326,219 bytes | Typed implementation reference for combat strikes, counterattacks, combos, stage props, alert focus, and burn-down posture; DOM/CSS fallbacks remain runtime. |
| `war-effort.reduced-motion.static-badges-sheet.v1` | `assets/generated/game-design/phase03/reduced-motion/reduced-motion-static-badges-sheet.png` | PNG, 1672 x 941, 2,459,464 bytes | Typed reduced-motion static-twin reference; DOM/CSS static labels remain runtime.                                                                             |

### Typed Map And Fallback Coverage

| Evidence area           | Result | Details                                                                                                                                                                                                                                                                      |
| ----------------------- | ------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Typed ids and paths     | PASS   | `generatedPhase3Assets.ts` exports `PHASE3_GENERATED_ASSET_IDS`, exact repository-relative `sourcePath` values, dimensions, byte sizes, and runtime posture helpers.                                                                                                         |
| Visual-state coverage   | PASS   | `PHASE3_VISUAL_STATE_ASSET_POSTURE` covers live empty/skirmisher/ram/gremlin/wraith/siege, combat strikes/counterattack/combo/stage/HP/assault/burn-down, scrying, alert, and static states.                                                                                 |
| Fallback labels         | PASS   | Every visual state resolves to a generated asset id or explicit fallback label such as `No live Legion threats`, `DOM/CSS gremlin pressure chip`, `HP drain chip`, or `DOM/CSS static badge`.                                                                                |
| Reduced-motion pairings | PASS   | `generatedPhase3Assets.test.ts` verifies reduced-motion states pair with the static sheet or explicit DOM fallback labels.                                                                                                                                                   |
| Runtime attributes      | PASS   | `phase3AssetDataAttributes` emits asset ids, fallback labels, reduced-motion asset ids, and `data-phase3-runtime-ready="false"`; tests assert serialized runtime-style attributes do not include generated source paths.                                                     |
| App media catalog       | PASS   | `mediaCatalog.ts` records the three sheets as `generated_game_design_reference` records with no approved app runtime path, fallback/accessibility/privacy fields, and release blockers.                                                                                      |
| Runtime-load boundary   | PASS   | Targeted scan of `LiveLegionLayer`, `CombatPlaybackLayer`, `ScryingAndAlertFocusLayer`, `liveLegion`, `combatPlaybackEffects`, and `scryingAndAlertFocus` returned no `src=`, `new Image`, `backgroundImage`, `runtimePath`, or direct `assets/generated/game-design` loads. |
| Product-surface posture | PASS   | Session 08 validation and Session 09 focused tests assert generated source paths, `.png` paths, debug, diagnostic, and runtime labels are absent from rendered product surfaces.                                                                                             |

### Media Posture

* The generated sheets are source-owned implementation references, not browser-served app media.
* Current runtime remains DOM/CSS plus accessible labels, data attributes, product-facing state copy, and static fallbacks.
* Promotion to actual app image serving is blocked until app-owned runtime paths, slicing, optimization, metadata cleanup, size/performance gates, accessibility labels, fallback behavior, privacy review, and browser validation are implemented in a future scoped phase.

***


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