SUPERSEDED ROUTE STATUS: Original castle -> room50 -> Secret Slide entry now
VERIFIED. See native-secret-slide-original-entry-verified-2026-10-25.txt.
Earlier failures below are historical; do not repeat their upgrade recommendation.

Secret Slide original entrance investigation - 2026-10-25
Status: PARTIALLY VERIFIED. Character-room entrance VERIFIED; slide window not entered.

Corrections to earlier handoffs:
- The key door and upper hall level5 are not the route to Secret Slide.
- The lobby contains an old exit record for29, but the accessible DS path is
  lobby2 -> one-Star mezzanine door -> character room50 -> Peach window ->29.
- The previous variant2 door diagnostic was not frozen. After tick4600 it has
  245 samples with control restored, repeatedly traversing the door because
  its route target lies inside the trigger. Do not patch player/door code on
  the basis of its last-frame NoControl state.

Original source/placement evidence: private audit-castle-slide-exits-20261025.py
and castle-slide-exits-20261025.json. Level2 variant3 door leads to50 at
(629,600,-1442). Level50 contains the actual destination29 exit at
(2300,770,-1500), rotationY -24576. Its stage mesh is playroom.kcl.
The multilayer KCL planner uses height-dependent wall cross-sections; the earlier
bounding-box wall mask wrongly blocked the staircase. No mesh/game data changed.

Current EXE FF4FDAEE69BA2FDA45D809ECA4E52BF7B3C9718AC0A93CF38668F1B31D797FF4.
Build-current-route-check-20261025.cmd: Ninja no work, seven focused CTests pass.
Only private planning/check scripts and reports changed, no gameplay code.

Accepted room scout: native-muted-audio-walk-castle-slide-mezzanine-r1-20261025-
20261021. Existing two-Star Mario QA seed; original title/FileA/exterior/lobby,
normal stair traversal, first one-Star-door unlock and transition to50 at6118.
Ends alive/grounded/Wait/normal control10000. Screens5000 stairs,6500 room shown.
This does not establish a fresh-save character-unlock progression.

Two focused window approaches are diagnostic failures, not passes:
1. castle-to-secret-slide-r1-20261025: mode2 initially jumps (maxY796.5), then
   waits for Wait while OnWall step1 remains idle against stone. Ends level50.
2. castle-to-secret-slide-r2-20261025: mode1 sends actual repeated jump edges
   accepted from OnWall; maxY806.15, then WallSlide against the side of window.
   Coordinates converge around(2484,600,-1748), off the exit center(2300,-1500).
   The eastward approach carries momentum past its previous waypoint before
   turning. Do not infer an exit-actor failure from this incomplete approach.
All three runs exit0, mixer errors0, output-muted1/device nonzero samples0;
slot1/minigames files byte-identical to private seed. Input trace in second case.
Screens of window and room were inspected and shown. No level29 sample occurs.

Respect two-attempt rule: no third window pilot was launched. Next recommended
model Astra Medium for the remaining diagonal window approach: measure the
original exit plane and aperture in playroom KCL, derive a normal-aligned
approach with room to shed sideways speed, and confirm trajectory/height at
plane crossing. A candidate approach toward(2000,600,-1800), then(2100,600,-1700)
would align with the normal, but is UNTESTED; do not present it as accepted.
Preserve original collision/physics/scene transition. Use inputs, no teleport.
Once entry succeeds, checker work/check-castle-secret-slide-entry-20261025.py
requires actual0->1->2->50->29, normal final control, muted exit0, unchanged saves
and post-entry screenshot. It has NOT passed or emitted a success report.
Private negative evidence: castle-secret-slide-entrance-diagnostics-20261025.json.

The prior slide descent/box/Star/save/repeat evidence remains separate and valid
for development level selection. Finish/timer/HUD and Yoshi-specific coverage
remain open. No F installation, public upload, release or stable promotion.
