Build a single-file vanilla HTML/CSS/JS roguelike benchmark for the canonical `/roguelike/` route in a master one-shot catalog.

Preset: Catacombs

Default direction:
- Fungal catacombs with lantern-lit turns

Required output contract:
1. Write `PROMPT.md` first.
2. Write a complete `index.html` artifact with no external assets.
3. Keep all route files inside the assigned route directory only.
4. Do not deploy.

Systems floor:
- Single `.html` file with inline HTML, CSS, and JS
- Fully playable on desktop and mobile
- Turn-based grid movement with keyboard and tap controls
- Procedural floor generation with at least 3 floor archetypes
- Fog of war or line-of-sight reveal
- Distinct enemy behaviours, loot, consumables, and equipment
- Permadeath or full run reset with persisted best-run stats
- Start, help, play, death, and victory states

Chosen systems blend:
- Three archetyped floors: fungus chambers, ossuary halls, and bone-gate vaults
- Six enemy families with readable turn logic plus a Lantern Warden boss
- Four consumable types: salve, firebomb, clarity tonic, smoke vial
- Three equipment slots: weapon, lantern, charm
- One relic slot tied to the run objective
- One mid-run merchant or shrine event
- Persisted best-floor, best-relic-count, and best-turn stats in `localStorage`

Visual direction:
- Damp parchment UI over a green-black cavern palette
- Lantern glow, ember accents, moss gradients, and bone-ivory text treatments
- The HUD should feel like a field journal and run ledger, not an arcade overlay
- Combat readability first: clear tiles, intent hints, status chips, and a compact event log

Interaction goals:
- Keyboard: WASD or arrow keys to move, `Space` to wait, `H` for help
- Tap controls: on-screen movement pad, tap visible tiles to pathfind, tap enemies to target and attack when adjacent
- Mobile layout must stack cleanly and keep the map readable without zooming

Tone:
- Resource-starved dungeon tension inside five minutes
- Fungal growth, bone architecture, and lantern light should define the atmosphere
- Runs should culminate in a boss confrontation with the Lantern Warden on the final floor
