Canonical benchmark brief

06. Helm's Deep

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# 06. Helm's Deep

Generate a single, self-contained HTML file that renders Helm's Deep (the Hornburg) from The Lord of the Rings: The Two Towers as a fully explorable 3D environment in first-person mode. Use Three.js via CDN importmap. No external assets, no build tools, no APIs. All CSS, JS, and markup must be inline. It should look beautiful and feel like Helm's Deep in the movies.

## Geographic Layout (movie-accurate)

The model must include the key defensive structures in correct spatial relation:

- The Hornburg: central stronghold with towering stone walls, wooden hoardings, and the great hall.
- The Deeping Wall: long, curved defensive wall extending across the natural chasm, with crenellations and a parapet walk.
- The Causeway: sloping approach leading up to the main gate, flanked by stone walls.
- The Ramp: the internal incline leading up into the main courtyard.
- The Deeping Culvert/Stream: the drainage channel at the base of the wall where the Deeping Stream exits.
- The Courtyard: open interior space with wooden scaffolding, supply crates, and an armory feel.
- The Glittering Caves entrance: visible at the rear of the courtyard.
- The Natural Bowl: encircling mountainous rock walls that create the natural fortress position.

## First-Person Controls

- Implement Pointer Lock (WASD to move, mouse to look).
- Space to jump (optional), Shift to run.
- Collision detection against walls so the player cannot walk through stone.
- Gravity and ground collision so the player stays on terrain and walkways.

## Visual & Atmospheric Style

- Gloomy, overcast twilight (the eve-of-battle mood).
- Warm torch and brazier lighting along walls and the causeway.
- Cool blue ambient fog in the lower valley.
- Rain particle system (light streaks, not heavy).
- Wet stone and mud ground textures (procedural canvas noise).
- Dark slate and gray Rohan granite for the Hornburg.
- Weathered wood and iron for gates and hoardings.

## Optional Scene Details

- Scattered siege ladders leaning against the Deeping Wall.
- Broken debris and spent arrows in the courtyard suggesting post-battle cleanup.
- Distant campfires in the valley below (billboard sprites).

## Output

One fully functional HTML file. Copy-paste ready. No external dependencies except Three.js via CDN importmap.