# 8+ PROGRAM · F's upgrade scripts (hammer, spear, pan, speedsabre, knife)

Scores are B / C / S / A: BRUTALITY / CINEMATIC (camera) / SCRIPT / ANIMATION DETAIL, 1-10.

## AUDIT · HAMMER (27 Oct 02:10)
Sources:
- From the strip, by my own eye: TECTONIC, THE FOUNDATION, SKIMMING STONE, LUMPS, FLIPPERS and SHOCKWAVE.
- The rest: the page-62 scorer I's numbers from the same strips (/Volumes/Workspace/Scratch/scores/inotes/hammer.jsonl), to be re-checked by my eye batch by batch.
- tent-peg and skipping have no strip yet.

| kill | tier | B/C/S/A |
|---|---|---|
| mid-shockwave | mid EPIC | 1/4/5/2 |
| tectonic | MYTHIC | 2/4/7/2 |
| skin-cartoon LUMPS | EPIC | 3/3/5/3 |
| skin-classic FLIPPERS | COMMON | 3/4/4/3 |
| skimming-stone | COMMON | 3/3/4/3 |
| the-foundation | MYTHIC | 3/4/7/3 |
| mid-echo | mid | 2/4/6/3 |
| mid-plaster-cast | mid | 2/4/5/4 |
| mid-stake | mid | 2/5/4/4 |
| skin-ice SNOWMAN | LEGENDARY | 3/4/6/4 |
| skin-taped | RARE | 3/5/6/4 |
| skin-camo | EPIC | 3/5/6/4 |
| mid-ketchup | mid | 3/6/6/4 |
| mid-wedge | mid | 4/6/6/4 |
| the-hold | RARE | 4/4/6/3 |
| floorboards | EPIC | 5/4/6/3 |
| the-backswing | LEGENDARY | 5/4/7/3 |
| mole-hill | LEGENDARY | 4/5/6/4 |
| resonance | EPIC | 4/4/7/5 |
| patch-job | EPIC | 4/4/7/4 |
| skin-neon | LEGENDARY | 4/5/7/4 |
| dismasted | LEGENDARY | 5/5/7/5 |
| stuck | RARE | 6/5/6/4 |
| the-weight | RARE | 6/6/6/5 |
| high-striker | EPIC | 6/5/7/5 |
| hanger-on | EPIC | 6/5/6/5 |
| cpr | LEGENDARY | 7/6/8/5 |
| skin-gold | MYTHIC | 6/5/8/7 |

Nothing on the hammer is at 8 on all four. CINEMATIC and DETAIL are the weakest everywhere.

## BATCH 1 · the worst six (hammer) · for approval

Rules applied to every block:
- Film length ≤ 15 s, trigger to final.
- The six finals come from six different camera positions.
- XT and VH show a real dead face; L and VL are alive and dazed.
- The victim is in every final. No groin wounds, nothing holding a body by the neck.
- Perf: static detail is baked; particles mean ≤ 20, peak ≤ 100.
- Wounds and hit FX use A's GORE/WOUND v2. The camera devices are E's CINEMA KIT v2.
- Splits / PiPs in this batch: 2 of 6 (LUMPS split-3, SKIMMING STONE PiP). The other devices vary.

### 1 · hammer.tectonic (TECTONIC) · MYTHIC · film · now 2/4/7/2
**What's wrong now:** he drops out of sight into the abyss. The final is Faris's legs over a red seam, with no victim in it.

**Core (kept, made true):** one slam wakes a fault under the floor, and a fault doesn't close, it SLIPS. The two halves grind sideways past each other (strike-slip) with him lying across the line.

**Hook:** the crack stops dead between his boots. He laughs. Then the whole floor on his side starts to move sideways.

**Beats (≈ 13.5 s):**
| t (s) | beat |
|---|---|
| 0.0 | He backs off, gun up. Faris raises and HOLDS, the head trembling. |
| 0.9 | The slam. |
| 1.4 | The crack races from the head along the floor (chips leaping, dust) and stops between his feet. Silence. |
| 2.6 | He looks down, looks up, laughs, lifts a boot over it. |
| 3.2 | The second arrival of the quake knocks him flat on his back ACROSS the crack: chest on the far plate, hips and legs on the near one. |
| 4.0 | The halves start sliding in opposite directions. Plank seams, the painted line and tile rows on both sides visibly offset; grit pours into the gap. |
| 4.6-7.4 | The shear takes him. He claws at the moving plate (nails breaking, bloody finger streaks) and screams. The belly skin stretches, then tears; one heavy crack from the spine; his gun is dragged away on the far plate. |
| 7.4 | The plates lock with a GRIND and a lurch; dust cascades; an aftershock rattles loose stones. |
| 8.2 | Faris walks up, looks along the offset line and steps up the new kerb in the floor (the fault also heaved a hand high), like a man stepping onto a pavement. |
| 9.0-13.5 | The finals. |

**Shots:**
1. A low wide at the hold, the hammer head the biggest thing in frame.
2. SPEED RAMP into the slam (slow over the last 30°, full speed on contact), then a CRASH ZOOM on the head buried in the stone.
3. CRACK-CAM: the kit's bullet-cam rig on the crack's tip, a floor-height track to his boots.
4. A two-shot from behind his boots as he laughs.
5. A floor-level profile across the crack as the plates slide; a plank seam's offset swings through frame like a clock hand.
6. An insert of his hands clawing the moving plate.
7. A close on his face, handheld 'quake' shake.
8. A top-down OVERHEAD crane as the halves lock: the whole offset line across the courtyard, with him cut along it (the geology-textbook picture).
9. Faris's boot stepping up the kerb, at the frame edge.
10. The finals.

**Gore ladder:**
- **XT** (overhead, tight top-down):
  - Torn in two at the belly across the fault, the halves offset by a body-width.
  - Ragged skin flaps, the fat layer and muscle at the tear; intestine coils stretched across the seam between the halves.
  - The lumbar spine's broken end jutting white from the upper half.
  - Blood smeared along the fault in the direction of the slip, and a ridge of grit and blood in the seam.
  - Face turned up, a real dead face: eyes open and bloodshot, blood from the mouth and nose, a broken tooth. The gun a metre off on the other plate.
- **VH** (floor level at the face, looking along the fault): the upper half on its side facing us, the guts trailing back into the seam. RACK FOCUS from the dead face to the legs beyond. About 80% blood.
- **H** (from the feet, three-quarter high): not torn through but wrenched, hips twisted 90° from the shoulders. A deep dark split along the seam at the belly (no organs), one hand crushed in the closed crack. A dark dead face.
- **M** (side profile): the slip is only a hand wide. He lies with his back broken over the new kerb, a dark gash across the belly of his shirt, X eyes.
- **L** (behind the head, down the body to the step): the slip only drags him. He's out cold half up the step, his jacket torn in two along the line (cloth only), dazed, with stars.
- **VL** (high three-quarter wide): the crack stops at his toes, he laughs, and the floor slips one tiny step. He trips up it and sits on the kerb, dazed, grit in his hair, no blood.

**Detail plan:**
- The plates: two cached canvases per floor material (matAt), with a baked strata edge in the crack wall (rock bands, a fossil, an old bone) that shows as the gap opens.
- The offset lines (painted line, plank seams, tile grout) are displaced by exactly the slip; this is the one-second read.
- Wounds: an A TEAR wound (flaps, fat, muscle), 2-3 baked intestine sprites with sway, the spine end with marrow. One slip-streaked blood decal, and grit in the wound.
- Faces: terror at the laugh, then the scream, then the dead face. Broken nails and finger streaks.
- Perf: peak ≈ 40 particles (dust and grit).

**Kits:**
- Shared kits: A tear, organs, bone end and faces; E bullet-cam (on the crack tip), speed ramp, crash zoom, 'quake' handheld and rack focus.
- Existing calls: F.plateCut, F.hammer.slam / quake.

**Unique:**
- No strike-slip or offset-line kill exists in the ledger.
- Torn-in-two kills are sawn or shot (smg.the-saw, laser.skin-neon); none is sheared by the ground.
- The abyss drop and the lip windmill (sawedoff.the-nudge) are gone.

### 2 · hammer.the-foundation (THE FOUNDATION) · MYTHIC · DEATH REALM · film · now 3/4/7/3
**What's wrong now:**
- The final is a small grey stump with no wound and no face.
- The render runs 20.9 s, over the cap.

**Kept:** the realm and its set (pit, tie holes, rebar, caged lamps, the dead set to the chest with mouths full of concrete), the crossing 'the pour' and the return 'formwork struck'.

**Changed:**
- He is not filled with buckets; he becomes THE PILE. The realm's pile driver drives him into the wet pour, blow by blow.
- Every blow is a MATCH CUT with one of Faris's slams up on the real stones.
- The final breaks the cast open on a man rammed to half his height.

**Hook:** every great building needs a soul in its foundation, and the dead have kept the hole open for him.

**Beats (≈ 14.5 s; the realm is 8 s):**
| t (s) | beat |
|---|---|
| 0.0 | The killing slam on his back drives him face down into the stones; s.deathCrack. |
| 0.9 | The pour: wet concrete over the lens, the screed scrapes it off onto the pit. |
| 1.6 | He stands in a round pile hole, wet pour to the shins. The dead turn their heads; two clamp his shoulders with grey hands. Above him the ram is hoisted up its rails, chains rattling. |
| 2.8 | BLOW 1 (match cut: Faris raises → the ram rises; Faris slams → the ram drops). Driven to the knees; the shins snap at the concrete line, bone through the trousers. |
| 4.6 | BLOW 2. To the hips. The knees burst sideways, the spine compresses (visibly shorter, shoulders shoved up round his ears). He screams up at the ram. |
| 6.4 | BLOW 3. To the chest. The ribs crack (heard); blood forced out of his mouth onto the wet grey. The dead pour from buckets and the grey climbs to his chin. |
| 7.8 | Top-down: the last bucket goes over his face, eyes open, and the face disappears under grey. |
| 8.6 | Formwork struck: the lens is the inside of a mould; Faris knocks the planks off, four strikes. |
| 10.4 | On the real stones a squat board-marked pile the height of a child stands where he fell, red seeping from its seams. Faris gives it one slam and the front breaks away in slabs (0.3× slow motion). |
| 11.4-14.5 | The finals. |

**Shots:**
1. A high angle on the slam.
2. The pour.
3. A crane down the pit wall past caged lamps and the rows of the dead.
4. Low up the driver's rails.
5. MATCH CUTS on each blow (the kit's match-cut transition, real raise and slam ↔ ram).
6. An insert per blow: the shins at the line, the knees, the blood-spitting mouth.
7. Top-down on the last bucket.
8. The return.
9. A dolly in on the pile and the slab break.
10. The finals.

**Gore ladder:**
- **XT** (low at the face, the cast broken from the brow to the chest):
  - A real crushed dead face: concrete packed into the open mouth, one eye burst, the other bulging and bloodshot from the compression, the cheek split to the bone.
  - Shoulders rammed up level with the ears, both collarbones snapped out through the skin, rib ends pressed into the concrete.
  - Blood running down the board marks into a pool; a crushed hand out of the top.
- **VH** (three-quarter high): the face alone in a ragged window of broken concrete, blood seeping from every seam, the crushed hand out of the top.
- **H** (side profile): the pile split down one side, a dark crushed shoulder and the grey dead face in profile; dark blood at the seams, no bone.
- **M** (from the feet, low): the pour only reached his chest. Set to the chest in a squat pillar, slumped forward, a dark brow gash, X eyes.
- **L** (overhead): set only to the knees, slumped out cold over the grey, dazed, with stars.
- **VL** (high wide): the pour never set. He climbs out grey from head to toe and shakes off the slurry like a wet dog, blinking, alive.
- The realm's horror stays at every level.

**Detail plan:**
- The realm is one baked layer: tie holes, rebar, caged lamps (one flickering), a turning mixer, the dead with grey mouths. The wet pour has a sheen and ripples on each blow.
- The driver: rails, chain, and a rusty bolted steel ram as a sprite.
- Compression uses per-part scale (§9 allows cutscene scale).
- Wounds: A CRUSH plus bone ends through cloth; blood spat on grey as a wet decal.
- The pile: a board-marked concrete texture with cracks, and slabs that break with aggregate edges.
- Faces: terror looking up at the ram, agony, the dead face.
- Perf: peak ≈ 60 particles (spatter, slab dust).

**Kits:**
- Shared kits: E match cut, slow motion and crane; A crush, bone and face.
- Existing calls: s.deathCrack and F.hammer.slam.

**Unique:**
- The driver was already in this realm's set; a man used as the pile is new.
- The page's petrify is released: he is encased, not stone.

### 3 · hammer.skin-cartoon (LUMPS) · EPIC · skin · now 3/3/5/3
**What's wrong now:** the pop is a small spray, and then a tiny body lies far off.

**Clash flag:** bouncer.mid-lumps (built 26 Oct) has the same core, and its XT is the tower driven INTO the skull (a crater). LUMPS was on the hammer page first, so I keep the core and make its payoff different: the lumps POP, nothing is driven in. Your call.

**Hook:** every slam raises a lump on the lump. He tries to carry the wobbling tower, and the last slam pops the lot from the bottom up.

**Beats (≈ 10 s):**
| t (s) | beat |
|---|---|
| 0.0 | BONG: a shiny lump pops up on his crown (squash and stretch); birds circle. |
| 1.3 | BONG 2 and BONG 3: a lump on the lump on the lump, each bigger, glossier and veined. |
| 3.4 | The tower wobbles. He staggers under it like a waiter balancing plates, arms out, eyes spiralling; the birds land on top. |
| 5.0 | Faris raises; the birds look at each other and fly off. |
| 5.6 | The slam hits the LOWEST lump: a chain of pops up the tower (POP POP POP), each lump bursting like an overfilled balloon of blood, the empty skins flapping. |
| 6.4 | The last pop is the swelling under them all: his scalp splits along the crown. |
| 6.8 | He stands a beat and falls over stiff. |
| to 10 | The finals. |

**Shots:**
1. A flat cartoon two-shot.
2. SPLIT-3 (the kit's 3-way split): one slam per panel from its own angle (side, low, overhead), a BOING on each.
3. A medium on the waiter wobble.
4. An insert of the birds landing.
5. A CRASH ZOOM into the chain of pops with a SPEED RAMP to 0.25×.
6. A wide on the stiff fall.
7. The finals.

**Gore ladder:**
- **XT** (low at the face, his head toward us on the floor):
  - The scalp burst in a ragged star along the crown, the empty lump skins hanging off it like burst balloons.
  - The skull beneath cracked in a star, the wet brain bulging through the cracks; blood sheeting over the face in thick rivulets.
  - A real dead face: bloodshot eyes bulging from the pressure, tongue out. The birds back, pecking at the lump skins.
- **VH** (overhead): the burst crown and the skins, the skull crack dark, the dead face, less blood.
- **H** (side profile): only the top lump bursts; a deep dark split in the scalp, a dark dead face.
- **M** (from the feet): the lumps deflate one by one with a sad whistle. He falls flat with a dark bruised bump, X eyes.
- **L** (behind the head): the tower slides off sideways. He sits out cold with one small lump, dazed, with stars.
- **VL** (three-quarter high): the lumps shrink to a hat-shaped bump and he grins dizzily, alive, the birds on his head.

**Detail plan:**
- Lumps with gloss, veins, skin shading, squash and stretch and a jiggle.
- The bursts: ragged skin edges, 6-10 big cartoon-thick blood drops each (not particle spam), deflated skins with folds.
- The skull crack and brain bulge from A, in cartoon line but anatomical.
- 3 bird sprites.
- Faces: dizzy, then shock, then the dead face.
- Perf: peak ≈ 50 particles.

**Kits:**
- Shared kits: E split-3, speed ramp and crash zoom; A skull, brain and face.
- Existing: the lump painter, upgraded.

### 4 · hammer.skin-classic (FLIPPERS) · COMMON · skin · now 3/4/4/3
**What's wrong now:** a flat pink body, and the flippers don't read.

**Kept:** slam by slam his feet are flattened into flippers and he waddles.

**Changed:** the waddle becomes a penguin march, and the payoff is the penguin's belly slide, on his own blood, straight into the last slam.

**Hook:** he's the quickest runner in the arena, so Faris takes the feet.

**Beats (≈ 11 s):**
| t (s) | beat |
|---|---|
| 0.0 | He jinks round Faris, cocky. The slam on his left foot: SPLAT, flat as a flipper. |
| 1.6 | The right foot: SPLAT. |
| 2.6 | He runs: slap, slap, slap. A penguin waddle, arms out for balance, bloody flipper prints. |
| 4.8 | He looks down the long floor run and does what a penguin does: flops on his belly and slides, faster and faster on the slick of his own blood, kicking with the ruined feet. |
| 7.0 | At the end of the run Faris is waiting, hammer raised and held. The face as he slides into it. |
| 7.6 | The slam meets the sliding head. |
| 8-11 | The finals. |

**Shots:**
1. Low at boot height for each SPLAT (an insert of the foot flattening).
2. A comic wide on the waddle.
3. A floor-level tracking dolly beside the slide, accelerating.
4. The reverse from Faris's side, the man sliding at the lens, his face growing. A FREEZE STAMP one frame before the hit.
5. The hit in real time.
6. The finals.

**Gore ladder:**
- **XT** (floor level at the face):
  - The struck side of the head caved: temple and cheekbone smashed flat, one eye burst, the skull open over the ear with brain at the edge, teeth scattered on the floor.
  - Behind him, the feet flattened into ragged flippers of crushed bone and split skin, toe bones splayed.
  - The long blood slide streaks back to the vanishing point. A real dead face.
- **VH** (from the feet, up the body): the ruined flippers in the foreground, the slick, the caved head beyond (RACK FOCUS). The dead face; about 80% blood.
- **H** (overhead): the slide ends in a heap; dark crushed feet (no bone) and a dark broken face.
- **M** (side profile): the feet bruised flattish. He slid into the hammer; a dark brow gash, X eyes.
- **L** (behind the head): he stops short and bonks his head on Faris's boot; out cold, with stars.
- **VL** (three-quarter high): his feet like floppy clown shoes. He slides into Faris's legs, looks up and grins dizzily.

**Detail plan:**
- The flipper painter upgraded: crushed foot anatomy (split skin, splayed toe bones, a bruise gradient) and prints with toe-bone marks.
- The slick is one long wet decal.
- The caved head from A CRUSH: skull fragments, a brain edge, a burst eye; 4-6 tooth sprites.
- Faces: cocky, then panic, then resolve on the slide, then horror.
- Secondary motion: flipper flap and arm wobble.
- Perf: peak ≈ 40 particles.

**Kits:** E freeze stamp, tracking dolly and rack focus; A crush and face.

**Unique:** no belly slide in the ledger; the penguin is this kill's own. Needs a FLOOR run of about 240 u.

### 5 · hammer.mid-shockwave (SHOCKWAVE) · MID-ROUND · EPIC · 2.9 s · now 1/4/5/2
**What's wrong now:** he leaves the frame and never comes back. The final has no victim, which breaks WHO IS IN THE FINAL.

**Kept:** bracing is the mistake, and the ring runs up his locked body.

**Changed:** the ring breaks every locked joint as it climbs and leaves through his head. He stays in frame.

**Hook:** the stiffer you stand, the more of you it breaks.

**Beats:**
| t (s) | beat |
|---|---|
| 0.0 | He braces: wide planted feet, knees locked, fists clenched ("bring it"). |
| 0.45 | Faris slams. |
| 0.7-1.6 | The ring climbs him as a visible ripple: ankles snap sideways, the locked knees bend BACKWARD with a crack, the hips jolt, the spine ripples (a tick per vertebra). |
| 1.6 | The head snaps back and the overpressure bursts out of him: blood jets from both ears, the nose and the mouth, the eyes flood red, one bulges. |
| 1.9 | He drops straight down where he stood, a heap of joints bent the wrong way, arms still locked rigid. |
| 2.3-2.9 | The final close. |

**Shots** (the gameplay camera): low on the boots as the ring arrives, then a tilt riding the ring with a SPEED RAMP (0.3× past the knees and the head), the burst in a tight close, and back to medium as he drops.

**Gore ladder (own pose per level):**
- **XT:** a heap with both knees bent backward and shin bones through the skin at the knees, arms locked straight up. Face up, blood streaming from both ears, the nose and the mouth, the eyes blood red, one out of its socket, a fan of blood round the head.
- **VH:** knees backward, blood from the ears and nose, red eyes, no bone.
- **H:** one knee buckled backward (dark at the joint), blood from one ear, on his side, a dark dead face.
- **M:** his legs fold the right way and he drops on his back with a nosebleed, X eyes.
- **L:** the ring only reaches his knees and pops him a short hop. He lands on his seat, dazed, with stars.
- **VL:** the ring tickles up him. He shivers like a dog shaking off water and grins, no blood.

**Detail plan:**
- The ring is a displaced outline band with a light rim travelling up the body.
- Bent-wrong poses per joint (jointMod); bone ends at the knees (A); 4-5 short blood ribbons from the ears, nose and mouth; the eye bulge (face kit); a dust ring.
- Perf: peak ≈ 30 particles.

**Unique:** no knees-backward or overpressure kill in the ledger. The unseen-above death is dropped.

### 6 · hammer.skimming-stone (SKIMMING STONE) · COMMON · film · now 3/3/4/3
**What's wrong now:** one hit, a slide, and a long static lying hold; the skips don't read.

**Kept:** the man as the stone, skimmed flat across the floor by the slam.

**Changed:**
- Faris plays the boy at the pond: he picks the flattest stone, and counts the skips on his fingers.
- Each skip tears more off the man, who is skimming face down and spinning like a stone.
- The payoff is the turn-over: the floor has ground his face away.

**Clash note:** rpg.mid-skipping-stone is the ROCKET skipping on water. Here the man is the stone, on any floor.

**Hook:** he charges head down. Faris drops into a crouch and squints along the floor like a boy choosing a stone, then meets him low.

**Beats (≈ 11 s):**
| t (s) | beat |
|---|---|
| 0.0 | The charge. Faris crouches, weighs the hammer, squints along the floor, raises and holds. |
| 1.0 | The slam meets him low, mid-dive: CRACK. He skims out face down, spinning slowly. |
| 1.4-6.0 | Five skips, each shorter (at a LIQUID the skips are rings and he sinks on the last, kept): SKIP 1, the chest hits and the gun flies; SKIP 2, the face hits, a tooth and blood; SKIP 3, the forearms grind and the sleeves shred; SKIP 4, a long scrape as the spin grinds his face along the floor; SKIP 5, he digs in and stops face down at the foot of the far wall or element (s.el). |
| 6.4 | Faris walks the line of prints, tapping each with the hammer head, and turns him over with a boot. |
| 7.6 | The reveal. |
| 8-11 | The finals. |

**Shots:**
1. Low side-on for the charge, Faris crouched as at a pond.
2. A crash zoom on the slam.
3. A long floor-level tracking dolly beside the skips, the prints appearing behind him, with a PiP insert of Faris's hand counting the skips 1 to 5, then a thumbs up (the kit's PiP, about 5 s).
4. A medium behind Faris walking the prints.
5. Top-down close as the boot turns him.
6. The finals.

**Gore ladder:**
- **XT** (overhead on the upturned face):
  - One side of the face ground down to the bone: cheekbone and jaw bare, the nose ground flat, the lips gone over the teeth, that eye scraped open.
  - Forearms flayed to the muscle, the skin rolled back.
  - The dotted line of red skip prints and a long last smear behind him. A real dead face, the other eye open and bloodshot.
- **VH** (floor level at the face, looking up the smear to Faris's boots out of focus): the raw ground side, the dead eye, less blood.
- **H** (behind the head, down the body and the prints): dark raw road rash on the face (no bone), torn sleeves, a dark dead face.
- **M** (side profile): grazes and a dark scuff on the brow, dusty prints, X eyes.
- **L** (three-quarter high): two skips, and he sits up out cold against the wall, dazed, with stars.
- **VL** (wide): he skims, comes to rest sitting up in a puff of dust, spins once on his seat and grins dizzily.

**Detail plan:**
- Prints per floor material (red smears with grit at XT, dust at L / VL).
- Scrape wounds from A (abrasion and tear: raw dermis, rolled skin edges, embedded grit, bone at XT); shredding sleeves; tooth and gun debris.
- The flat spinning pose is the existing jointMod, upgraded.
- Faces: snarl, then shock, then the dead face. Faris's crouch and squint is character acting.
- Perf: peak ≈ 35 particles; the prints are decals.

**Kits:** E PiP, crash zoom and tracking dolly; A abrasion, tear and face.

**Unique:** no other kill in the ledger has road rash or a ground-off face.

## BATCH 2 · the next six (hammer) · for approval (27 Oct)
Batch 1 status (coordinator re-scores): TECTONIC ★, THE FOUNDATION ★, FLIPPERS ★, LUMPS ★ (8/8/8/8). SKIMMING STONE 8/8/8/7, re-sheeted with the flay fix. SHOCKWAVE re-sheeted with the knees pass.

The batch-1 rules all apply, plus the lessons:
- Wound dominance, and dented silhouettes for blunt kills.
- The payoff framed: wound, dead face and prop together.
- formLight / rimLight on every dead body; real damaged eyes; faces upright.
- Ask of every XT: does any shape read as something else?
- The ladder must lock before the scene's end (lockaudit.cjs at all six levels).
- The big XT is frame f.

Devices this batch: 3 of 6, each different (ECHO split-2, HEAVY DUTY freeze stamps, SNOWMAN dolly zoom). The other three use plain grammar: rack focus, crash, speed ramp and tilt.

Current state, from my own read of the img/62 strips:
- All six end on the gameplay HUD wide (or ROUND OVER) with no victim close and no face.
- The three skins run 16.7 to 17.1 s, over the 15 s cap.

### 7 · hammer.mid-echo (ECHO) · MID-ROUND · RARE · 2.95 s · now 2/4/6/3
**What's wrong now:**
- He sinks out of shot, and the final is a wide of the HUD with a tiny ring and his ears.
- A magic-circle effect that has nothing to do with the kill takes up two frames.
- No dead face, no wound.

**Kept:** the echo. He hops the first wave and jeers, the wave rebounds off the wall, and where the two waves meet under him the floor turns to liquid.

**Changed:**
- He never vanishes. The floor sets while he is in it to the armpits, and setting is the kill: the stone contracts with a GULP and crushes his chest.
- The final is a head and shoulders growing out of a solid floor.

**Hook:** he dodged the wave. He didn't dodge it coming back.

**Beats:**
| t (s) | beat |
|---|---|
| 0.0 | He jeers, hops on the spot. |
| 0.3 | Faris slams the floor short of him. |
| 0.5 | The ripple runs at him and he hops it ("missed!"). |
| 0.85 | The wave hits the wall behind him (dust off the stones) and comes back. |
| 1.15 | He lands exactly where the two ripples meet. The flags go liquid in rings. |
| 1.2-2.0 | He sinks to the knees, the waist, the armpits. Clawing hands slap the surface and sink in; one arm is caught flat. |
| 2.05 | GULP: the surface sets with a crunch and a hit-stop. The stone squeezes: blood forced out of the mouth and nose, the eyes bulge, the caught arm snaps at the elbow against the set rim. Red hairline cracks spread out from him in a ring. |
| 2.2-2.95 | The final hold. |

**Shots:**
1. Low and side-on along the flags for the hop.
2. SPLIT-2 (vertical): left, the returning wave rolling off the wall; right, him landing. The two halves slide together as the waves meet, and the seam closes on him.
3. A slow push down as he sinks.
4. The GULP: hit-stop and a short handheld jolt.
5. The final, at floor level, with the floor surface as the horizon.

**Gore ladder:**
- **XT** (floor level, the face at 35-40% of frame height):
  - Set to the armpits, the silhouette crushed. The shoulders are shoved up round the ears and the ribs show as a bulge under the shirt above the stone line.
  - The face congested purple-red. Burst vessels in both eyes; one eye forced out onto the cheek on its nerve. Jaw locked open, blood down the chin onto the flags.
  - The caught arm bent back at the elbow with the bone end out, fingers splayed on the stone.
  - A ring of red hairline cracks round him, with blood welling up in them.
  - His hat on the spot beside him.
- **VH** (a three-quarter from Faris's side): the same without the eye out. Red cracks, blood from the mouth and nose.
- **H** (behind his head, across the floor to Faris): set to the chest, a dark ring in the cracks, a dark dead face.
- **M** (side wide): set to the armpits and held there, still, eyes open, no blood.
- **L** (high three-quarter): sunk to the knees and stuck. He wobbles and faints with stars.
- **VL** (wide): the floor ripples flat under him with a puff; he wobbles, shrugs, grins.

**Detail plan:**
- The liquid floor uses the arena's own flag texture: ring ripples, a meniscus where it meets him, and the sinking clip line.
- The set surface: hairline cracks baked once at the GULP.
- formLight on the exposed torso; A's congested face (d58Xeye) with the eye on the nerve; the bone end at the elbow (A).
- Perf: about 25 particles (dust, chips).

**Kits:** E split, A face, bone and blood; F.hammer.slam / quake.

**Unique:** no liquefaction-then-crush death in the ledger. The existing ECHO is the only echo kill.

### 8 · hammer.mid-plaster-cast (PLASTER CAST) · MID-ROUND · RARE · 2.8 s · now 2/4/5/4
**What's wrong now:**
- The cast reads as a white blob with pink polka dots (a ghost or a snowman).
- No face reads inside it.
- The final is the HUD wide.

**Kept:** the cartoon blink into a full body cast, and the signature.

**Changed:**
- The cast is the shape of what is inside it: a body broken everywhere. The plaster sets round limbs bent at new joints, a head tilted 90° on a snapped neck, a chest stoved in. The silhouette is dented and wrong.
- Faris signs it and taps it. At XT the tap splits the cast open down its seam, and the two halves fall away from what is inside.

**Hook:** you look like you need a cast.

**Beats:**
| t (s) | beat |
|---|---|
| 0.0 | He squares up. |
| 0.35 | One slam on the crown, with a white flash frame and a POOF of plaster dust. |
| 0.6 | He stands in a full cast, but crooked. One leg is kinked mid-shin, both arms zigzag, the head is tipped onto a shoulder. Eye holes with eyes rolling in terror, a mouth hole, a groan. |
| 1.0 | He tries to hop and the cast creaks. |
| 1.3 | Faris pulls a marker and signs: F.B. and a little crown. |
| 1.75 | Tap with the hammer head. A hairline crack runs round the cast. |
| 1.9-2.3 | XT: the cast splits in two and falls away. The body stays standing a beat in its broken shape, then folds down. |
| 2.3-2.8 | The final. |

**Shots:**
1. A two-shot.
2. The white flash on the slam.
3. A medium on the crooked cast.
4. The signature insert, with a RACK FOCUS from the marker tip to the eye holes (the eyes darting).
5. The tap: hit-stop, then a close track along the crack.
6. The split in a 0.35× SPEED RAMP.
7. The final low.

**Gore ladder:**
- **XT** (low, the open cast halves framing him):
  - The body folded in its broken shape. Shins snapped with bone ends out, forearms zigzag, the neck snapped so the head lies on the shoulder (the camera rolled so the face reads upright).
  - The inside of the cast halves is a red mould of him, with blood pooled in the hollows.
  - Plaster dust caked in the wounds.
  - The dead face: eyes rolled and bloodshot, blood from the mouth hole's rim.
- **VH:** the cast stays shut; dark red blooms soak through it at every joint and a bone end punches out through the shin. The face through the eye holes is a dead stare.
- **H:** dark stains through the plaster at the joints. It tips over stiff with a thud, the head still kinked.
- **M:** a clean white crooked cast. The groaning stops and it tips over stiff.
- **L:** a cartoon wrap of bandages. He wobbles dizzy with stars.
- **VL:** a puff of plaster dust. He sneezes.

**Detail plan:**
- The cast painter rides the bent joints: plaster grain, gauze edges, eye and mouth holes, the signature in marker.
- The split: two cached halves with their red inner mould.
- formLight on the cast and the body; A bone ends and faces.
- Perf: about 20 particles (plaster dust).

**Kits:** E speed ramp and rack focus, A bones, faces and blood.

**Unique:** the cast already exists only here. Inside-the-cast reveals and dented casts are not in the ledger.

### 9 · hammer.mid-stake (STAKE) · MID-ROUND · RARE · 2.9 s · now 2/5/4/4
**What's wrong now:**
- The vampire doesn't read: a white stick figure with a red headband.
- The crumble is a green ribcage blob.
- The final is the HUD wide with a stake on a small red patch. No face.

**Kept:** vampire, stake, sledge as the mallet. The DUST death (from the stake outward; the cape left behind; not ash on the wind, not a husk).

**Changed:**
- He is dressed as a vampire: slicked hair with a widow's peak, a high red-lined collar on the cape, white pallor, red eyes, long fangs.
- The crumble runs from the stake outward and reaches the head LAST. The final catches his head on top of the dust heap, half crumbled.

**Hook:** the sledgehammer finally does what it was made for.

**Beats:**
| t (s) | beat |
|---|---|
| 0.0 | He flashes his fangs, throws the cape wide, hisses. |
| 0.4 | He lunges; Faris sets a sharpened stake on his chest. |
| 0.7 | The raise. The hold: the point dimples his shirt. |
| 1.05 | The slam. The stake goes through and bursts the heart: a spray of blood out of his back. |
| 1.2-2.1 | The crumble races out from the stake: chest, arms (the fingers fall as grit), legs. The body pours down into the cape, which drops empty. The head falls last onto the heap. |
| 2.1-2.9 | The final. |

**Shots:**
1. A low under-lit Dutch two-shot on the fangs.
2. An insert of the stake's point on his chest, with a RACK FOCUS to his face beyond as he realises.
3. The raise wide.
4. A CRASH on the slam.
5. A slow tilt down with the falling dust onto the heap.

**Gore ladder:**
- **XT** (low close on the heap, the face 35% of frame):
  - The head on the dust heap, half crumbled. One side is the pale dead face: red eye open and glazed, lips drawn back off the long fangs. The other side is dust pouring off a bare skull.
  - The stake standing in the heap, through the burst heart: a wet red-black crater with heart fragments in the dust round it.
  - The dust falls red-black, and a red pool spreads under the empty cape.
- **VH:** the same with a darker, smaller pool. The face half crumbled, with less skull showing.
- **H:** grey dust and a dark stain. The head crumbles to the jaw; the fangs on top.
- **M:** grey dust, no blood. The cape and the stake, the fangs on top.
- **L:** the stake bounces off his chest (TONK). His fangs fall out and he faints with stars.
- **VL:** a puff of dust and a flap of cape. He coughs, holding his fake fangs.

**Detail plan:**
- Vampire dressing on the body (hair, collar, pallor, fangs; the eyes from A's face kit).
- The crumble is a moving clip front from the stake outward, with grit particles and the cape as its own falling cloth.
- The half-crumbled head: A's dead face plus a baked skull half.
- formLight on the body until it crumbles.
- Perf: about 40 particles at the peak (grit), then baked.

**Kits:** E rack focus and crash, A face, bone and blood.

**Unique:** the only stake. The crumble-from-the-heart with the head going last is not in the ledger.

### 10 · hammer.skin-ice (SNOWMAN) · LEGENDARY · film · now 3/4/6/4
**What's wrong now:**
- The topple breaks into small bits read from far away.
- The final is ROUND OVER.
- 16.7 s, over the cap.

**Kept:** the slams pack snow onto him ball by ball until he is a snowman; the carrot nose (boop) and the coal eyes; the cold finishes him (frostbite).

**Changed:**
- The twig arms ARE his arms, frozen through, and they snap off.
- The snowman topples and breaks open on a frozen man with a readable face.
- The film is cut to about 12 s.

**Hook:** do you want to build a snowman? He doesn't get a vote.

**Beats (≈ 12 s):**
| t (s) | beat |
|---|---|
| 0.0 | Three floor slams, a snow spray each. Ball one packs to his waist, ball two to his chest, ball three over his head. |
| 3.6 | Boop: the carrot nose. Two coal eyes pressed in. Faris steps back and admires it. |
| 4.8 | Inside, the cold reaches his heart. The snowman's twig arms twitch, then frost white. |
| 6.0 | The twig arms snap off at the shoulders and fall into the snow. |
| 6.8 | Cracks up the snowman; it tips (slow motion) and breaks open on the ground. |
| 8.0 | Faris walks off whistling. Snow falls on the body. |
| 8.5-12 | The finals. |

**Shots:**
1. A wintry wide in falling snow.
2. The carrot insert.
3. A DOLLY ZOOM on the snowman's coal-eyed face as the cold reaches the heart (the background stretches away while the face holds): the one-second "something is wrong inside".
4. The twig arms snap in a close.
5. The topple, speed-ramped.
6. A high three-quarter final.

**Gore ladder:**
- **XT** (high three-quarter, the face 35-40% of frame):
  - The frozen man half out of the broken snowman.
  - The face: frost-white, blue lips, mouth open with teeth, eyes iced over and glazed (white film, never a cartoon eye), icicles from the nose.
  - The arms snapped off at the shoulders: frozen cross-sections, marbled red meat with white ice crystals and a pale bone core, blood frozen into red glass shards on the snow.
  - One shin cracked through, showing the same frozen cross-section. The two twig-arms in the snow beside him.
- **VH:** the arms off, frozen red sections, the face glazed, less red glass.
- **H:** the arms off, dark frozen stumps, a frosted dead face.
- **M:** the snowman topples and breaks; he lies frozen stiff inside, blue, X eyes, no breaks.
- **L:** he bursts out of the snowman shivering, teeth chattering, with stars.
- **VL:** he sneezes the snowman off and grins, carrot still stuck on his nose.

**Detail plan:**
- The snowman balls baked once per stage.
- Frozen sections: A's sever cross-section with an ice palette (crystal overlay, a pale bone core).
- Frost creeping over the body as a moving clip.
- formLight with a cold rim. Snow falls as a light field.
- Perf: about 50 particles at the topple, then baked.

**Kits:** E dolly zoom and speed ramp, A sever sections and face.

**Unique:** the only snowman. The frozen-section-with-twig-arms detail is new.

### 11 · hammer.skin-taped (HEAVY DUTY) · RARE · film · now 3/5/6/4
**What's wrong now:**
- The acid reads as green dots.
- The final is ROUND OVER over the taped hammer.
- No face. 16.8 s, over the cap.

**Kept:** the DIY upgrade. The bare slam clonks off his shoulder; Faris tapes on a brick, a cinder block, then a car battery with the whole roll; "heavy duty." CORRODE stays (preferred, first use).

**Changed:**
- The battery lands on his chest and caves it in, and the acid pours into the hole.
- The XT is the crushed, acid-eaten chest and half-eaten face in one frame.
- The film is cut to about 12 s.

**Hook:** it's not heavy enough. Yet.

**Beats (≈ 12 s):**
| t (s) | beat |
|---|---|
| 0.0 | The bare slam clonks off his shoulder. He rolls it and grins: "that all?" |
| 1.4 | Rrrrip: a brick taped on. Slam: he drops to one knee. |
| 3.4 | A cinder block. Slam: the lawn cracks, both knees. |
| 5.4 | The car battery with the whole roll, the roll spinning down to the cardboard. The trembling raise. |
| 7.2 | The last slam on his chest: he goes flat on his back, the battery case cracks open on him, acid pours. |
| 7.8-9 | Smoke and fizz; he thrashes, then sags. |
| 9-12 | The finals. |

**Shots:**
1. A held two-shot.
2. FREEZE STAMPS: each new thing freezes for 6 frames with a hardware-store price tag stamped on it (BRICK 0.50, CINDER BLOCK 2.00, CAR BATTERY 89.99).
3. The slams from the side.
4. A crash on the battery cracking.
5. The final low, close on the smoking chest and the face.

**Gore ladder:**
- **XT** (low close: the battery, the chest and the face in one frame):
  - The battery case split open and sunk into his chest, the ribs caved round its corner, rib ends out through the shirt.
  - Acid pits eating outward from it, each with a layered rim (skin edge, yellow fat, red meat, bone at the deepest), yellow-green froth at their edges.
  - The shirt dissolving with brown-burnt ragged edges, smoke wisps.
  - The splash took half his face: one cheek eaten to the teeth, the eye clouded white, the other eye open and bloodshot.
- **VH:** the chest caved, the pits, less bone, the cheek blistered raw.
- **H:** the chest caved with dark burns and smoke, a dark dead face.
- **M:** flat under the battery, X eyes, his shirt smoking. No pits.
- **L:** the battery bounces off his chest (BONK); dazed, with stars, a scorched shirt.
- **VL:** the tape gives way and the stack falls apart in the air; he laughs.

**Detail plan:**
- The DIY stack painter on the striking face, tape strips and the roll.
- The acid pits as A burn/corrode wounds, spreading as a clip over time, with froth sprites and smoke puffs.
- The battery as a cached prop with its split case.
- formLight on the body.
- Perf: about 35 particles (smoke and fizz).

**Kits:** E freeze stamp and crash, A corrode/burn wounds, bones and face.

**Unique:** the only taped hammer and the only battery-acid death (CORRODE first use).

### 12 · hammer.skin-camo (ROADWORKS) · EPIC · film · now 3/5/6/4
**What's wrong now:**
- The mid-air drowning reads as a pink column.
- The final is ROUND OVER over an unreadable cyan-and-orange shape.
- 17.1 s, over the cap.

**Kept:** the role disguise: nobody looks at the road crew. The hi-vis vest, the barrier with its blinking lamp, the jolts ("do you MIND?"), the worker stepping over his barrier ("...wait."), the burst water main, and DROWN.

**Changed:**
- The slam opens the TRENCH and bursts the main. The geyser throws him up; Faris turns the valve; he drops into the flooding trench onto the jagged end of the broken pipe.
- He drowns under the surface, pinned.
- The final is a split-level waterline shot: above, the blinking lamp and Faris back at work; below, his drowned face.
- The film is cut to about 12.5 s.

**Hook:** nobody looks at the road crew. Least of all the man drowning in their trench.

**Beats (≈ 12.5 s):**
| t (s) | beat |
|---|---|
| 0.0 | Faris breaks up the courtyard behind a striped barrier. The man runs past and stops by the barrier, looking back. |
| 1.6 | Each slam's quake jolts him off his feet ("do you MIND?"). |
| 3.4 | The worker wipes his brow, steps over his barrier ("...wait.") and slams at the man's feet. The flags cave into a trench and the main bursts. |
| 4.2 | The geyser throws him up and holds him, thrashing in the jet. |
| 5.6 | Faris turns the valve. He drops into the trench, which is filling fast, and lands on the jagged pipe end. |
| 6.4-8.4 | Under the surface: he claws at the trench wall, the pipe through his side holding him down, bubbles, blood clouding. The struggle slows. Last bubble. |
| 8.6 | Faris steps back over the barrier and goes back to work. |
| 9-12.5 | The finals. |

**Shots:**
1. A street-level wide on the roadworks.
2. The run past.
3. The jolts.
4. The step over the barrier with the lamp in the foreground.
5. The geyser low and wide.
6. A SPEED RAMP on the drop.
7. The struggle in a side-on SPLIT-LEVEL frame (the waterline across the middle).
8. The final split-level.

**Gore ladder:**
- **XT** (split-level, the face just under the surface, 35% of frame):
  - The drowned face: blue-grey, eyes open and bloodshot, mouth open, pink froth at the lips, the last bubbles rising.
  - The jagged pipe end through his side, with torn flesh round it.
  - Blood clouding up through the water into a pink surface.
  - One hand reaching up, fingers just under the surface.
  - Above the waterline: the orange lamp blinking (its light flickering on the water) and Faris's boots.
- **VH:** the same, the pipe wound darker, less cloud.
- **H:** not pierced; held down by the debris, a dark dead face under clear water.
- **M:** dropped face down in a wide puddle, clear water, X eyes.
- **L:** dropped in the shallow trench, out cold, sitting in the water, with stars.
- **VL:** the geyser pops him up and down like a ball on a fountain; he lands on his feet, soaked, grinning.

**Detail plan:**
- The trench cut with the arena's floor material (F.plateCut).
- The water surface: a moving line with ripples, refraction wobble below, bubbles, the blood cloud as soft blobs.
- The pipe as a baked prop with its jagged end.
- The face from A, with a water tint.
- formLight with the lamp's orange flicker as the rim.
- Perf: about 45 particles (spray), then 15 (bubbles).

**Kits:** E speed ramp, A face, wound and blood, F.plateCut.

**Unique:** the split-level waterline final and the pipe-pinned drowning are not in the ledger.

## AUDIT · PAN / KNIFE / SABRE / SPEAR (27 Oct afternoon)
Sources and method:
- Read by my own eye, at phone size, from the img/62 strips and from fresh ksheets for the kills that had no strip.
- Spear film kills cross-checked against scorer I's notes.
- The bar is LESSONS 1-3.

Patterns across all four weapons:
- Most ladders lock only XT/VH, or nothing at all; lockaudit shows "-".
- The finals are distant game-camera wides with no face.
- Many skins run past the 15 s cap.
- Common misreads: rings and discs, floating props, costumes left on at XT.

### PAN (12)
| kill | tier | B/C/S/A | note |
|---|---|---|---|
| mid-flapjack | mid | 3/4/5/3 | flat pink body far off, no face |
| mid-same-spot | mid | 3/4/5/3 | tiny body in a wide saloon |
| backhand | COMMON | 4/4/5/3 | red head blur under the HUD |
| skin-classic LATE HOME | COMMON | 4/5/6/4 | lies in the grass; dent unreadable |
| shield-of-perseus | MYTHIC | 4/6/7/5 | grey statue, no wound |
| cold-sweat | EPIC | 5/5/6/4 | blood sweat reads as red dots |
| senseless | LEGENDARY | 5/5/6/4 | the POV idea is good; the final is a green blob |
| grease-fire | RARE | 5/5/6/4 | charred body, faceless |
| skin-camo THE ROCK | EPIC | 5/5/6/4 | party hat on, rock prop out-reads the body |
| panic | MYTHIC | 5/6/6/4 | the aged skull reads weak |
| tin-can | RARE | 5/5/7/4 | the can dominates the wound |
| match-point | LEGENDARY | 6/6/7/5 | best on pan; the final under the HUD |

### KNIFE (30)
| kill | tier | B/C/S/A | note |
|---|---|---|---|
| air-guitar | film | 3/3/5/2 | the final a tiny distant body, six identical finals |
| blink | film | 3/3/5/2 | the same |
| pickpocket | film | 3/3/6/2 | the same |
| mid-butterflies | mid | 3/4/6/3 | flowers, the body small |
| mid-origami | mid | 3/4/6/3 | an origami crane prop, no body read |
| mid-right-through | mid | 3/4/5/3 | small |
| mid-whetstone | mid | 3/4/5/3 | grey body standing, no wound |
| skin-gold THE AUCTION | MYTHIC | 3/4/6/3 | 20.9 s, the final a wide |
| skin-neon BLACKLIGHT | LEGENDARY | 3/5/6/3 | sparkles, no body |
| bear-hug | film | 4/4/5/2 | a heap far off |
| telefrag | film | 4/3/6/2 | the fused body small |
| crossed-out | film | 4/4/5/3 | party hat on, small |
| which-one | film | 4/4/6/3 | |
| broken | film | 4/5/6/3 | 19 s |
| gills | film | 4/5/7/3 | good idea, flat face |
| mid-pockets | mid | 4/4/5/3 | |
| skin-camo CHAMELEON | EPIC | 4/5/6/3 | |
| skin-ice RED ICE | LEGENDARY | 4/5/6/3 | |
| waterline | LEGENDARY | 4/6/7/4 | |
| behind-you | film | 5/5/6/4 | |
| chandelier | film | 5/5/6/4 | the chandelier ring out-reads him |
| compass | film | 5/5/6/4 | |
| flayed | film | 5/5/7/4 | the walking skeleton is a strong image |
| splice | film | 5/5/7/4 | |
| the-interval | film | 5/5/6/3 | 21.1 s |
| vanishing-act | film | 5/5/6/4 | |
| skin-classic DOUBLE TAKE | COMMON | 5/5/6/4 | |
| skin-cartoon FLIP BOOK | EPIC | 5/6/7/4 | |
| skin-taped BUTTERFINGERS | RARE | 5/5/5/3 | |
| mid-shucked | mid | 6/6/6/4 | |

## PAN BATCH 1 · the worst six · for approval
The batch-1 and batch-2 rules apply, plus LESSONS 3:
- Stumps and holes are never rings; dead eyes are never googly.
- Faces upright; costume off at XT/VH.
- Nothing floats in frame f.
- Props never out-read the wound.
- Every ladder locks at all six levels.

Devices: 2 of 6 (COLD SWEAT a macro PiP, SAME SPOT a bullet-cam). The rest use plain grammar.

### P1 · pan.mid-flapjack (FLAPJACK) · MID-ROUND · COMMON · 2.9 s · now 3/4/5/3
**What's wrong now:**
- The final is a distant flat pink body.
- The party hat is still on.
- The pan print is too small to read.

**Kept:** the upswing under the chin, the one full flip like a pancake, "done."

**Changed:** the landing is the wound. She comes down face-first from the top of the flip.
- Her face takes the floor: the nose flattened, the front teeth out, the cheekbone split.
- The ribbed print of the pan is branded in red-purple welts across her face, the ribs uneven.
- Her neck folds under her from the landing.

**Beats:**
- 0.0: she comes in low.
- 0.4: BONG under the chin (hit-stop).
- 0.45-1.4: a slow full turn, spread flat, at 0.4× ramp.
- 1.45: SLAP, face first. Teeth skitter across the board.
- 1.6: "done." Faris flips the pan once in his hand.
- 2.0-2.9: the final.

**XT:** low on the board at her face, turned toward us. The head is upright in frame: chin on the board, neck bent under. Ribbed welts across the cheek and brow, the nose flattened and bleeding, two teeth on the board, an eye half-lidded and bloodshot, the party hat knocked off and lying flat behind her.

**VH:** from above, flat, with the welts and nose blood. **H:** the welts, a dark dead face. **M:** flat out cold. **L:** sits up dazed. **VL:** lands on her feet and wobbles.

### P2 · pan.mid-same-spot (SAME SPOT) · MID-ROUND · RARE · 2.9 s · now 3/4/5/3
**What's wrong now:** the final is a tiny body in a wide saloon; the hole is unreadable.

**Kept:** the deflect, returned to the inch.

**Changed:**
- A BULLET-CAM rides the deflected round back along its own path into the same spot on her brow.
- The exit blows out the back of her skull: a torn outline and a spray cone onto the saloon wall.

**XT:** a close two-plane picture: her face upright as she sags to her knees, the torn entry hole dead centre of the brow (ragged, bruised, not a ring), a blood run down the nose, the eyes rolled. Behind her on the wall, the exit spray with bone flecks. Faris's fingertip tapping his own brow at the frame edge.

**VH:** the entry and the run. **H:** her face in the muzzle smoke. **M / L / VL:** as now.

### P3 · pan.backhand (BACKHAND) · COMMON · film · now 4/4/5/3
**What's wrong now:** a red blur under the HUD, a 14 s strip.

**Kept:** he ducks the forehand, laughs, and walks into the backhand.

**Changed:** the backhand caves the side of his face in the pan's round shape: a dented silhouette.
- The cheekbone is crushed, the eye socket shoved up and out.
- His laugh is frozen: mouth wide, teeth broken across one side.

**XT:** face-up on the grass, the face upright to camera. The round dent across the cheek and temple (split skin, bone shards at the rim, the eye pushed out of line), blood from the ear, the laugh frozen with broken teeth. The pan's rim mark is printed in the dent.

**VH, H, M, L, VL:** a distinct camera for each.

**Detail:** formLight on the body; a crush cave per LESSONS 2 (dark wet centre, bone at the rim, cracks running away).

### P4 · pan.skin-classic (LATE HOME) · COMMON · skin · now 4/5/6/4
**As built (27 Oct, per COORD: no second dent):** the pan edge first, the rim across the bridge of the nose. He stands a beat, pitches face down onto the hall floor; the lights come on. XT from the floor: the face upright, split on a slant from the near cheek through the bridge between the eyes over the far brow (nasal bone plate, a short run of skull up the forehead), blood runs off the lower lip, porch-light rim. 12.87 s. Sheet: img/8plus/pan/late-home.jpg. (The dent text below is superseded.)

**What's wrong now:** a distant body in the grass; the dent is unreadable; 14.9 s.

**Kept:** 3 a.m., shoes in hand, the hinge creak, the pan from behind the door, the porch light.

**Changed:**
- The pan hits the back of his head and DENTS it in a perfect round, the rim cutting the scalp.
- He drops across the doorstep face-first into the hall light, shoes flying.
- The film is trimmed to about 12 s.

**XT:** the camera from the dark hall floor out to the step. His face upright to us across the doorstep, eyes open and dead. The back of his skull dented in the pan's round (a torn scalp ring, bone, blood soaking into the doormat), his shoes on the mat, the porch light behind as rim light.

**VH:** from above, the dent in the porch light. **H:** the face in the porch light. **M / L / VL:** as now, with their own framing.

### P5 · pan.shield-of-perseus (THE SHIELD OF PERSEUS) · MYTHIC · film · now 4/6/7/5
**As built (27 Oct, per COORD: no meat-in-stone; the snakes payoff):** the stone takes her body from the feet up and her snakes, not her head. Faris swings across her crown: the stone snakes shatter off and leave bleeding roots (torn, tapered snake stubs, two twitching) on her living scalp; blood sheets down her face and over the grey; she dies on the statue. 13.80 s. Sheet: img/8plus/pan/shield-of-perseus.jpg. (The broken-head text below is superseded.)

**What's wrong now:** the final is a grey statue under the HUD, with no wound; 17.6 s.

**Kept:** Medusa, the polished pan as Perseus's mirror shield, the petrification.

**Changed:** the stone doesn't hold.
- As the petrification reaches her neck, Faris swings the pan.
- The stone head breaks off and shatters on the steps: the inside is flesh-red, the stone shell over meat.
- The snakes still writhe on the fragments.

**XT:** the broken stone neck stump, an irregular stone rim with red meat and a vertebra inside. The head shattered on the steps beside it: half her stone face (eye open, dead) with the snakes twitching, red meat in the broken shards.

**Trim:** about 13 s.

### P6 · pan.cold-sweat (COLD SWEAT) · EPIC · film · now 5/5/6/4
**What's wrong now:** the blood sweat reads as red dots; the final is under the HUD.

**Kept:** the held backswing, the flinches, the hematidrosis. The pan never touches him.

**Changed:**
- A macro PiP on his brow as the beads come up through the pores: they swell, run and join.
- The blood sheets down his face and neck and soaks his shirt from the collar down.
- His heart gives out: a clutch, and he tips forward down the steps.

**XT:** at the foot of the steps, face upright and turned to us. The face sheeted red, blood tears from the eyes, bloodshot whites, the mouth open. His palms up and red, the soaked shirt darkening from the collar, a smeared trail down three steps. Faris's clean pan at the top of frame.

**VH:** the macro insert on the beading skin. **H:** the slump in the temple torchlight. **M / L / VL:** as now.

### SPEEDSABRE (30)
| kill | tier | B/C/S/A | note |
|---|---|---|---|
| hold-this | film | 3/3/6/2 | distant heap, six identical finals |
| underfoot | film | 3/3/6/2 | the same |
| pinball | film | 3/4/6/3 | the final frames Faris; the victim is off frame |
| mid-chink | mid | 3/4/6/3 | |
| mid-just-a-scratch | mid | 3/4/6/3 | |
| mid-loose-thread | mid | 3/4/6/3 | |
| skin-gold THE GILDED TOMB | MYTHIC | 3/4/6/3 | 24.3 s |
| skin-ice CURLING | LEGENDARY | 3/4/6/3 | |
| skin-taped RIPPED OFF | RARE | 3/4/5/3 | |
| last-word | film | 4/3/6/3 | |
| split-hairs | film | 4/3/6/3 | |
| totem | film | 4/4/6/3 | |
| the-old-cuts | film | 4/4/6/3 | 19 s |
| mid-like-butter | mid | 4/4/6/3 | |
| mid-tickled | mid | 4/5/6/3 | |
| torn-sail | EPIC | 4/5/6/3 | |
| ten-thousand-cuts | film | 5/4/6/3 | 20.9 s; party hat on |
| kneeler | film | 5/5/6/4 | |
| wall-split | film | 5/5/6/4 | |
| the-bright-line | film | 5/5/6/4 | |
| heaven-splitter | film | 5/6/6/4 | 21.4 s |
| maelstrom | LEGENDARY | 5/5/6/4 | |
| mid-deckchair | mid | 5/5/6/4 | |
| skin-camo TRIMMED | EPIC | 5/5/6/4 | |
| skin-cartoon DEALT | EPIC | 5/5/6/3 | party hat |
| skin-classic HATS OFF | COMMON | 5/5/6/4 | |
| skin-neon FULL COMBO | LEGENDARY | 5/6/7/4 | |
| quiet-draw | film | 6/5/6/4 | 19.3 s |
| skull-cap | film | 6/5/6/4 | |
| waist-line | film | 6/5/6/4 | |

### SPEAR (30)
| kill | tier | B/C/S/A | note |
|---|---|---|---|
| swept-under-the-rug | COMMON | 3/4/6/3 | |
| the-cue | EPIC | 4/4/6/4 | |
| skin-taped | RARE | 4/5/6/4 | |
| kelp | film | 4/5/7/4 | |
| mid-the-tap | mid | 4/6/7/4 | |
| fended-off | RARE | 4/6/6/5 | |
| the-bindle | EPIC | 4/6/7/5 | |
| the-narrow-way | LEGENDARY | 5/4/6/4 | |
| three-to-one | RARE | 5/5/6/4 | |
| top-of-the-pole | EPIC | 5/5/7/4 | |
| skin-camo | EPIC | 5/5/6/4 | |
| skin-cartoon THE RAKE | EPIC | 5/5/6/4 | |
| skin-ice MELTWATER | LEGENDARY | 5/5/6/4 | |
| skin-neon | LEGENDARY | 5/5/6/4 | |
| mid-snapped | mid | 5/5/6/4 | |
| mid-trapdoor | mid | 5/5/6/4 | |
| flounder | film | 5/5/7/4 | |
| led-by-the-nose | RARE | 5/5/7/5 | |
| spokes | COMMON | 5/6/6/5 | |
| skin-classic THE SENTRY | COMMON | 5/6/7/4 | |
| forest-of-stakes | MYTHIC | 5/5/8/5 | 20.7 s |
| the-door | EPIC | 5/7/7/5 | |
| mid-pointer | mid | 6/5/6/4 | |
| mid-yours-i-think | mid | 6/5/7/4 | |
| mid-clothesline | mid | 6/6/6/4 | |
| skin-gold | MYTHIC | 6/5/6/4 | 17.3 s |
| pinned | LEGENDARY | 7/6/7/5 | |
| tapped | RARE | 6/6/8/5 | |
| fire-drill | LEGENDARY | 6/6/8/6 | |
| maypole | LEGENDARY | 8/6/8/6 | closest to 8 on spear |

Nothing on the four weapons is at 8 on all four. Proposed order (worst first, by mean):
1. Knife: 9 kills at 3, and most ladders unlocked.
2. Sabre: 9 at 3.
3. Pan.
4. Spear.

Pan batch 1 is already drafted below the hammer batches (P1-P6), in case you want pan first.

## KNIFE BATCH 1 · the worst six · for approval
The same rules apply (LESSONS 1-3, ladders locked at all six levels, film ≤ 15 s).

Devices: 2 of 6 (BLINK an eyelid-cut POV, THE AUCTION freeze-stamp SOLD tags). The rest use plain grammar.

The common fault: all six end on the game camera's distant wide, six identical finals, with no face.

Over-15 s trims in this batch: THE AUCTION (20.9 s → ~13 s). BROKEN (19 s) and THE INTERVAL (21.1 s) go in knife batch 2.

### K1 · knife.air-guitar · RARE · film · now 3/3/5/2
**Kept:** headphones on, eyes shut. He plays air guitar through his own death: the strumming hand, the fretting hand, then the head during the kneeling solo. Faris puts the headphones on and nods along.

**XT:**
- A rock-show low angle in the rain, at his knees.
- The headless body still on its knees mid-solo: both forearm stumps raised (torn, never discs; bone off-centre; blood thrown in time), the neck stump open.
- The head lying on the roof in front of it: eyes still shut, a blissed smile going slack, the headphones knocked half off.
- Faris at the edge wearing the other set.

**Lower levels:** each from its own camera.

### K2 · knife.blink · COMMON · film · now 3/3/5/2
**Kept:** it happens while he blinks.

**Device:** an eyelid POV. The frame shuts black with his lids and opens on the damage.

**XT:**
- He kneels in his guts in a close two-shot.
- One eye hangs on its nerve against his cheek (small, bloodshot, the pupil drifted, never googly); the other socket burst and empty.
- The belly is opened by the second blink, the loops held in his hands.
- His face is upright and blind, searching the wrong way. Faris stands behind his shoulder.

### K3 · knife.pickpocket · LEGENDARY · film · now 3/3/6/2
**Kept:** every blink comes out holding something of his: the wallet, the teeth, the heart, the end of the guts.

**XT:**
- Dragged to Faris's boots by the gut rope, face upright and gasping, the toothless mouth open on bare gums.
- In Faris's palm, foreground, the heart still twitching; the wallet tucked in his belt.
- A sleight-of-hand insert after every blink.

### K4 · knife.skin-gold (THE AUCTION) · MYTHIC · skin · now 3/4/6/3 · 20.9 s
**Kept:** he is the lot, sold off piece by piece by a skull auctioneer.

**Device:** freeze-stamp SOLD tags on each lot as the gavel falls.

**Changes and XT:**
- Trimmed to about 13 s.
- XT is the turntable under the spotlight: the limbless torso on it, every stump tagged SOLD in gold (torn, bone off-centre).
- The head, the last lot, sits on the gavel block, face upright and eyes open, the crown's tag hanging from its ear.

### K5 · knife.mid-origami (ORIGAMI) · MID-ROUND · EPIC · 2.95 s · now 3/4/6/3
**Kept:** four creases, and he folds into a paper crane printed in his colours.

**XT:**
- The creases split red as they fold.
- The crane's folds bleed into the paper.
- His face is printed on the crane's body: upright, eyes open, the mouth folded through.
- Red seeps along every crease into a pool under it.
- No floating bits; the party hat is off.

### K6 · knife.mid-whetstone (WHETSTONE) · MID-ROUND · RARE · 2.9 s · now 3/4/5/3
**Changed (no stone: a cracked stone face with red behind it is SCARED STIFF's, and you ruled meat-in-stone out for PERSEUS):** Faris uses HIM as the whetstone. He strops the blade down the victim's raised forearm, three fast strokes with sparks off the bone, each stroke grinding more away.

**XT:**
- Kneeling, side-on and close: the forearm ground down to a polished bone edge from the elbow to the wrist, the skin rolled back at the cuff in a ragged lip, the muscle bellies stripped thin to tendons (the kit's flay), blood flung along the stroke line.
- His face upright, mouth open, the eyes half-lidded and dead.
- Faris in the foreground testing his edge with a thumb.
- No party hat; nothing floats.

## STATE · F · PARKED 27 Oct (COORD: SMG REPLACE WAVE takes priority) — resume from here
**SLEDGEHAMMER CINE (wave 1):**
- hammer.the-hold = STILL STANDING (LAST STAND). XT built in `58k_w_hammer_cine.js` (installed; wc copy identical). Choreo doc: `_tools/conv/cine_the-hold_choreo.md`. Old THE HOLD def saved at `/Volumes/Workspace/Scratch/killpages-f/bak8/the-hold_old_def.js`; removed from 58k_w_hammer.js. Page file list has 58k_w_hammer_cine.js.
  - Done: the whole XT flow (walk, duck, whip, buckler, crushed hand, pavise, knee, crutch, last round, fall, blade, raise, chest stove-in with the haft standing, dead face upright), and the final reframed.
  - NEXT STEP: review pass 1 on a 40-frame strip. Check the walk shield pose (w -38), the swing arcs, buckler visibility during the cast, and that the crutch top tracks the armpit. Then passes 2-3, then the 18-arena check with `/Volumes/Workspace/Scratch/killpages-f/mapsheet.cjs`: `PAGE=58k_hammer.html node mapsheet.cjs hammer.the-hold "<maps>" "x0" 260 out.jpg`; get the map keys from window.K58_MAPS.arenas. Then the sheets go to COORD: the 40-frame strip, the slow-mo frames, the big XT and a 6-arena sheet. The lower 5 rungs come after COORD's XT pass; until then every rung closes on the XT end.
  - Film currently ~28 s (finalT 24.4). Consider tightening.
- hammer.tent-peg = IRON AND GOLD (DUEL): doc approved with changes (`_tools/conv/cine_tent-peg_choreo.md`, no anvil, back-bait). NOT STARTED.
- Retired (installed): skimming-stone, flippers, heavy-duty, lumps, snowman.
**PAN (parked):** BACKHAND r2 and PERSEUS r2 are installed and sheeted. FLAPJACK r2 (welts, nose, teeth) is in wc only, NOT installed and NOT checked. SAME SPOT r2 (turn to show the blown exit) not started. COLD SWEAT's flat disc at film 8.0 is not blocking.
**KNIFE batch 1:** APPROVED, not started.

## STATE · F · 27 Oct ~22:40 · SMG REPLACE WAVE (current)
- **smg.dogpile (DOGPILE, ONE VS MANY, new key):** `58k_w_smg_cine_f.js` (wc copy identical). It's in the 58k_smg.html file list and 58k_files.js. Polish pass 1 was sent to COORD (continuity audit `_tools/conv/cine_smg.dogpile_continuity.md`, sheets in `img/smg_wave/dogpile/`).
  - NEXT: COORD's pass on the XT, then the lower 5 rungs (VH/H/M/L/VL). For now every rung closes on the XT end via `s.ladderEnd(14.4, {[g]: …})`.
- **smg.range-card + smg.brassrain STYLE fixes:** live (B's 58k_w_smg_b.js and E's 58k_w_smg_e.js, line-local, under flock58). Backups are in killpages-f/bak8/. Sheets are in `img/smg_wave/range-card/` and `img/smg_wave/brassrain/`.
- RULE LEARNED: never put a `//` comment inside a one-line statement during a python replace (it swallowed code twice). Use `/* */`. Edit shared files through a checked temp copy, and chain the install with `&&` only.

## STATE · F · 28 Oct ~00:30 · AUTONOMOUS: HAMMER step (1) faces/bones strip (current)
- INSTALLED (backups `killpages-f/bak8/*_pre_noface_2710.js`), all gated `K58.STYLE` so the old look survives K58_STYLE_OFF:
  - 58k_w_hammer.js: ROADWORKS (ribs/eyes/mouth/hair off) · THE FOUNDATION (the dead in concrete: no mouths/eyes, their blank heads TURN to him; no shin shards; no concrete-in-mouth; the XT cast: no bone ends/ribs/gut/board marks/face/skull shards, a blank head with a wet crown) · IMPERIAL EGG (no eye in the hole: his glossy head pressed to it) · NIGHT LIGHT (no eyes in the black: the pink glow catches his head's rim) · TECTONIC (no guts/spine at the tear: STYLE caps; no fossil bone) · THE WEIGHT (no open fractures: elbow spurts; default ladder pops the head at death 2.6) · FLOORBOARDS (slanted board in the small of the back and out the chest, struggle then limp head-back, no party hat, coda: a ripple, the board behind taps the back of his head, H+ STYLE.headPop, M a "tok" and the head drops).
  - 58k_w_hammer_mid.js: ECHO (XT headPop, no eye/humerus) · SHOCKWAVE (XT headPop, no socket/eye) · STAKE (no half-skull/heart) · eyesOut hooks off.
  - 58k_w_hammer_cine.js: STILL STANDING (no dead face: STYLE.soulRise at 17.4; no ribs, no lung; knuckle splits dark red).
- Verify renders: /Volumes/Workspace/Scratch/killpages-f/v/ (batch1.sh). NEXT: check frames, report to COORD, then (2) STILL STANDING review + 18-map + sheets, then (3) beat summaries for the 6 REPLACE slots + IRON AND GOLD build.
- 28 Oct ~01:40: step (1) DONE + reported to COORD (frames img/8plus/hammer_noface/). Added head pops per the user's 00:13 rule (XT always, H/VH usually, LOW never): FLOORBOARDS H+ (LOW/VL new kick-up ending), STUCK H+, BACKSWING H+ (no jawOff), ECHO/SHOCKWAVE VH+, WEDGE XT (+ flying wedge), ROADWORKS XT (in the jet), DISMASTED VH+, PLASTER CAST XT. Also stripped PLASTER CAST faces/bones, STUCK eyes, DISMASTED fractures. Deep file backup bak8/58k_w_hammer_deep_pre_noface_2710.js.
- NOW: (2) STILL STANDING review/18-map/sheets, then (3) REPLACE beat summaries (skipping, high-striker, hanger-on, mole-hill, cpr, mid-ketchup) + IRON AND GOLD build (its doc's "ribs break out" -> caps/spray).
- 28 Oct ~03:00: QUEUE = HAMMER ONLY (thammer/sabre/spear moved to X2). STILL STANDING ✓ approved (16/17, rooftops skip accepted; ambient lifted per COORD look note). FOUNDATION ✓, PLASTER ✓, NIGHT LIGHT ✓.
- REPLACE wave approved (doc _tools/conv/cine_hammer_replace_summaries.md): DEAD WEIGHT (skipping), SCRAP (high-striker), THE NAIL (hanger-on), RAM (mid-ketchup), LOW BLOW (mole-hill), TOO HEAVY (cpr). ALL coded in 58k_w_hammer_cine.js (wc = live); patches in /Volumes/Workspace/Scratch/killpages-f/patch/*.js; backup bak8/58k_w_hammer_cine_pre_deadweight.js.
  - DEAD WEIGHT: blocking + all 6 levels checked, 17/17 maps (room58 [-95,145]); sheet img/8plus/hammer_cine/skipping_DEAD-WEIGHT_sheet.jpg (rendering). NEXT: send to COORD.
  - SCRAP / NAIL / RAM / LOW BLOW / TOO HEAVY: first blocking renders queued (v/batch_s1.sh, batch_s2.sh -> v/sc1, na1, ram1, lb1, th1.jpg). Then fix, levels, maps, sheets, report one by one.
  - Then IRON AND GOLD (tent-peg) build from _tools/conv/cine_tent-peg_choreo.md (ribs -> caps/spray; XT must end on a head pop).
- Tools: /Volumes/Workspace/Scratch/killpages-f/tools/mzoom.cjs (multi close-up frames, film times), runs.cjs (max free floor run per map: canyon 460, rooftops 300.9).
- 28 Oct ~05:30: DEAD WEIGHT FINAL ✓ (badge). SCRAP, RAM, LOW BLOW, TOO HEAVY blocking ✓ live; THE NAIL pass 2 ✓ (victim -> yellow mikku, spear planted slanted, gap opened); IRON AND GOLD pass 2 in review (victim -> green nitha). All 8 cine defs: ending58:false (the STYLE payoff ladder was adding gore on L1-4), melee58:false, slows grade:false, flashes local white:0 0.1s.
- Continuity audits written: cine_hammer.{skipping,high-striker,mid-ketchup,mole-hill,cpr}_continuity.md. Packs batch (v/batch_packs.sh) renders contact/sheet/perf/playall/maps for SCRAP, LOW BLOW, TOO HEAVY, RAM -> img/8plus/hammer_cine/<key>_*.
- Pending: NAIL + IG renders (v/batch_ig3.sh), then NAIL + IG FINAL packs (audits + renders). TOO HEAVY near-white victim: re-check caps after A's central tint.
- 28 Oct ~07:00: HAMMER LIST DONE. FINAL ✓: DEAD WEIGHT, SCRAP, LOW BLOW, TOO HEAVY, RAM; THE NAIL + IRON AND GOLD packs complete (audits cine_hammer.{hanger-on,tent-peg}_continuity.md; perf ms95 1.5 / 1.8, max 3.8 / 4.2; play-all 0 problems). Maps: 17/17 for DW, SCRAP, LOW BLOW, TOO HEAVY, RAM, THE NAIL (rooms tightened for Rooftops 300.9 u); IRON AND GOLD + STILL STANDING 16/17 (Rooftops too narrow). SCRAP XT explode spread over 3 frames (max 6 ms). Awaiting COORD's next weapon.

## STATE · F · 28 Oct · KNIFE (current)
- Hammer last fixes ✓ (RESONANCE per-level crystal endings, PATCH JOB THE LAST NAIL).
- KNIFE prediction WRITTEN: _tools/coord/pred/knife.md (30 live: GOOD 4 · OK BUT 16 · REPLACE 10). Strips /Volumes/Workspace/Scratch/killpages-f/pred/knife/<key>.jpg.
  - REPLACE: bear-hug, crossed-out (THE X owns the X carve), telefrag (wall), pickpocket, flayed, skin-taped BUTTERFINGERS, skin-cartoon FLIP BOOK, skin-gold THE AUCTION, mid-right-through, mid-pockets.
  - GOOD: which-one, skin-camo CHAMELEON, skin-ice RED ICE, waterline.
- NEXT: COORD merge -> REPLACE beat summaries doc _tools/conv/cine_knife_replace_summaries.md + OK BUT fixes (§9 ladder, hats off, GILLS face/slits, BLACKLIGHT light + teeth, ORIGAMI low levels).
- 28 Oct (later): KNIFE REPLACE builds in 58k_w_knife_cine.js (registered on 58k_knife.html + 58k_files.js). FINAL ✓: SUPLEX (telefrag), BREAKOUT (flayed). Sent for pass: FIELD DRESSING (skin-taped), OUT AND IN (mid-right-through), LAUNCHED (mid-pockets). NEXT: LINES OF GOLD (skin-gold), UNDER THE GUN (crossed-out), SPLIT SECOND (bear-hug), THE PRICE (pickpocket), FOLLOW-THROUGH (skin-cartoon); then the OK BUT fixes. Notes: plain s.cam punches are flattened by the zoom floor: use s.closeHold(t, dur); leads use kill 'aim' (a swing lead drops the victim's gun); render batches in v/kb*.sh; sound ids checked with tools/sndcheck.cjs.
- 28 Oct (late): KNIFE REPLACE 10/10 badged (58k_w_knife_cine.js). KNIFE OK BUT pass done (58k_w_knife.js / _mid / _deep; backups bak8/*_pre_okbut.js): §9 helpers pop9/limbs9/down9/dazed9 in the lane; plain58 strips only face-area hats (identity hats stay, COORD); per-level endings on behind-you, blink, air-guitar, compass, the-interval, broken, double-take, blacklight, which-one, chameleon, red-ice, waterline, shucked, origami, whetstone, butterflies, gills (frames img/8plus/knife_okbut/). COORD moved vanishing-act, splice, chandelier to REPLACE (STYLE 3 summaries after the sample is approved; build nothing yet). Hammer THE HOLD final headroom fixed. Blink streak swap NOT applied (COORD: leave built kills as they are).

## STATE · F · 28 Oct · WAITING FOR THE STYLE 3 SAMPLE (stopped)
- Knife: REPLACE 10/10 badged; the OK BUT pass is done; Hammer THE HOLD is fixed.
- The 3 knife REPLACE slots that COORD moved now have summaries written to the STYLE 3 bar and sent to COORD. Doc: _tools/conv/cine_knife_replace_summaries_style3.md.
  - vanishing-act → HEAVY METAL (vs Amjad's minigun; tracking overshoot; the one multicam).
  - splice → STACKED (vs Fida's spear and Chotu's fists; footwork lines them up; one blink through both).
  - chandelier → OVERCOMMITTED (vs Fayiz's sledgehammer; blink through the raised haft, then a 0.5 s level blink).
- NOTHING BUILT. The old VANISHING ACT, SPLICE and CHANDELIER code stays live as it is.
- NEXT: when COORD says the SHOULDER THROW sample is approved, build these 3 with K58.REAL (58k_cine3.js) in 58k_w_knife_cine.js. For each: blocking frames and a 0.1 s scrub first, then the kit pass, then FINAL (6 finals, 17 maps, perf per tier, snd58 with the slow-mo treatment, an audit, and the ledger lines under flock58).

## COORD verdict 28 Oct: the 3 knife STYLE 3 summaries are APPROVED as the plan (HEAVY METAL, STACKED, OVERCOMMITTED), with changes
- HEAVY METAL: Amjad is cyan, which merges with blue Faris at the blink-through; recast with a contrasting victim.
- STACKED: Chotu is white, in close contact; recast with a contrasting victim.
- Build only after the user approves the STYLE 3 sample.

## STATE · F · 28 Oct evening · STYLE 3 APPROVED: KNIFE builds (current)
- COORD: STYLE 3 approved. Build the 3 knife REPLACE plans in STYLE 3, one at a time (HEAVY METAL / STACKED / OVERCOMMITTED; doc _tools/conv/cine_knife_replace_summaries_style3.md). Gate: style3:true, motionQA PASS at gore 0-5, maps, perf, 6 finals, snd58, ledger, MP4 (n1/tools/video.cjs), beats. Send the pack, then WAIT for review.
- Rules: FORWARD hammer grip on the knife (blade toward the target, edge side fixed); nothing over a head; limb blood from the stump; real grips; dropped weapons land flat; two-shot coverage; full-body CMU mocap with solved plants; slowmoAudio; wide roll-0 final; flock58 + node --check.
- Reference: 58k_w_handcannon_n1.js SHOULDER THROW (mocapSeg, fwdKnife, keysOf per-channel keys, stepK, perform, floorLock, camProg shot list, timeRamp, multicam). Clips: _tools/mocap/clips, /Volumes/Workspace/Scratch/x3/mocap/*.json (baked), raw BVH in /Volumes/Workspace/Scratch/mocap/*_dl.
- Shucked lead fix: knife.mid-shucked moved to the shared lead (style advance, kill aim; backup bak8/58k_w_knife_mid_pre_shuckedlead.js). Lead pops 10 → 1; the one left (film 2.93) is the shared zone cast in the frozen trigger (KIT-WORLD). The kill's own 7 pops (blink pose snaps, facing flips) are older 27 Oct work, reported, not touched.
- ORDER: STACKED first (boxing mocap from CMU 14 fits Chotu), then HEAVY METAL, then OVERCOMMITTED. Build file: 58k_w_knife_s3.js (new; register on 58k_knife.html + 58k_files.js + run 58k_kits.py).

## STATE · F · 28 Oct late · PARKED (COORD: the verify sweep needs the render slots)
- STACKED (knife.splice) is LIVE in 58k_w_knife_s3.js (new file; registered on 58k_knife.html and in 58k_files.js via 58k_kits.py; working copy /Volumes/Workspace/Scratch/killpages-f/wc/58k_w_knife_s3.js; old versions in killpages-f/bak8/58k_w_knife_s3_v1.js).
  - Build: N1 performer copied in (perform, keysOf, stepK, mocapSeg, floorLock, fwdKnife). CMU clips embedded: Chotu 14_02 41.4-44.4, Faris 14_01 29.3-31.6, Fida 14_03 13.8-18.6.
  - Choreography: Chotu's combo (jab, cross, long straight), then a keyed bob UNDER. Fida's lunge thrust goes OVER him; his rising guard knocks the shaft up (no nick, no blood near a head). Faris loads, drives (0.08x), blinks 184 through both, lands, rises, turns (straight-arm mirror trick). §9 per level (XT both heads; VH/H Chotu's head and Fida to her knees or folding; M chests; L/VL stumble and sit dazed with stars). Spear drops flat (dropLong).
  - K58.REAL: timeRamp [[0.5,1.6,0.22],[1.5,0.08,0.28],[BL+0.025,1,snap]], slowmoAudio heartbeat, CINEMA + SLOWMO_COLD + IMPACT_SPLIT. Own snd58 table. camProg shot list + closeHold + ladderEnd 4.6.
  - motionQA: PASS at gore 0-5 (0 fails; warnings only). Reports in killpages-f/qa/ and qa/g0..g5.
  - Latest sheet: killpages-f/out/st_k2.jpg.
- EXACT NEXT STEP when resumed:
  1. The slow run starts too early: Faris sits crouched for ~0.7 film s before the drive (film 4.8-5.5), which reads as a freeze. Move the slow key to ~1.58 (or start the drive earlier) so the super slow is ON the drive and the blink. Re-check timeRamp scene vs film with fmap.cjs.
  2. Trim the long static tail: the final holds ~2.6 s, so try len 5.2 / ladderEnd 4.2.
  3. Re-run motionQA at gore 0-5. Then the pack: sound ids through tools/sndcheck.cjs (mood.pulse, fist.whoosh, move.dash not found statically), 17 maps (mapsheet.cjs), perf per tier (perf.cjs), 6 finals, MP4 (/Volumes/Workspace/Scratch/n1/tools/video.cjs), continuity audit _tools/conv/cine_knife.splice_continuity.md, ledger line (flock58 take/drop), beats. Send the pack to COORD and WAIT.
  4. Then HEAVY METAL (vanishing-act), then OVERCOMMITTED (chandelier).
- Tools added: killpages-f/tools/szoom.cjs (close frames at SCENE times), sprobe.cjs (joint positions at scene times), fmap.cjs (film → scene map + phases); clip strips in killpages-f/mc/.

## STATE · F · 28 Oct ~22:15 · STACKED pack SENT (waiting for review) · now: FISTS FIXABLEs
- STACKED (knife.splice) is behind a TEST FLAG: it registers only on 58k_knife.html?s3test=1 (or window.K58_S3TEST); the live page keeps SPLICE. When COORD approves, remove the flag in the KILL wrapper of 58k_w_knife_s3.js.
  - Gate: motionQA PASS g0-5 (0 fails); 17/17 maps; perf g5 ms95 2.6 / g0 1.8; sound ids ok.
  - Pack: img/8plus/knife_s3/ (sheet, maps1/2, MP4); audit _tools/conv/cine_knife.splice_continuity.md; ledger line replaced.
  - Batch to redo the pack: killpages-f/v/s3pack.sh.
- NO new STYLE 3 kills (no HEAVY METAL / OVERCOMMITTED) until COORD says so.
- NOW: the fists FIXABLEs (16) from _tools/coord/verify/fists.md (I'm the melee lead while the owner is away).
  - Loop per kill: motionqa g5 and g0 → fix → 0 FAILs and no face FAILCLASS → one strip.
  - Report one line per kill: key, fix, before→after fails, FIXED / STILL-FAILING.
  - Skip REWORK kills and A's shared items (trigger seams, FINAL APPROACH).
- 28 Oct ~22:30: STACKED APPROVED by COORD and LIVE (live58: true in its def; the s3test flag stays in the KILL wrapper for future unreviewed kills). The final hold is trimmed (len 4.6, ladderEnd 3.6); QA PASS g5/g0. NOW: the fists FIXABLEs.

## STATE · F · 28 Oct night · WRAPPED UP (COORD: the user moves us to porting in batches)
- STACKED (knife.splice): COORD approved it, but at the wrap-up it is back behind the s3test flag (live58: false in its def in 58k_w_knife_s3.js). The plain page serves the old SPLICE; ?s3test=1 serves STACKED. Set live58: true to make it live.
- knife.mid-shucked: lead moved onto the shared gait (0 lead fails). The 27 Oct kill body was left as is.
- FISTS FIXABLEs (verify/fists.md) at motionQA g5 and g0 (backups in killpages-f/bak8/fists/):
  - FIXED (0 fails, no face FAILCLASS):
    - mid-glasgow-kiss: hole drops start off the head; crown hand from the side.
    - mid-cross-counter: g0 sway eased in; turn/walk-off without the flip seam.
    - up-top: three walk/flip seams; g0 shake eased in; rear guard below the chin; chin tucked in the hook.
    - acid-reflux: spacing +10 u; walk-off seam.
    - kidney-stones: spacing; victim arch reduced; the hook's keys eased (local replay of the real HOOK keys); walk-off seam.
  - mid-liver-shot: 0 fails g5/g0 (spacing, walk-off), but a g0 face FAILCLASS remains: killer, solid shape over the head, film 4.98-5.07 (around the turn). OPEN.
  - Not started: one-inch, hitchhiker, death-mask, freight-train, mid-en-garde, mid-head-back, mid-jackknife, mid-opened-up, mid-wrung-out, monument.
  - Helpers added (in 58k_w_fists_2.js and 58k_w_fists_mid.js): turnWalk58 (narrow pose → flip → shared gait K58.liveAim eased in), gaitIn58, easeDyn58. They replace the 'A.fc = -1; A.dyn(walk)' seams, a pattern that recurs in many fists kills.
  - Concept note: UP TOP's jaw-off still draws teeth on the flying jaw (a bones/teeth question for the user's taste rules); not changed.
- Nothing running; no flock58 locks held by F; all touched files pass node --check.

## STATE · F · 29 Oct · PORT PHASE: page-side FIX queue (fists, knife)
- Brief: _tools/coord/PORT_BRIEF.md. Queue: python3 _tools/fix_queue.py fists knife (24 fists kills; knife has none).
- Gate per kill: motionQA 0 FAIL at g5 and g0 with the STRICT face check (now the default), plus one strip.
- Report per kill: key | fix | g5 before→after | g0 before→after | strip.
- Done 29 Oct:
  - STACKED live58 true (COORD); the plain page serves it.
  - UP TOP: teeth, bone and jawless face off under the style; no word; no impact burst; jaw hidden in the hit-stop; low walking arms. Left: 2 strict reads from shared layers (soul rise behind Faris at 5.87; explode pieces at 4.50, g5). Asked COORD.
- NOW: FREIGHT TRAIN (B2), then hitchhiker, monument, one-inch (B3), death-mask (B4), opened-up, wrung-out (B5), en-garde, head-back, jackknife (B6), liver-shot (B7), then the REWORKs.

## STATE · F · 29 Oct · PARKED (COORD: the Mac is swapping, disk low)
- FIX queue progress (strict faceless motionQA g5/g0):
  - FIXED: up-top (g5 0/g4 0/g0 0), hitchhiker, monument, death-mask (ticked), acid-reflux, kidney-stones, cross-counter, glasgow-kiss.
  - liver-shot: 0 fails, but one g0 face read at 4.98-5.07; re-run after A's central fixes.
  - one-inch: g0 0; g5 1 = 3 frames (film 4.90-4.93) of g5-level hit blood teardrops over the victim's chin; source not traced.
  - freight-train: g0 PASS; g5 2 fails left. Notes below.
- Kit-wide: KD.sfx comic words off unless K58.WORDS58 (58k_w_fists.js). KD-level turnWalk58 is in 58k_w_fists.js; turnWalk58/gaitIn58/easeDyn58 are in fists_2 and mid. The walking arms are low.
- FREIGHT TRAIN, where it stands and the plan:
  - Done:
    - she's drawn behind Faris (V.zi -1);
    - debris and blood launch forward and down;
    - the door is 84 tall, so its lintel is above the heads;
    - reach 40, Faris t 14;
    - her head is thrown back (h -34) in the carry;
    - the wall manga has no burst and 1 frame;
    - hands are low after the wall;
    - the run and carry are eased in from the trigger.
  - Head positions now: the carry heads are 17-19 u apart (A 926 vs V 943 at 1.5; 1075 vs 1094 at 1.95). At the wall (2.3) they are 1140 vs 1166.
  - Left at g5:
    - victim chin read, film 4.78-5.88 (scene ~1.4-2.2, through the pane, fence and door; likely the shards stuck in her body (the shards/slivers painted on m-n etc.), or glass fx);
    - killer "across head", film 5.42-6.43 (scene ~1.9-2.5, the door burst / the wall impact).
  - WALL RE-KEY PLAN (COORD): right after the impact (tWall ~2.15), he plants and takes a LIFTED rear step back: posek bl lift, then bx back, then a front-foot step, about 0.25 s each. The fist stays in her (the pin) with his arm near straight while his torso leans back, so the heads separate by ≥ 30 u. At tOut the arm comes out as now. Then check the door burst pieces (door.throughNow) and the shards painted on her body near her chin: draw the shards only on the torso below the chest under the style.
  - Shared, routed to A by COORD: the castInk elbow at 3.50 and the trigger DOOM burst over her chin at 3.00-3.10.
- Next in the queue after freight-train: mid-opened-up, mid-wrung-out (B5), mid-en-garde, mid-head-back, mid-jackknife (B6), then the REWORKs.
- All files pass node --check; no flock58 locks held by F; no renders running.

## STATE · F · 29 Oct (port phase, VM motionQA) · in progress
- motionQA runs only on the VM: bash _tools/vm_motionqa.sh <keys> --gore 5,0 --out /Volumes/Workspace/Scratch/killpages-f/qa/vm. Strips: --strip <key> t0 t1. No local Chrome.
- PERF58 (local, in 58k_w_knife_cine.js; all 10 knife REPLACE kills use it), until A lands it centrally as K58.PERF58 in 58k_cine2.js; then switch over and delete the local copy. It does:
  - a 0.14 s weighted time blur on the pose channels and hands; the feet carry their stance across a blink, so a blink stays a teleport;
  - each facing change at the tween's linear midpoint, through a stepped narrow pivot (feet in under the hips, lift 2.5);
  - the held-weapon angle on a damped ease.
- knife.crossed-out: PASS (10/5 → 0/0).
- knife.flayed: 11/11 → 2/2 (knee pops of 10 u).
- knife.bear-hug: 6/6 → 2 face reads (victim chin, during the rocket reload). The reload hand is now at ['sh', -16, -8], and her last step in is lifted.
- fists:
  - freight-train: g0 PASS. At g5:
    - the carried victim is drawn behind Faris and her head is thrown back;
    - the debris goes to the back layer, low;
    - the shards painted on her body are off under the style;
    - the door is 84 tall;
    - the wall camera has headroom for the plate.
  - opened-up: eased haymaker keys trimmed before the turn, a narrow-pose turn, and Faris dips into the elbow (drop 16).
  - wrung-out: the wring phases blend and keep one elbow direction; turn/walk-off after his pose settles.
  - en-garde: guard below the chin, snaps softened, walk-in on the gait, turn/walk-offs.
  - head-back: low guard; the hand on the BACK of his head, drawn on the bg layer; walks.
  - jackknife: her hands below her face; the stomp eased; VL tucked roll with a lift; turn after the step back.
- Lesson: a turnWalk58 narrow window must not overlap a later posek (it overrides the narrow pose → a flip seam).
- Running: vmqa7.log = all eight (flayed, bear-hug, opened-up, wrung-out, freight-train, en-garde, head-back, jackknife).
- Then: liver-shot (one g0 face read), the fists preflights re-entry, seven-points, slam-dunk (C2-performer: wait for A's central PERF58), then the REWORKs.
- 29 Oct ~11:30: PASS (VM strict, g5+g0): opened-up, wrung-out, head-back, en-garde, jackknife; crossed-out ticked earlier.
  - Kit: fistLead passes killO.over to KD.move (58k_w_fists.js). blendDyn58 is in fists_mid (a one-shot hook that eases the next B.dyn in).
  - Pending: freight-train (carry now drawn in front, t 50 h -22), liver-shot (beanie kept on below VH), bear-hug (reload tube dips to -14), flayed (2 knees of 10 u). All in run vmqa11.log.
  - Render rule: when the VM queue waits > 10 min and the Mac load is < 30 and swap < 6 GB, run locally under render_slot (_tools/qa_strip.cjs for strips).
  - Note: pgrep -f patterns match my own wait loops; wait on PIDs instead.
- 29 Oct ~11:55 (COORD head-cover warns):
  - en-garde 3.27 fixed: the opening KD.manga is burst false, frames 1. 4.92 is XT gibs, left for A's EXPLODE58.
  - jackknife fixed: V starts at X0+18 (go 2) for the 2.98 gap. The geyser leaves from mouthOut() (above the head circle), which fixes 4.02. vmqa13: no face warns.
  - liver-shot: the fold eases over 0.18 'o' with the drive back. freight-train: the door pieces drop low (quiet(fn, true)); g0 adds a bounce hop at the glass. Run vmqa14 with one-inch.
  - Tool: killpages-f/tools/platedbg.cjs <key> <gore> [t0] lists what draws over the plate (QA.plateDbg).
- 29 Oct ~13:30:
  - RINGHEAD58 in 58k_style.js (accepted by COORD): flashFx + PT.ring streaks trimmed at head discs and the plate. Off: K58.RINGHEAD58 = false. Backup: killpages-f/bak9/58k_style_pre_ringhead.js.
  - en-garde eyesOut is faceless under the style. freight-train: VM PASS g5+g0 (door pieces plain + low; VL pinned foot fF; Faris steps back).
  - Knife: the local PERF58 is removed and the 10 kills use c2.performer (A's central PERF58). Backup: bak9/58k_w_knife_cine_local_perf58.js.
  - WEAPON RULE: no GAME/INK conversions in my lane (reported). Watch thrown knives for hand-keyed paths.
  - Queued on the VM: run17 (en-garde/jackknife g0 + strips), run18 (one-inch / freight strips), run19 (knife + fists preflights).
  - Next: one-inch g5 plate FAIL 7.87-8.08; then the preflights; then the REWORKs.
