# CONVERSION SHEET + PAGE PLAN · BEAM CANNON (`58k_w_beam.js`, KILLPAGES-E)
P0.10, written 24 Oct against the new brief. This sheet changes no code.
- **Built so far:** 8 of 15 new kills, 0 of 7 skins. (GEODE and VACUUM PACKED were built just before the pause and still need their ledger lines.)
- **When P0.4 / P0.6 / P0.7 / P1.1 land:** convert the 8, then build the rest of this plan on the new rules, one page fully crafted (Layer 3, P3.E).

## The real move (WeaponSystem.cs FireBeam / BeamLine)
- **Charge and fire:** hold 0.5 s to charge, then one instant line out to 40 m or the first wall.
- **Damage:** it hits every fighter whose head, chest or hip is within 0.2 of the line, for 9999, with knockback 9. Ragdolls on the line get an impulse.
- **Walls:** a wall takes 200 damage and an explosion.
- **The line on screen** lives 0.28 s.
- **Redirects:**
  - a pan in the path reflects the beam back;
  - portals and event bumpers redirect it.
- **Ammo:** 3 cores, a magazine of 1.
- **Reload, CORE SWAP, 1.7 s:**
  - steam vents;
  - the spent core is dropped, sizzling;
  - the fresh core is slammed in;
  - three charge-in rings;
  - a whoomp.

## Legend
Range bands and gore columns are as in `conv/laser.md`. The only VH line given is where VH changes more than "80% blood, stains fade, no screen splatter".

## Summary of the built kills
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| shadow | C | saloon wall | WALL \| PILLAR \| BREAKABLE_HEAVY behind V (else FLOOR behind) | mid | none | yes | 1 | adapts if a WALL |
| overhead | C | saloon balcony | PLATFORM (thin: planks / grating / glass) over V, Faris on it | close (vertical) | none | no | 1 | adapts |
| grab | R | backyard | FLOOR | pointBlank | none | yes | 1 | adapts |
| meltdown | R | rooftops (rain) | FLOOR | close-mid | none | no | 1 | skip |
| votive | R | castle | FLOOR | mid | none | no | 1 | skip |
| chest-bump | R | saloon | FLOOR, ≥ 2 m headroom | close | none | yes (the leap) | **2** | adapts |
| geode | E | castle | FLOOR | mid | none | no | 1 | adapts |
| vacuum-packed | E | rooftops (rain) | FLOOR (+ outdoor rain, or a cover he casts indoors) | mid | none | no | 1 | skip |

All eight are single-arena only by accident: seven work on any floored map. OVERHEAD needs a thin platform over the victim.

---

## beam.shadow · SHADOW · COMMON
This is also the remake of the old DISINTEGRATE (VAPORIZED!); see D below.
- **Built on** the saloon wall behind Hiba.
- **Needs:** a WALL / PILLAR / BREAKABLE_HEAVY surface behind the victim, inside 5 m, on the beam's side. Without one, the FLOOR behind her (crafted variant below).
- **range** mid · **hazard** none · **air** yes (an airborne shadow is burned higher on the wall, arms up, feet off the ground; the shoes drop and land) · **victims** 1.
- **Adapts by surface:**
  - wood (saloon, ship): as built, with a bleached ring.
  - stone (castle, temple, forts): a bleached halo on grey stone; the shadow is matte black.
  - metal (Military Base, Sunken Lab, Cage posts): a heat-blued ring round the shadow, the metal ticking as it cools.
  - Kitchen: the shadow on the tile backsplash.
  - No wall: the shadow burns onto the FLOOR behind her, long and stretched as if cast by a low sun. It's the steps-shadow image, laid flat. The shoes stand at its feet, which is a stronger final image.
  - Moving surfaces (a Retro Desktop window, the Pirate Ship sail): the shadow moves with the surface.
  - Deep: if a rock face or the wreck is behind her, the shadow is burned onto it and she becomes a column of bubbles and ash flakes rising; otherwise skipped.
- **Gore ladder:**
  - blackens and blows away as ash along the line:
    - all levels: same (ash, no blood).
    - VL: she goes white in the flash and dissolves into bright motes instead of ash.
  - shoes with the feet still in them, ankles charred and glowing:
    - H: the feet in the shoes, dark charred ankles, no glow;
    - M: the shoes stand EMPTY, laces smoking.
    - L: empty and smoking;
    - VL: empty, with a twinkle.
  - the shadow in the bleached ring:
    - all levels: same. This is the signature final image.

## beam.overhead · OVERHEAD · COMMON
- **Built on** the saloon balcony over Chotu.
- **Needs:**
  - a thin PLATFORM directly over the victim: planks, grating or glass. One-way platforms don't stop the line.
  - Solid stone / concrete platforms stop the beam (they count as a wall), so they're skipped.
  - Faris on the platform, standing over him.
- **range** close (vertical, 1.5-4 m) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - planks (saloon balcony, castle walkway, Pirate Ship deck, Clock Tower floors): as built, with a burned ring.
  - grating (Military Base catwalk, Sunken Lab, Tower Block scaffold): the line melts a ring of grating bars that drip glowing.
  - glass (Atrium galleries): a perfect melted hole in the pane, edges glowing; the shaft of light comes down through clear glass.
  - Kitchen: from the shelf / the cooker hood down into the gap under it.
  - Deep: Faris on the wreck's upper deck, the line straight down through the planks. The body folds slowly into a sitting drift, and the light shaft hangs in the water with silt glittering in it.
- **Gore ladder:**
  - in at the crown, out between the feet (skull + spine):
    - H: no skull or spine shown; a dark scorched crown and a dark hole in the floor;
    - M: the line passes through with a white flash, a scorched crown and smoking hair.
    - L / VL: the flash and smoke; at VL, sparks.
  - folds straight down into a heap:
    - all levels: same (M / L read as out cold).
  - the light shaft through the hole:
    - all levels: same (the final image).

## beam.grab · GRAB · RARE
- **Built on** the backyard.
- **Needs:** FLOOR. It works anywhere.
- **range** pointBlank (he grabs the barrel) · **hazard** none · **air** yes (a lunging victim may grab in the air and hang off the barrel) · **victims** 1.
- **Adapts:**
  - Any map.
  - Kitchen: as built, scaled.
  - Deep: the wrestle is slower and more desperate in the drift; after the line the stumps trail red threads and he drifts back looking at them.
- **Gore ladder:**
  - both arms gone fingertips to shoulders in one line:
    - H: as built (dismemberment stays);
    - M: no limbs off. The line SEARS both arms along their length: the sleeves burn away to the shoulder, the arms blackened and smoking, and they hang dead.
  - fist-sized hole through the chest:
    - H: a dark hole;
    - M: a scorched patch on the chest.
    - L: smoke from the sleeves;
    - VL: the sleeves burn away in sparks.
  - he looks at where his arms were, then folds:
    - M: he looks at his blackened dead arms, then folds.
    - L / VL: the same; at VL he fades in a puff.

## beam.meltdown · MELTDOWN · RARE
- **Built on** the rain-wet rooftops.
- **Needs:** FLOOR. It works anywhere. The rain hiss is the kill's own weather on outdoor maps; indoors it's the steam off the boards.
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floored map.
  - The pool spreads with the floor's slope (Temple Steps: it runs down the step edge; Pirate Ship: it slops with the roll).
  - Kitchen: on the counter top, running into the tile grout.
  - Deep: skipped (a melt pool needs gravity; THE DEEP gets its own beam kills).
- **Gore ladder:**
  - shins slump into a glowing pink-orange pool:
    - H: the same flesh pool, no bones;
    - M: he melts like a figure of hot TAR, brown-black and glossy, no flesh tones, no bones.
    - L: grey wax;
    - VL: glitter-slush that steams away.
  - knees, hips, chest follow in drip strands, rain hissing:
    - all levels: same, in the M / L / VL material.
  - skull, ribs and one reaching hand surface in the puddle:
    - H: only the reaching hand surfaces (no bones);
    - M: the reaching hand sinks last, fingers closing on nothing;
    - L: the same;
    - VL: the hand sinks and the puddle puffs into steam.

## beam.votive · VOTIVE · RARE
- **Built on** the castle at night.
- **Needs:** FLOOR. It works anywhere.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floored map.
  - Outdoors in rain / snow (Monsoon Rooftops): the flame gutters and hisses but holds, until Faris blows it out.
  - Pirate Ship: the flame leans with the wind.
  - Deep: skipped (no flame underwater).
- **Gore ladder:** there is no blood or wound at any level (wax). XT through VL are identical except:
  - XT / VH: the face slides as the burn line passes;
  - H / M: the face softens but holds its shape;
  - L / VL: the face is already smoothed into a candle face;
  - VL: the final curl of smoke is white with a twinkle.

## beam.chest-bump · CHEST BUMP · RARE · the page's multi-victim film #1 (2 victims)
- **Built on** the saloon (custom lead-in: Faris knocked flat).
- **Needs:** FLOOR, with ≥ 2 m headroom for the leap.
- **range** close (Faris on the floor under them) · **hazard** none · **air** yes (the two are airborne at the line) · **victims 2.**
- **Plays only** on a real MULTI-KILL (2 victims from one attack; brief §4 triggers). With 3+ victims the rest die in the background.
- **Adapts:**
  - Any floored map.
  - A low CEILING (Sunken Lab corridors): the leap is lower, a hop-bump.
  - Kitchen: as built, scaled.
  - Deep: the "leap" is a lunge-swim into each other. Welded, they tumble as one slow four-legged shape and drift down onto the seabed together.
- **Gore ladder:**
  - one cauterised tunnel through two chests:
    - H: a dark tunnel glow;
    - M: no tunnel. The line's heat FUSES their jackets: the cloth melts together at the chests into one smoking seam.
  - welded, they fall, land and roll as one tangle:
    - all levels: same. At M / L they're stuck by the melted cloth, out cold.
  - the boot rocks them like one piece of furniture:
    - all levels: same.
    - VL: the boot rocks them once and they puff away as one.

## beam.geode · GEODE · EPIC
- **Built on** the castle.
- **Needs:** FLOOR. It works anywhere.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floored map.
  - Deep: he crystallises and tips over slowly as the statue sinks; it settles on the seabed, and the muzzle tap cracks it open there. Crystal glitter drifts up out of the cavity like plankton. Stronger.
- **Gore ladder:**
  - a ring of blood at the base of every cluster:
    - H: 60%;
    - M: no blood rings; clean pierce with a sparkle burst at each base.
    - L / VL: the same.
  - the geode cavity:
    - all levels: same (crystal, no gore). This is the signature image.

## beam.vacuum-packed · VACUUM PACKED · EPIC
- **Built on** the rain-wet rooftops (the clear poncho).
- **Needs:** FLOOR.
  - Outdoor maps: the kill's own rain atmosphere justifies the poncho.
  - Indoor / dry maps: the victim casts a clear plastic dust-sheet over himself as cover (castInk 'thrust', his defensive prop) the moment the charge starts. The heat shrinks THAT onto him.
  - Kitchen: the cling-film roll is a BIG_PROP. He hides under a sheet of cling film pulled off it, and the heat shrinks it onto him.
- **range** mid · **hazard** none · **air** no (he ducks) · **victims** 1.
- **Adapts:** as above. Deep: skipped.
- **Gore ladder:** none at any level (no wound by design). VL: when he topples, he puffs away inside the film and leaves the empty glossy man-shape, which tips over.

---

---

## CONVERSION CODE TASKS for the 8 built (P2.1)
1. **Def fields:** `needs` / `range` / `hazard` / `air` / `victims` as the summary table.
2. **Elements:** every hard-coded plate position becomes `s.el(...)`, with the fallbacks above. SHADOW's no-wall variant (the shadow laid long on the floor) and VACUUM PACKED's indoor cover (cast by the victim, 'thrust') are new code paths, as crafted as the built versions.
3. **Sound ids (SOUND-2, via the coordinator):** the page calls `'gun.drop'` (CHEST BUMP's thrown guns) and `'body.jump'` (CHEST BUMP's leap), and neither is a real id. SOUND-2 maps them for now. In this pass, swap them for the real ids SOUND-2 lists. From the library: `'move.jump'` for the leap (the id SOUND-2 already maps `body.jump` to). For the thrown guns, `'prop.drop'` or SOUND-2's beam cue `beam.gundrop` (its current mapping of `gun.drop`). Confirm the pick with SOUND-2 at conversion.
4. **No text during the action:** the beam page has none (no cards, no words).
5. **Ledger:** add the GEODE and VACUUM PACKED lines (built just before the pause). GEODE uses my own geode cavity painter, not the new kit end 'geode'. Before the conversion pass, compare the two side by side and keep whichever reads better (KIT-BODY offered `end: 'geode'`).
6. **Gore ladder:** wire every beat to `K58.gore` (P0.4), with crafted variants as listed.


# BEAM PAGE PLAN ON THE NEW RULES (Layer 3, P3.E)

## Targets for a 15-kill page and where the beam stands
| target | goal | the plan |
|---|---|---|
| rarity | 2·4·4·3·2 | C shadow, overhead · R grab, meltdown, votive, chest-bump · E geode, vacuum-packed, MORSE, PORTAL · L BACKLIT, HEIST, SHEETS · M SECOND CORE, PILLAR OF SALT |
| realms | 1-2 | PILLAR OF SALT (+ THE MOTHER LODE on the gold skin) |
| victim roles | 3-4 | the bodybuilder (geode), the celebrators (chest-bump), the signaller (MORSE), the thief (HEIST) |
| cast set pieces | ≤ 6 | the laser grid (HEIST, Faris), the washing line of sheets (SHEETS, the victim's cover), the dust-sheet indoor variant (vacuum-packed, the victim's cover) |
| atmosphere | 3-4 | rain (meltdown, vacuum-packed), wind + moon (SHEETS), fire-rain (the realm) |
| rewind / replay | 1 | PORTAL: a replay that follows the line in at one portal and out of the other |
| death materials | 2-3 | wax (votive), crystal (geode), shrink-wrap (vacuum-packed) = 3. PILLAR OF SALT makes a 4th: **the coordinator ruled KEEP (24 Oct)**, because uniqueness beats the material target. It is the page's only petrify. |
| organ moments | 2-3 | BACKLIT (the heart seen racing through his backlit body), MORSE (the eye), LAST BREATH (lungs, underwater) |
| breakable star | 1-2 | overhead (the planks) |
| multi-victim | 1-2 | chest-bump (2); the camo skin TRENCH COAT (2) |
| underwater | ≥ 2 | LAST BREATH, THROUGH THE SHARK (bonus films for The Deep) |

## The 7 new kills still to build (ledger-checked 24 Oct against all 282 lines + TRAPS / DEATHS / REALMS)
1. **MORSE** · EPIC · victim role: the signaller
   - **Concept:** the reply is in Morse, and the last dash is the beam.
   - **Hook:** far across the map he flashes S.O.S. at his team with a signal mirror (s.pullOut 'mirror' prop, in-story).
   - **Arc:**
     - Faris answers with the CHARGE GLOW itself. Taps shorter than 0.5 s light the muzzle without firing (game-true: a released charge cancels).
     - Dash-dot, then dash, dash: N, O. The reply is light only, with no text on screen during the action (brief §4). The letters N-O appear only in the recap card after the film, unmirrored.
     - He reads it through his squint and lowers the mirror. The last dash is held past 0.5 s.
   - **Final image:** his signal mirror tumbling down the side of the building, still flashing in the moonlight, blink... blink.
   - **Death:** EYE / SOCKETS (OPEN). The line goes in through the eye he was reading with: one smoking socket, and he topples off his perch.
   - **Needs:** a PLATFORM / roof / ledge for him at far range (≥ 10 m), a DROP below it. Medium / big maps.
   - **range** far · **hazard** fall · **air** no · **victims** 1. Deep: skipped.
2. **PORTAL** · EPIC · uses the game's portal redirect
   - **Concept:** his way out is the beam's way in.
   - **Hook:** cornered, he fires his own portal gun: one portal at his feet, one on a high ledge far across the map. He drops through and pops out up there, safe, and laughs down at Faris.
   - **Arc:**
     - Faris doesn't turn. He fires straight into the entrance portal at his own feet.
     - The line comes out of the exit portal behind the laughing man.
     - A REPLAY follows the line in at one portal and out of the other: the page's one replay, stage: the 'telestrator' path draw + 'route' cam, logged in KITS.
   - **Final image:** he is thrown off his ledge by the knockback and lands draped over a rail / crenel / beam end like laundry over a line (KIT-BODY: the "folding backwards at the waist" image is used 3 times, so the draped-over-a-rail image is the new one). His portals close one after the other.
   - **Death:** SPINE (OPEN).
   - **Needs:** a high PLATFORM / ledge ≥ 6 m from Faris for the exit; a rail / WALL top / PILLAR edge below it to land on. Without one, he lands draped over a CONTAINER or a BIG_PROP.
   - **range** mid-far · **hazard** fall · **air** yes (he may already be falling through the portal) · **victims** 1. Deep: works (he drifts out of the exit; the line comes through behind him; he drifts down over the wreck rail).
   - **Note:** KILLPAGES-H owns the portal gun page. This kill uses only the portal as the VICTIM's tool redirecting the beam, so I'll tell H the core so their page stays clear of it.
3. **BACKLIT** · LEGENDARY · organ moment
   - **Concept:** his heart races the charge, and the charge wins.
   - **Hook:** the charge glow is so bright, so close, that it shines THROUGH him like a hand over a torch. His body goes red-translucent and his heart shows in silhouette, beating.
   - **Arc:**
     - As the whine climbs, his heart beats faster in step with it.
     - At the top of the half second the line goes through the heart.
     - The silhouette heart stops mid-beat; the glow fades out of him from the edges in.
   - **Final image:** in the dark after the flash, his faintly glowing body with a still dark heart in it, fading.
   - **Death:** HEART (RESTING), allowed because it IS the concept and looks unlike every earlier use: no organ comes out, it's a backlit silhouette, not x-ray bones. KIT-BODY reviews it.
   - **Needs:** FLOOR, works anywhere. A dark map or night layer makes it stronger (an atmosphere).
   - **range** pointBlank-close · **hazard** none · **air** no · **victims** 1. Deep: works (the glow through water and him).
4. **HEIST** · LEGENDARY · victim role: the thief · cast set piece
   - **Concept:** the perfect laser-grid run, and one line he never trained for.
   - **Hook:** Faris sweeps a security grid of thin red lines across the space between them (castInk 'sweep').
   - **Arc:**
     - The thief takes it as a challenge. He threads the grid like a gymnast (splits, a back-bend, a roll under, a twist between two lines) and stands at the end, arms up, taking his bow.
     - Faris adds one line of his own: the beam, exactly through the gap the thief is standing in.
   - **Final image:** his body falls back into the grid and breaks every red line at once. The whole alarm goes off over a corpse, a rotating red light washing across him.
   - **Death:** the line (cauterised), with the alarm as the image. HOLES is RESTING, so the visible death is kept clean: no hole on show, a seared stripe across the chest, and he drops dead into the lines. KIT-BODY reviews it.
   - **Needs:** FLOOR ≥ 6 m. Works anywhere.
   - **range** mid · **hazard** none · **air** yes (he is mid-flip at one beat) · **victims** 1. Deep: skipped (the gymnastics need ground).
5. **SHEETS** · LEGENDARY · atmosphere (wind, moon) · the victim's cast cover
   - **Concept:** a ghost story with bedsheets.
   - **Hook:** at night in the wind, he casts a washing line strung with white sheets to hide among (castInk 'thrust', his cover).
   - **Arc:**
     - The sheets billow like ghosts. His shape shows for a moment against one of them in the moonlight.
     - Faris fires through that sheet. The burn hole's glowing rim spreads outward through the cloth like a burning photograph, and in the hole is his face, eyes open, dead.
     - The knockback throws him back into the line. The sheet wraps him and he hangs from the line inside it.
   - **Final image:** a bedsheet ghost hanging on the line, swaying in the wind, a burnt hole where the face is with one dead eye showing through.
   - **Death:** HANG / NOOSE (OPEN).
   - **Needs:** FLOOR ≥ 6 m (the cast line).
     - Pirate Ship: the real sails and rigging are used instead of a cast line, so there's no cast.
     - The Cage: the line is strung between the cage posts.
   - **range** mid · **hazard** none · **air** no · **victims** 1. Deep: skipped.
   - **Uniqueness:** pistol.toe-tag owns sheeted dead in a morgue. SHEETS is a living man hiding in laundry, and the image is a hanging sheet-ghost. Different on every column.
6. **SECOND CORE** · MYTHIC · uses the real CORE SWAP
   - KIT-BODY flagged TWICE (thammer has a kill titled TWICE), so this is the new title.
   - **Concept:** the first core kills the body, the second is for the soul.
   - **Hook:** the first line knocks his SOUL clean out of him. A pale, glowing copy of him tumbles out of his back and the body drops, empty-eyed.
   - **Arc:**
     - The soul gets up, sees its body, and crawls back to climb into it.
     - Faris starts the CORE SWAP, the real 1.7 s reload, without hurrying: steam, the spent core sizzling on the floor, the fresh core slammed home, three rings, the whoomp. Every step of the reload is answered by the soul crawling closer, clawing at the floor.
     - It has its hands on the body's shoulders when the second line burns it.
   - **Final image:**
     - The soul doesn't bleed; it burns away like film in a projector, from the hole outward, screaming without sound.
     - The body's eyes, which had a faint glow, go dark.
     - The spent first core lies cooling on the floor beside him.
   - **Death:** no new material. The body is untouched; the soul burns like film (a new image). Families: none RESTING.
   - **Needs:** FLOOR. Works anywhere.
   - **range** close-mid · **hazard** none · **air** no · **victims** 1. Deep: works (the soul swims back to the body in the drift).
   - **Uniqueness:** ledger "soul": 0 hits. tac-reload (the empty mag as a weapon) is not touched; the reload here is a clock, not a weapon.
7. **PILLAR OF SALT** · MYTHIC · death realm
   - **Concept:** don't look back.
   - **Realm:** the death crack, then a burning plain of white salt under a sky raining fire, a city of salt pillars on the horizon. Every pillar is someone who looked back, all facing the same way.
   - **Crossing:** the beam's charge glow BEHIND him (he runs from it) turns into a wall of fire on the horizon, and the arena's floor bleaches to salt from Faris outward. It isn't the over-exposure (high-noon) or the lights-out (smg) crossing.
   - **Arc:**
     - He runs across the salt toward the dark, the fire and the whine behind him. A voice (his own) whispers not to look.
     - At the line's flash he looks back over his shoulder.
     - He turns to salt from the eyes outward (s.petrify stone: 'salt', from 'head').
   - **Return:**
     - The fire-rain stops. The real arena comes back as the salt plain's rain washes OUT of the frame like a tide going out (new; it isn't a raindrop ring).
     - A white salt pillar in his shape stands in the real arena, looking back over its shoulder, salt streaming from the eyes.
     - Faris licks a fingertip, touches it, and walks on.
   - **Final image:** the salt pillar looking back in the real arena (end 'stay', NOT 'sand': thammer.fulgurite owns the stone-then-sand blow-away).
   - **Death:** PETRIFY / STONE (PREFERRED, 0 uses).
   - **Needs:** FLOOR. Works anywhere.
   - **range** mid · **hazard** none · **air** no · **victims** 1.
   - **Realm registry:**
     - the realm look (salt plain + fire-rain + pillar city) is untaken;
     - the "everyone already killed" recurring element is avoided (the pillars are strangers, not Faris's dead);
     - it gets logged in `58k_REALMS.md` when built.
   - **Ruling (24 Oct): KEEP.** The no-material fallback is retired.

## The 7 skin kills (planned, every skin family grepped "skin-<type>" across the ledger 24 Oct)
1. **CLASSIC · SIESTA** · COMMON
   - Concept: Faris naps against a post, hat over his eyes, cannon across his lap.
   - Hook: the victim tiptoes up behind him with a knife.
   - Arc: still asleep (the snore bubble never pops), Faris tilts the cannon back under his own arm and fires without lifting the hat.
   - Final image: the creeper's ash drifts down onto Faris's hat like snow, and he brushes it off in his sleep.
   - Death: DUST / ASH (OPEN).
   - Classic families avoided: handshake, cap on the stump, early countdown, head that keeps turning, twinkle launch, and every new CLASSIC line (thammer HEADS DOWN, hammer FLIPPERS, sawed-off...).
2. **TAPED · LEAK** · RARE
   - Concept: the taped cannon's cracked barrel leaks.
   - Hook: the victim hides round a corner / behind cover at 90° to Faris, out of line.
   - Arc: Faris turns the cannon side-on so the taped crack points at the cover, and fires straight ahead at nothing. The pencil-thin LEAK through the crack goes sideways through the cover and through him.
   - Final image: the thin beam's glowing pinhole in the cover, and the tape on the barrel smouldering.
   - Death: ARTERY / FOUNTAIN (OPEN, femoral, not the throat trap).
   - Taped families avoided: tape on the victim, taped mags / box, DIY silencer, the repair race, the yo-yo head, the new head, BUTTERFINGERS, the flashlight.
3. **CAMO · TRENCH COAT** · EPIC · the page's multi-victim film #2 (2 victims)
   - Concept: two short men in one long coat and a fake moustache.
   - Hook: the "tall stranger" walks past Faris. Faris tips his hat to him and lets him pass.
   - Arc: the line goes through the coat at the chest of the top man. He goes limp across the bottom man's shoulders, and the bottom man, blind inside the coat, staggers on with the dead weight calling his name.
   - Final image: the coat walks blind off the nearest DROP, coat-tails flapping, and the alley lid rolls out.
   - Death: the top man's line plus the bottom man's fall.
   - Camo families avoided: bushes, hunter's trap, wielder blending, invisible victim, the cardboard decoy, push-ups, copycat, the forward observer, the gargoyle.
   - Needs a DROP inside 8 m. Otherwise the coat walks blind into the nearest HAZARD (liquid / spikes / fire) or skips.
4. **CARTOON · ERASED** · EPIC
   - SCORCHED is dropped: thammer CRISPY owns the cartoon charred blink.
   - Concept: the cartoon beam doesn't burn, it ERASES.
   - Arc:
     - A clean stripe of blank white paper is left where his middle was, the top half held up by nothing at all (he doesn't fall, and he doesn't "notice" either: smg UH-OH owns that).
     - Panicking, he pulls out a pencil and sketches his missing middle back in, in wobbly lines.
     - Faris fires once more and erases the sketch, the pencil and the rest of him.
   - Final image: the pencil rolling to Faris's boot across a little patch of blank paper on the floor.
   - Death: PAPER / PAINT (OPEN).
   - Cartoon families avoided: walking on air, card fans, living bullet, flip book, accordion, painted tunnel, plugged barrel, CRISPY, LUMPS. knife FLIP BOOK owns the notebook pages; ERASED has no pages.
5. **ICE · DEATH SPIRAL** · LEGENDARY
   - Concept: the figure-skating death spiral, taken literally.
   - Arc:
     - The ice beam freezes the floor into a rink round the two of them.
     - Faris skates in, takes her frozen hand and swings her into the death spiral: low, her head skimming the ice, round and round.
     - On the last turn her frozen arm snaps off in his hand at the shoulder. She slides away spinning across the rink.
   - Final image: Faris gliding on, holding her arm like a partner's hand, as she comes to rest in the middle.
   - Death: FROSTBITE / LIMBS SNAP (PREFERRED).
   - Ice families avoided: carving, curling, icicle, blood spikes, under the ice, snow globe, brain freeze, snowman, still lightning, and every ice-gun core. The rink here is just a floor for a skating move, not a curling sheet.
6. **NEON · HALO** · LEGENDARY
   - Concept: heaven sends him a cheap halo.
   - Arc:
     - He dies to the line.
     - A buzzing pink neon tube halo flickers on over his corpse, its transformer cord trailing up out of frame into the sky. It sputters, catches, buzzes.
     - Faris looks up the cord, reaches up and flicks the halo; it goes out with a pop, and the cord goes slack.
   - Final image: the dark corpse under the dead halo.
   - Neon families avoided: game / HUD conceits, blacklight, glow stick, club strobe (x2), the moth, the motel sign, St. Elmo's fire. Neon here is cheap signage light.
   - The death beat needs a non-resting family: the halo is the concept, and the corpse's death is a seared stripe, no hole on show. KIT-BODY reviews it.
7. **GOLD · THE MOTHER LODE** · MYTHIC · death realm
   - **Realm:** a collapsed gold mine where the trapped miners still dig by lamplight. Their skulls wear headlamps; the vein they dig is made of men.
   - **Crossing:** the gold line fired down into the floor bores a shaft, and he falls into it (new; it isn't a rot or tar sink).
   - **Return:** a mine cart rolls out of the dark into the real arena and tips him out at Faris's feet, gilded.
   - **Death:** GOLD / COINS (PREFERRED) + BURIED (OPEN).
   - Gold families avoided: bribe flesh, the tomb, kintsugi, auction, mint, coronation x2, idol, bling.

## A · MID-ROUND SMALL KILLS (5 × ≤ 3 s; the 0.5 s charge fits inside)
1. **SING-ALONG** · death: the line (seared, no hole on show)
   - Replaces DOWN: ice.mid-hoarfrost, built first, bursts him like a pillow into white fluff, the same final image.
   - Concept: he sings along with the charge whine, note for note, and the line cuts his note off at the top.
   - Arc: through the half-second charge he matches the rising whine with his voice, mocking, chin up, higher and higher. At the top the line goes through him, and his note stops in the air.
   - Final image: him folded on the floor, mouth still open on the note, in total silence.
   - Gore ladder:
     - XT: the seared stripe, exit spray;
     - VH: 80%;
     - H: 60%;
     - M: the stripe only;
     - L: he drops out cold mid-note;
     - VL: sparks, then the puff, and the silence holds.
   - Works anywhere. Ledger: only knife.air-guitar uses music (he never hears); this is the victim's own voice against the weapon's sound.
2. **TAN LINES** · death PEEL / FLAY (OPEN, 14)
   - Replaces ROOTED: pump's OUT OF HIS BOOTS (mid) already stretches tendons out of planted boots.
   - Concept: he raised a hand against the flash, and the flash kept its shape.
   - Arc:
     - The line passes a hand's width from him. The FLASH, not the line, burns him in one frame: his whole face, neck and arms go lobster-red and blister.
     - Only the white silhouette of the hand he threw up is left clean across his face.
     - He lowers the hand and stares at the red; the burnt skin starts to peel off in sheets as he moves.
   - Final image: him sitting down, peeling, with a perfect pale handprint across his eyes.
   - Kit: s.peel (style 'strip') started from the face, with a hand-shaped mask.
   - Gore ladder:
     - XT: the skin sloughs to raw red;
     - H: the sloughing to dark red, no muscle detail;
     - M: lobster-red with blisters, no peel; he sits down dazed;
     - L: red, out cold;
     - VL: red with a puff, and the pale handprint stays.
   - Needs: FLOOR. Works anywhere.
   - It is not vacuum-packed (heat-shrunk plastic): here the flash itself burns him, and the image is the handprint.
3. **BLEACHED** · death PAPER / PAINT (OPEN)
   - Replaces GROUNDED: thammer's STRIDE (mid) already sends current up through the floor between his boots.
   - Concept: the flash takes his colour.
   - Arc: in the flash every colour drains out of him in one frame (clothes, skin, hair, eyes) and he's chalk-white, like a poster left in the sun for a hundred years. He moves, and he cracks like old paint.
   - Final image: a white figure flaking away in the breeze from the top down, chips spinning off like dry paint, until only a chalky outline on the floor is left.
   - Gore ladder:
     - XT: red shows in the cracks as he flakes;
     - M: dry white;
     - VL: the flakes sparkle.
   - Needs: FLOOR. Works anywhere.
   - Kept clear of AFTERIMAGE (ash plus a screen afterimage) and of laser BURNT PAGE (burning paper): here no fire and no ash, only colour lost and paint flaking.
4. **AFTERIMAGE** · death DUST / ASH (OPEN)
   - Concept: the flash is so bright it burns him into the camera.
   - Arc: the line, then nothing where he stood but a falling veil of ash.
   - Final image: a negative-colour afterimage of him (green, then magenta) stays burned into the SCREEN for two seconds, drifting slightly as the camera moves, then fades.
   - Gore ladder: no gore; M / VL are identical, except the ash is white at VL.
   - Uniqueness: SHADOW's final image is a shadow burned onto a WALL; this one is on the camera's own "eye" (screen space), with no wall. knife.which-one's after-images are the knife's ghosts, not a burn.
5. **TINFOIL** · death: the line (seared, no hole on show)
   - Replaces SPOT WELD: ar.mid-short-circuit welds a gun to his palms with an arc.
   - Concept: he wears a tinfoil hat to block the beam.
   - Arc: he taps the foil hat at Faris, smug; the charge-light glints on the foil; the line goes through him under the hat; the foil sizzles, crinkles and slumps down over his face.
   - Final image: him lying with the crumpled, smoking foil hat over his eyes.
   - Gore ladder:
     - XT: red under the foil's rim;
     - VH: 80%;
     - H: a dark seep;
     - M: no blood, the foil smoking;
     - L: out cold;
     - VL: the foil hat sparkles as he fades.
   - Works anywhere. Ledger and lanes: no foil anywhere.

## B · MULTI-VICTIM
CHEST BUMP + TRENCH COAT = 2. That's the cap; every other beam kill is single-victim.

## C · UNDERWATER (The Deep), 2 bonus films
1. **LAST BREATH** · EPIC · organ moment (lungs)
   - Concept: in water the line lets out what he was holding.
   - Arc:
     - The line goes through his chest. Before any blood, one huge silver bubble leaves the hole: his last breath, wobbling slowly upward.
     - The camera follows it up past the shark's shadow, past the light, to the surface, where it pops with his scream finally heard (the only sound in the kill).
     - Then we tilt back down: the red cloud blooming round him far below.
   - Death: the line; the lungs are the image.
   - Gore ladder:
     - XT: the cloud, and the lung edge seen in the hole;
     - M: no hole, a scorch, and the bubble;
     - VL: the bubble pops into sparkles.
   - range mid · victims 1.
2. **THROUGH THE SHARK** · LEGENDARY · death CRUSH / FLATTEN (OPEN)
   - Replaces CAVITATION: thammer.md plans a CAVITATION with the same implode, and I give it to them.
   - Concept: the line goes through everything on it, and the shark is on it.
   - Hook: the map's CREATURE (The Deep's shark) is bearing down on the victim from behind him as he squares up to Faris.
   - Arc:
     - Faris fires into the open mouth of the shark. The line goes down its length, out of its tail, and into the man behind it.
     - The shark is dead, but its momentum carries its whole bulk on. It slowly rolls belly-up and settles onto him, driving him down into the sand.
   - Final image: the huge shark lying on the seabed with a glowing tunnel through it nose to tail, and the man's hand sticking out from under its belly, opening and closing once.
   - Needs: UNDERWATER + CREATURE. With no creature: skipped.
   - Gore ladder:
     - XT: the line's red cloud from both bodies, his ribs giving under the weight (x-ray-free crunch);
     - M: no cloud; pinned, out cold;
     - VL: the shark settles in a puff of sand and he fades.
   - range mid · victims 1 (the shark is a creature, not a victim).
   - Ledger / sheets check 24 Oct: no shark kill anywhere. pump.md and thammer.md use the jellyfish, minigun.md the anglerfish.

## D · OLD FINISHER REMAKES (`38_fin_kills2.js`: beam DISINTEGRATE (EXISTING, "VAPORIZED!"), BARE BONES (NEW))
- Both old beam finishers end on a stripped standing skeleton. That's owned (layer-by-layer strip: laser.headwind + knife.flayed; X-RAY / SKELETON RESTING), so neither can come back as it was.
- **DISINTEGRATE:** its best idea, the beam's flash vaporising a kneeling man, is remade as **beam.shadow** (already built, now declared the remake). The flash takes her completely and leaves her shadow and her shoes. The in-game VAPORIZED! finisher retires when this page ships (K4.9).
- **BARE BONES:** the skeleton's one wobbling step toward the killer is the skeletonWalk family, owned. **Not remade.** The new beam kills cover its "walks toward the killer after death" beat better: SECOND CORE's soul crawling back to its body.
