# BURST RIFLE PLAN (`58k_burst.html` + `58k_w_burst*.js`, KILLPAGES-B) · 25 new + 7 skins + 10 mid-round
Written 25 Oct (07:00) against the current brief (rulings to 06:15), 58k_TRAPS.md (to 06:18), 58k_DEATHS.md (05:22 count), 58k_REALMS.md (to 06:55), all 742 ledger lines, every `_tools/conv/*.md` sheet and the 591-name plans digest. Every hook below was grepped against all of them (the list of what was dropped and why is in §4).

**Fixed rule (brief §0):** every adaptation (another map, a lower gore level, a mirrored side, The Deep) gets the same length, detail and craft as the EXTREME original. A lower level gets its own crafted beat, never an alpha cut.
**23:58 bar:** each kill's full timed beat sheet (staging, camera per beat, speed ramps, the final image) is written into its file header BEFORE its code, as BATHYSPHERE / BOTTOMLESS were. The lines below are the approved-concept level: core, hook, arc, camera, death, final image, the per-level gore ladder, needs and rounds.

## 1 · Legend
- **Range** in fighter heights (1 FH = 65.5 u on the export plates): pointBlank ≤ 0.8 · close 0.8-2.2 · mid 2.2-5.5 · far > 5.5.
- **Gore:** XT is the build. Each kill has its own crafted VH / H / M / L / VL line. Common to all, not repeated: L / VL keep realm and atmosphere at full strength; VL bodies end in the shell's puff unless the kill keeps them; every XT ends on its goreCam close, locked (`final: true`, w 110-150) and checked on the last 1.6 s.
- **Element kinds** are `58k_ELEMENTS.md`'s. Every kill is written in export coordinates (`coords: 'export'`, `def.arena` = an export id) and stands fighters on `s.floorAt`. Element-bound kills stage with `def.stage58` / `spot58`; a map without the kind shows OWED with the real missing kind.
- **Deep** = The Deep: the rounds crawl on bubble wakes (the water kit), bodies drift, blood clouds.

## 2 · The real move (read from the game, dev repo `StickFight-dev` v4, 25 Oct)
From `Weapons/WeaponDefs.cs` id `burst`, `WeaponSystem.cs` (the burst loop), `WeaponLooks.cs` (FBurst / RBurst), `WeaponPoses.cs` (kick), `ReloadSigDrills2.cs` (BURST A), `GunTrip.cs`:
- **Three precise shots per pull.** `burst = 3`, `burstGap = 0.065` s: one pull fires three rounds 65 ms apart (a burst lasts 0.13 s), then the cooldown: `rate = 2.6` pulls a second (0.385 s pull to pull). Not automatic: every burst is its own pull.
- **The round:** a projectile (`PType.Bullet`) at 23 m/s (~2035 u/s on the export: visible for a frame or two at mid range, a real flight at far), damage 21 a round (63 a burst), knockback 1.8 a round, spread 0.025 (the tightest group of any automatic), range 14 m full damage then fall-off.
- **12 rounds a magazine (4 bursts), 24 a pickup (8 bursts).** One pickup per film at most (ruling 15:45): ≤ 8 bursts, and every 4 bursts the 1.2 s drill.
- **The drill, "4 CLIPS, ONE PUSH":** the gun tips, the top cover flips open 75°, the off hand fetches a block of four 3-round clips from the pocket and pushes them in from the top one at a time (four clicks); each click lights one bar of the **orange stripe** on the receiver (the stripe = bursts left: four bars); the empty block drops spinning; the cover snaps shut; back to aim. Every reload in a film is this, on screen.
- **Recoil 0.5, kick 0.14:** a light, crisp punch per round; the muzzle barely climbs.
- **Look:** a white (#E6E9EE) gun with an orange (#FF8A1F) accent and the four-bar stripe; the muzzle flash is a hot white spike with two short side ticks (a cross); the round is a short hot streak with an orange edge.
- **Empty:** a fresh press on an empty gun throws it (the real throw).

## 3 · Camera language for the page: THREE
The triplet (three rounds, three beats, three cuts), the gap between pulls, the tight group, the stripe and the four clips. Shots: the three-cut push (wide, medium, close, one per round); the 0.13 s burst in slow motion as a short train of three streaks; the group landing (three holes so close they touch); the stripe lighting bar by bar in the drill; the empty clip block spinning past the lens; the cross-shaped flash.

## 4 · Ledger + sheets check (25 Oct, B)
Free (0 hits anywhere): iron lungs, the plague cart / lime pit, three wise monkeys, three on a match, Snell's window, a silt-out with bubble curtains, steel spall, a panorama sweep catching the same man three times, a crystal ball, a breast-pocket book, knock on wood, a three-legged race, a Punch and Judy booth, a tourniquet race, noughts and crosses, a parrot, a tiffin bomb intercepted, a glass eye as the taunt, a party popper, an awning, coffee, a jacket half off, a silent film, a trail camera's three-shot burst, freeze-frame Latin captions, a luminous watch dial, a medal podium, tumbling (keyholing) rounds, rock-paper-scissors, double dutch, a triple-scoop cone, a fidget spinner, ear / nose / lip rings, a rabbit's foot, a salute, a toe flip, a can crushed on the forehead.

Dropped on the way, because another line owns them:
- a scratched record that skips the world back three times: **my own ar TAKE THREE** owns three takes with rewinds where he knows what's coming; a skip in time to a beat is **ar DANCE**'s (rounds on a piano rag's beat);
- the reload as the race (click-and-charge) is **ar TAC RELOAD**'s; counting the stripe's bars is a count hook (TRAPS);
- moving only in the gaps between bursts: too close to **pistol RED LIGHT**;
- walking the rounds in (short, long, on): **ar WALK IT IN**;
- a cast riot shield: **smg BANK SHOT** (mine) casts one;
- the sneeze: owned (AH-CHOO snaps the head off); the figure-skating death spiral: **beam.skin-ice**; sodium night: **rpg SODIUM**; a lifeboat / rope bridge / window cradle: the hanging-by-the-fingers trap;
- a drink running out of the holes: **pump COLANDER**; an iris close: **smg.skin-cartoon**; the spy-film gun barrel: **pistol DOWN THE BARREL**'s inside-the-barrel shot;
- a smoke ring threaded: smoke rings are used three times; a CCTV wall: a third camera kill on one page (PANORAMA and TRAIL CAM keep the page to two);
- the eye at a keyhole / spyhole (my old reserve): **pump KNOCK KNOCK** (the peephole) and **pistol CURIOSITY** (looking through the hole) now cover it, so it is released;
- a werewolf (sawedoff SILVER), a goalkeeper (cluster CLEAN SHEET), a referee (laser TEN COUNT), bowling (ar BARREL ROLL), a gold medal (the golden page dropped GOLD MEDAL; PODIUM is not a medal round the neck: see S7).

## 5 · Deaths: the burst's trap
A burst makes holes, and BULLET HOLES / RIDDLED is RESTING (70). So the holes are never the death on their own:
- **OPEN families, one each:** CORRODE (THE PLAGUE CART: quicklime), FROSTBITE (skin-ice NO TRACE: cold from inside), GOLD (skin-gold PODIUM), GLITCH (PANORAMA: the stitched sweep tears him on the screen).
- **Organ moments (4):** the lungs (THE IRON LUNGS), the eyes / ears / tongue (SEE NO EVIL), both femorals (TOURNIQUET), the heart on his own knife (TRIP).
- **Concept exemptions** (the death IS the concept, each unlike earlier uses): SEE NO EVIL (eyes, ears, mouth in turn), LAST RESORT (the remake keeps its arms), SPALL (steel petals, not holes), TOURNIQUET (the arteries as a race; the groin wound is NOT a fountain: it wells up and fills his lap like a bowl), THREE ON A MATCH (three faces lit by one match).
- **Falls** (`hazard: fall`): THE TRIANGLE, AWNING.
- **The rest: the rounds**, with a crafted wound per kill and the gag as the concept (the sniper / hand cannon precedent), each with an unmistakable XT (§10).

## 6 · Summary
| # | kill | rarity | home (export) | death | hazard | needs (kinds) | range | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | THE IRON LUNGS | M realm | sunken | the lungs, asphyxia in the tank | — | FLOOR | mid | no | 1 | adapts (realm) |
| 2 | THE PLAGUE CART | M realm | castle | CORRODE (quicklime) | — | FLOOR | mid | no | 1 | adapts (realm) |
| 3 | THREE ON A MATCH | M multi | base | three faces, one round each (exemption) | — | FLOOR run ≥ 3 FH for three men | far | no | **3** | skip (no flame) |
| 4 | SEE NO EVIL | L | temple | eyes, ears, mouth (exemption) | — | FLOOR (+ DECOR carvings as backdrop if any) | mid | no | 1 | adapts |
| 5 | SNELL'S WINDOW | L Deep | deep | the rounds from below; the cloud in the sky | liquid | UNDERWATER + open water above | mid (vertical) | yes | 1 | **Deep only** |
| 6 | SPALL | L | tower | steel spall (exemption) | — | metal cover: WALL / CONTAINER / BIG_PROP / OPENING (door), material metal (stage58) | close | no | 1 | adapts (the wreck's iron hull) else OWED |
| 7 | FORTUNE | L | forts | the rounds (the ball sees them) | — | FLOOR | mid | no | 1 | adapts |
| 8 | LAST RESORT (remake: DISARMED) | L | saloon | both arms, then the teeth (exemption) | — | FLOOR | close | no | 1 | adapts |
| 9 | PANORAMA | E | rooftops | the rounds; GLITCH on the screen | — | FLOOR + open sky (sunset) | mid | no | 1 | skip |
| 10 | SILT-OUT | E Deep | deep | the rounds in the curtain | liquid | UNDERWATER + a silt floor | mid | yes | 1 | **Deep only** |
| 11 | THE TRIANGLE | E | tower | fall | fall | glass (OPENING window / BREAKABLE_LIGHT glass / a glass floor or skylight) with a DROP behind or below (stage58) | mid | no | 1 | skip |
| 12 | THREE-LEGGED RACE | E multi | backyard | the rounds + the drag | — | FLOOR run ≥ 8 FH | far → close | no | **2** | skip |
| 13 | PUNCH AND JUDY | E | pinball | the rounds through the booth | — | FLOOR | mid | no | 1 | skip |
| 14 | KNOCK ON WOOD | E | canyon | splinters + the rounds through his knocking hand | — | wood: BREAKABLE_LIGHT (crate / planks / door) or a wooden PILLAR / PLATFORM post (stage58) | mid | no | 1 | adapts (the wreck's timbers) |
| 15 | TOURNIQUET | E | base | both femorals (exemption) | — | FLOOR | mid | no | 1 | adapts |
| 16 | THREE IN A ROW | R | clock | the rounds through the row | — | a WALL behind him (the chalk grid) | mid | no | 1 | adapts (the wreck's hull) |
| 17 | POLLY | R | pirate | the rounds | — | FLOOR | mid | no | 1 | skip |
| 18 | TIFFIN | R | kitchen | his own tiffin's charge (EXPLODE: the item is the concept) | blast | FLOOR | mid | no | 1 | skip (fizzles) |
| 19 | GLASS EYE | R | cage | the rounds through the empty socket (exemption) | — | FLOOR | close | no | 1 | adapts |
| 20 | PARTY POPPER | R | retro | the rounds through the confetti | — | FLOOR | mid | no | 1 | adapts (confetti floats) |
| 21 | AWNING | R | rooftops | fall | fall | BOUNCY awning over a DROP (stage58) | mid (vertical) | yes | 1 | skip |
| 22 | TRIP | C | base | his own knife, through the faceplant | — | FLOOR run ≥ 4 FH (the skid) | close | no | 1 | adapts (no skid: a slow tumble) |
| 23 | SLEEVES | C | saloon | the rounds | — | FLOOR | close | no | 1 | adapts |
| 24 | GUARD UP | C | cage | both forearms, then the face | — | FLOOR | close | no | 1 | adapts |
| 25 | SIDE-ON | C | atrium | the rounds he almost slipped between | — | FLOOR + a gap to cross (doorway / between PILLARs / along a WALL; else open floor) | mid | no | 1 | adapts |
| S1 | skin-classic SILENT FILM | C | saloon | the rounds, in black and white | — | FLOOR | mid | no | 1 | adapts (the film reel) |
| S2 | skin-taped KEYHOLE | R | base | tumbling rounds (keyholes) | — | FLOOR | mid | no | 1 | adapts |
| S3 | skin-camo TRAIL CAM | E | backyard | the rounds, seen in stills | — | FLOOR + a tree / PILLAR / post for the camera (else its own stake) | close | no | 1 | adapts (a reef post) |
| S4 | skin-cartoon IN PURSUIT | E | forts | cartoon, then real at XT | — | FLOOR run ≥ 8 FH | far → close | no | 1 | adapts |
| S5 | skin-ice NO TRACE | L | temple | FROSTBITE from inside, then meltwater | — | FLOOR | mid | no | 1 | adapts |
| S6 | skin-neon LUMINOUS | L | tower | the rounds aimed at a glow | — | FLOOR + darkness (night) | mid | no | 1 | adapts (the Deep's dark) |
| S7 | skin-gold PODIUM | M | atrium | GOLD (the medal wounds) | — | FLOOR | close | no | 1 | adapts |
| m1 | mid-shoot SHOOT! | C | base | the burst through his 'paper' hand | — | FLOOR | close | no | 1 | adapts |
| m2 | mid-warm-up WARM-UP | R | clock | the neck at the angle of his stretch | — | FLOOR | mid | no | 1 | adapts |
| m3 | mid-scoops SCOOPS | C | kitchen | the cone into his mouth | — | FLOOR | mid | no | 1 | adapts |
| m4 | mid-fidget FIDGET | R | tower | the spinner as a blade | — | FLOOR | close | no | 1 | adapts |
| m5 | mid-piercings PIERCINGS | E | clock | ear, nose, lip | — | FLOOR | close | no | 1 | adapts |
| m6 | mid-lucky-foot LUCKY FOOT | E | temple | the foot off at the ankle | — | FLOOR | mid | no | 1 | adapts |
| m7 | mid-one-push ONE PUSH | R | base | his hand in the drill, then the chin | — | FLOOR | pointBlank | no | 1 | adapts |
| m8 | mid-the-lip THE LIP | L | tower | the fall onto what is below | fall | a stone / concrete ledge over a DROP (stage58) | mid (vertical) | no | 1 | skip |
| m9 | mid-toe-flip TOE FLIP | C | forts | the gun and the chest | — | FLOOR | close | no | 1 | adapts |
| m10 | mid-airmail AIRMAIL | L | base | the second barrel, delivered | blast | two EXPLOSIVE barrels near him (stage58) | mid | no | 1 | skip |

Rarity check: films 4 C · 6 R · 7 E · 5 L · 3 M ✓. Skins C R E E L L M ✓. Mid-round 10 (a 25-film weapon) ✓, single victim, ≤ 3 s, no realms, no map-changing casts, never on SMALL maps (homes: base, atrium, kitchen, tower, clock, temple, sunken, forts, pirate).

## 7 · Page targets (brief §1)
- **Realms 2** (2-3): THE IRON LUNGS, THE PLAGUE CART.
- **Map-element films via stage58: 5** (3-6): SPALL (metal cover), THE TRIANGLE (glass over a drop), KNOCK ON WOOD (wood), THREE IN A ROW (a wall), AWNING (BOUNCY). SEE NO EVIL uses a temple's carvings as backdrop where the map has DECOR. Plus two mids on elements: THE LIP (a ledge over a drop), AIRMAIL (two explosive barrels).
- **Underwater ≥ 2:** SNELL'S WINDOW, SILT-OUT (Deep only), plus 19 that adapt.
- **Multi-victim 2:** THREE ON A MATCH (3), THREE-LEGGED RACE (2).
- **Remake:** DISARMED → LAST RESORT (THREE-ROUND is not remade: its three-cuts language is the page's camera grammar instead).
- **Victim roles 6:** the three smokers (THREE ON A MATCH), the fortune teller (FORTUNE), the tourist (PANORAMA), the racers (THREE-LEGGED RACE), the puppeteer (PUNCH AND JUDY), the pirate (POLLY).
- **Atmosphere 6:** night and one match (THREE ON A MATCH), sunset (PANORAMA), silt and gloom (SILT-OUT), the sky through the surface (SNELL'S WINDOW), the desert noon (FORTUNE), darkness and one glow (skin LUMINOUS).
- **Cast set pieces (≤ 10): 4** — the puppet booth (the victim's defensive hide), the podium (skin-gold, Faris), the trail camera on its stake where no post exists (skin-camo, Faris), the chalk grid's chalk is a `s.pullOut` (not a cast).
- **Rewind / replay 1:** PANORAMA (the phone plays the sweep back).
- **Death materials 3:** quicklime (THE PLAGUE CART), meltwater and frost (NO TRACE), gold / silver / bronze (PODIUM).
- **Organ moments 4:** lungs (THE IRON LUNGS), eyes / ears / tongue (SEE NO EVIL), both femorals (TOURNIQUET), the heart on his own knife (TRIP).
- **Breakable as the star 5 + 1 mid:** the steel cover (SPALL), the glass (THE TRIANGLE), the wood (KNOCK ON WOOD), the awning (AWNING), the crystal ball (FORTUNE); mid AIRMAIL (the explosive barrels).
- **Real gun:** every film ≤ 8 bursts (24 rounds), the 4 CLIPS drill on screen every 4 bursts; the round counts are in each line.

## 8 · New realms (for `58k_REALMS.md`, after the ruling)
| Realm | Kill | Crossing | Return | Core dread |
|---|---|---|---|---|
| THE IRON LUNGS: a long polio ward at night under a vaulted ceiling; two rows of cream steel iron lungs on wheeled legs to the dark, a stranger's head out of each rubber collar on a pillow, only the eyes able to move; the bellows boxes under every tank heaving in unison (WHUMP · HSSS), a hand crank on each for a power cut; a green-shaded lamp at a nurses' desk far down the ward; one tank at the end stands open, its bed slid out, waiting | burst.iron-lungs | **'the bed'**: as he lies gasping on the real floor, a steel bed slides under him and rolls him feet first into a cream tank that was not there; the rubber collar snaps shut round his neck; the camera pulls back off his face and there is no real arena, only the two rows of tanks into the dark (nothing over the lens, nothing falls away, no walls rise) | **'the bed out'**: the power never comes back; the tank's bed slides out again, and out, and out onto the real arena's floor, delivering him onto it; the tank is gone behind him; he lies on the real floor with the collar's red ring round his neck | your breath belongs to a machine, the machine is failing, and nobody comes |
| THE PLAGUE CART: a narrow cobbled lane at night in a plague city; every door nailed shut and painted with a red cross and LORD HAVE MERCY; braziers of smoking herbs; buriers in long waxed coats and beaked leather masks, a doctor ahead tapping each door with his cane; the death cart heaped with the dead, some still moving; the lane ends at a pit white with lime | burst.plague-cart | **'the rats'**: rats pour out of every gap in the real arena (under props, out of pipes and cracks) in a grey river that runs over him toward the frame's edge; wherever the river has passed, the floor is wet cobbles and the walls are red-crossed doors; when the last rat has gone, the lane holds | **'the last door'**: the cart reaches the end of the lane, where the last red-crossed door swings open onto the real arena; the buriers tip him out through it onto the real floor, white with lime and burned, and the door shuts on nothing | carted alive to the pit with the dead, and limed |

Checked against the registry: new signature elements (a polio ward of iron lungs with their unison bellows; a plague lane, the death cart, beaked buriers, a lime pit); no arena falling away, no wood over the frame, nothing flooding the lens, no object dropping by Faris's boot, no eyes that follow (the patients' eyes only move; they never track the camera), no faceless crowd (the masks are masks; the patients have faces), no mirrors (the classic mirror over each iron-lung face is left out on purpose), no bells (the plague lane has no handbell: the doctor's cane taps instead), no rows of strangers to the horizon on a void (the ward is a room with an end).

## 9 · Faris and the gold
Faris's gold plate is visible in every film. Gold set pieces only from a hand: the puppet booth from the puppeteer's, the podium and the trail camera stake from Faris's. Hand props (`s.pullOut`): the crystal ball, the phone, the book, the chalk, the coffee cup, the party popper, the tiffin, the cone, the spinner, the can, the rabbit's foot.

## 10 · XT WOUND TABLE (every hit named; the final image IS the goreCam close, locked)
| kill | where the rounds go | the image | goreCam on the final frame |
|---|---|---|---|
| THE IRON LUNGS | one burst side-on through both lungs (right upper lobe ×2, left lower lobe): a sucking chest wound | in the realm the bellows force air through the torn lungs: pink froth bubbles out of all three holes on every WHUMP, then blood | the collar's red ring on his neck on the real floor, his lips blue, froth drying in the three holes, w 120 |
| THE PLAGUE CART | first burst: right thigh ×2 and groin (he can't walk); the realm does the rest | quicklime on the wet wounds hisses and eats: the skin whitens, blisters and sloughs; the wounds open into white-rimmed craters | his lime-white face on the real floor, eyes burned milky, a white crater in the thigh weeping, w 130 |
| THREE ON A MATCH | round 1 the first man's cheek and upper teeth as he draws on his cigarette; round 2 the second man's left eye as he leans in; round 3 the third man's temple as he brings his cigarette to the flame | three men down in 0.13 s, the match still burning | the match burning down to a dead man's fingertips between three faces, the third's cigarette rolling in the blood, w 140 |
| SEE NO EVIL | burst 1 through his hands into both eyes; burst 2 through his hands into both ears (eardrums, out the far temple); burst 3 through his hand into his mouth (tongue torn, teeth through the cheek) | eyes, ears, mouth, in turn | him kneeling in the third monkey's pose, hands at his mouth, the empty eyes and ears weeping red, the temple's carved monkeys behind, w 130 |
| SNELL'S WINDOW | from below as he kicks for the light: the left femoral, the groin, the belly | his cloud blooms upward and spreads across the circle of sky | the circle of sky clouded red, his body hanging in it limbs out, a bubble trail rising through the red, w 150 (the window IS the frame) |
| SPALL | 3 bursts on one point of the steel: bulge, crack, through; the last round sprays a cone of white-hot steel petals and fragments out the back of the plate | his face and chest peppered with smoking steel splinters, the left eye punctured, a petal in his throat | his peppered face beside the plate's three-petal hole, steel slivers standing out of the skin, smoking, w 115 |
| FORTUNE | burst 1 through the hand cupped over the ball (the ball survives; the fingers don't); burst 2 left breast ×2 and the heart's apex; burst 3 under the left eye | she saw all of it in the ball and still went where it said | the ball rolled to a stop: through it, upside down and curved, her dead face; outside it, her hand without fingers, w 125 |
| LAST RESORT | burst 1 the right arm at the elbow (off); burst 2 the left arm at the elbow (off); he bites his pistol up off the floor and aims it with his head; burst 3 through the pistol's slide into his teeth and out under the jaw | the gun he held in his teeth | his head on the boards with the pistol still in his teeth, the two stumps beside him, w 120 |
| PANORAMA | burst 1 into the phone hand (the phone flies, still sweeping); burst 2 chest; burst 3 throat as he looks for the phone | the panorama stitches him three times, then smears him into a red streak | the phone in the gravel showing the panorama (three Farises, then the red smear), his throat wound beyond it, w 130 |
| SILT-OUT | rounds 1-2 the right shoulder (the arm hangs); round 3 under the jaw as he turns in the curtain's gap | his cloud running through the rising bubble curtain | his red cloud threaded through the bubble lines, his open jaw wound in the gap, w 130 |
| THE TRIANGLE | the three rounds into the glass round him in a triangle; the cracks meet; the triangle pops out and he goes through it; the landing breaks his back over the rail / ledge below | the triangle of glass spinning down beside him | his folded body on the landing, a glass triangle standing in his back, w 125 |
| THREE-LEGGED RACE | burst 1 the free man's knee (he goes down, his partner dragged down with him); burst 2 the partner's back as he hauls; burst 3 the first man's head as he cuts the tie | the living leg tied to the dead | the tie: two ankles bound in one bloody scarf, one leg kicking, w 120 |
| PUNCH AND JUDY | burst 1 through the booth's striped canvas into his chest; burst 2 into the canvas lower (the belly); burst 3 through the stage curtain into his face | his hands still in the puppets | Punch and Judy slumped over the booth's stage, his blood running down the striped canvas from inside, w 130 |
| KNOCK ON WOOD | the burst comes back through the wood where his knuckles knock: the knuckles and fingers shredded, splinters driven into the hand and forearm; burst 2 the chest through the wood; burst 3 the face through the hole | the wood answers | his hand flat on the wood, splinters standing out of it, three holes above it with his face behind them, w 120 |
| TOURNIQUET | burst 1 the left thigh (femoral); he cinches his belt above it; burst 2 the right thigh; he pulls his bootlace for the second; burst 3 the groin, above both | no jet: the groin wells up quietly and fills the bowl of his lap between the two tied-off thighs, rising while he watches it | his lap brimming red between the two tourniquets, his hands still on the lace, w 125 |
| THREE IN A ROW | one burst along the grid's middle row: his left eye, the bridge of his nose, his right eye | the winning line | his head slumped in the middle square, the chalk row drawn through by his blood, w 120 |
| POLLY | burst 1 the parrot's perch shoulder (the bird flaps up unharmed); burst 2 chest; burst 3 neck | the parrot still talking | the parrot on his chest squawking MISSED ME, red on its feathers, his neck wound, w 125 |
| TIFFIN | the burst splits his thrown tiffin's three tins in the air (rice, dal, the charge); the charge drops at his feet: both feet and shins | lunch everywhere | his legs gone below the knee in rice and dal, the tiffin's lid spinning to a stop, w 130 |
| GLASS EYE | round 1 the glass eye (it shatters out); rounds 2-3 through the empty socket into the brain | the eye he tapped | the glass eye's halves on the floor looking up, the socket with two holes behind it, w 115 |
| PARTY POPPER | through the confetti cloud: chest ×2, mouth (mid-cheer) | the confetti parts in three tunnels | him on his back, confetti settling on his open eyes and into his mouth wound, w 120 |
| AWNING | the burst cuts the awning's canvas as he lands; he tears through onto the bins / ledge below: the neck at a wrong angle, a shin through the skin | the canvas flapping in three strips above him | his broken neck in the torn canvas, the shin bone out, w 125 |
| TRIP | the last burst misses as he ducks; the real empty-gun toss skids low into his shins (TRIP!); he faceplants at a run onto his own knife: the blade under the breastbone to the hilt, up into the heart | the skidding gun | face down, his own knife's handle under his chest, Faris's rifle spinning to rest beside his boots, w 125 |
| SLEEVES | chest ×2, throat, his arms pinned behind him in his own jacket | he can't break his fall | face down, arms bound behind him in the jacket like a straitjacket, his face split on the floor, w 125 |
| GUARD UP | burst 1 both forearms (radius and ulna snapped, the arms flop); he raises them again; burst 2 through the flopping arms into his face (nose, cheek); burst 3 the brow | the guard that can't stay up | his dangling broken forearms crossed over his smashed face, w 120 |
| SIDE-ON | burst 1, side-on in the gap: round 1 takes the tip of his nose, round 2 slits his shirt and the skin across his belly, round 3 takes two fingers of the trailing hand; burst 2, square-on as he turns to gloat: chest ×2 and throat | he nearly fitted | him against the far pillar, the belly slit open, the nose tip and two fingers lying in the gap behind him, w 125 |
| skin SILENT FILM | chest ×3 in grey; the blood black on the film | the intertitle's last card | the frozen frame of him in the dust, blood black, the film burning through from his chest, w 130 |
| skin KEYHOLE | the taped barrel tumbles every round: three keyhole-shaped wounds (sideways entries, ragged exits the size of a palm) | the rounds turning end over end | three keyhole wounds across his chest, the tape flapping on the barrel above, w 120 |
| skin TRAIL CAM | (seen in stills) chest ×2, the face | the third still | the last IR still on the camera's screen: his face, open-eyed, at the lens, the timestamp, w 140 (the screen IS the frame) |
| skin IN PURSUIT | cartoon holes, then real at XT: the knees, the spine, the head | EXTINCTUS | the last freeze-frame: him in a real red mess under the caption, w 140 |
| skin NO TRACE | three ice rounds into the chest that never come out: frost blooms from inside, then melts | no bullets, only meltwater | the three clean holes weeping pink meltwater into a puddle with nothing in it, w 120 |
| skin LUMINOUS | burst 1 the watch wrist (the watch still on it); burst 2 the chest above it; burst 3 the face lit by the dial | the glow he forgot | the watch dial glowing on his limp wrist in the dark, lighting his face, w 120 |
| skin PODIUM | top step down: heart (gold), sternum (silver), belly (bronze) | three medals | his chest on the third step: three metal-rimmed wounds with red ribbons running down, w 120 |
| mid SHOOT! | through the open 'paper' palm, fingers off, and up the forearm (radius split), the third round into the throat | scissors cuts paper | his split hand still flat in 'paper' |
| mid WARM-UP | his neck cracked left, cracked right; the burst is the third crack: through the side of the neck (C3-C5), out the far side | | his head lolling at the angle of his last stretch |
| mid SCOOPS | three scoops shot off; the third round through the cone into his open mouth and out the back of his head | | the cone standing in his mouth like a party hat |
| mid FIDGET | the burst spins the spinner up to a blade; it flies off his finger into his throat | | the spinner still turning in his throat |
| mid PIERCINGS | ear ring, nose ring, lip ring: each torn out with what holds it | | the three rings on the floor in a row |
| mid LUCKY FOOT | the burst takes his foot off at the ankle | | his foot beside the rabbit's foot |
| mid ONE PUSH | the four clicks drive the clips down into his fingers; the cover slams on the hand; the burst up under the chin and out of the crown; shaken loose, the hand tears off at the wrist and stays in the gun | | his hand still caught in the gun's top cover as his body drops away |
| mid THE LIP | three bursts bite the ledge away under his toes, his heels, the last sliver; he drops rigid: both shins through the knees on landing | | the ledge above with its row of bites, him folded below |
| mid TOE FLIP | the gun hit off his toe mid-flip; the burst into his chest as he reaches | | the gun landing in his open palm, too late |
| mid AIRMAIL | the burst sets off the far barrel; its blast throws the near one up spinning; it comes down on him and goes off on impact | | the barrel's steel hoop with its stencilled DANGER band collared round what's left of his neck, smoking |

## 11 · The kills

### 1 · THE IRON LUNGS · MYTHIC · realm · sunken · ~10.5 s
- **CORE:** one burst through his lungs, and he wakes in a ward where machines breathe for the dying, and his machine is failing.
- **HOOK:** he's quick and he's laughing: Faris's first burst finds his chest side-on. Each breath after it whistles out of three holes.
- **ARC:**
  - the burst (three rounds through both lungs, the three-cut push);
  - he drops to his knees fighting for air, pink froth at the holes on every gasp;
  - 'the bed' crossing (§8): a steel bed slides under him and rolls him feet first into a cream tank; the collar snaps; the camera pulls back on the ward;
  - THE WARD: the bellows breathe for him, WHUMP · HSSS, and with every forced breath pink froth bubbles out of his three holes; the strangers' heads on their pillows roll their eyes to him; a nurse's shoes cross the far end of the ward and keep going;
  - THE POWER: the lamps sag to a red emergency glow; every bellows slows, stops; silence; every head gasps at once without a sound; the hand cranks wait; nobody comes;
  - he drowns in air inside the steel, lips blue, face purpling; the froth turns to blood; one red bubble at his lips;
  - 'the bed out' return (§8): the bed slides out onto the real floor.
- **CAMERA:** the three-cut push on the burst; a low close on the frothing holes; the pull-back from his face on the collar to the ward (the reveal); a slow track down the row of heads; close on his eyes; the lamps dying in a wide; the return's slide out.
- **FINAL IMAGE:** on the real floor, the collar's red ring round his neck, lips blue, froth drying in the three holes.
- **GORE:** XT pink froth from the holes on every WHUMP, then blood; the lungs collapse (his chest sinks), a red bubble at the lips, the collar ring bruised black · VH the same, less blood · H dark froth, no blood bubbles · M the holes are dark; he gasps and blues, no froth · L no holes: the burst knocks the wind out of him (a cartoon wheeze); in the tank he faints when the power goes, the bed delivers him out cold with stars · VL a puff of breath, sparkles; the ward stays (horror atmosphere at full strength), he puffs away in the tank.
- **Rounds:** 1 burst (3).

### 2 · THE PLAGUE CART · MYTHIC · realm · castle · ~11 s
- **CORE:** carted alive to the plague pit with the dead, and limed.
- **HOOK:** Faris's first burst takes his legs (right thigh ×2, groin): he can't walk, he drags himself, and something answers the blood: rats.
- **ARC:**
  - the burst; he crawls;
  - 'the rats' crossing (§8);
  - THE LANE: the death cart rolls up behind him; two beaked buriers lift him by wrists and ankles onto the heap of the dead (a hand under him moves); the doctor's cane lifts his lip, the beak tilts, shakes; the cart creaks down the lane past red-crossed doors and braziers;
  - THE PIT: the cart tips; he slides in among the limed dead; he claws at the white wall; a shovel of quicklime, another; the lime hisses on his wet wounds and on his eyes; he screams white dust; the next body is thrown on top;
  - 'the last door' return (§8).
- **CAMERA:** low with the rats as they come; a high wide on the lane as the cart turns into it; his POV up at the beaked masks; a side dolly with the cart; top-down into the pit as the lime comes down; the door's swing.
- **DEATH:** CORRODE (quicklime): skin whitening, blistering, sloughing; the wounds open into white-rimmed craters; eyes burned milky.
- **FINAL IMAGE:** his lime-white face on the real floor, eyes milky, the thigh crater weeping.
- **GORE:** XT the lime eats: blisters burst, skin sloughs off his hands as he claws, the thigh wound opens into a crater to the bone · VH the same, less blood · H the lime blackens and smokes, no bone · M grey dust and dark burns, no sloughing · L no wounds: the first burst knocks him flat; in the realm he's carted out cold and dusted white, coughing; tipped out through the door coughing white dust · VL sparkles; carted and tipped out in a puff of white dust.
- **Rounds:** 1 burst (3).

### 3 · THREE ON A MATCH · MYTHIC · multi (3) · base, night · ~9 s
- **CORE:** the old trench superstition, never three on a match: the first light gives you away, the second gives the range, the third is the shot; here one burst does all three.
- **HOOK:** three men crouched in the dark behind cover after the round-ending chaos, sharing one match: the match flares, the first cigarette, the second.
- **ARC:**
  - the dark (the map's night: the only light is the match);
  - the first man strikes, lights his own, passes the flame; the second leans in and lights his; the third laughs at the superstition and leans in;
  - Faris, far off, a silhouette that has been watching the little flame; the pull;
  - one burst, one round each, in the order the match lit them: the first's cheek and teeth as he draws, the second's eye as he looks up, the third's temple as his cigarette touches the flame;
  - the match keeps burning in the first man's dead fingers; it burns down; it reaches the fingertips; nothing flinches.
- **CAMERA:** a tight close on the match flare in black; faces lit from below one by one; a cut to Faris far away in the dark (the burst's three-streak train crossing the whole frame in slow motion, one streak to each face); the hold on the match.
- **FINAL IMAGE:** the match burning down to a dead man's fingertips between three faces; the third's cigarette rolling in the blood.
- **GORE:** XT cheek blown open to the teeth, the eye burst, the temple's exit spray across the other two; pools merging under the match · VH less blood · H dark wounds, the exit sprays dark · M three dark marks, no sprays; they slump · L the burst knocks the cigarettes out of their mouths and they keel over out cold, the match still burning · VL three puffs round the match, sparkles; the match burns on alone.
- **Rounds:** 1 burst (3). **Multi:** a real 3-victim multi-kill (KILL_SYSTEM §3).

### 4 · SEE NO EVIL · LEGENDARY · temple · ~8.5 s
- **CORE:** the three wise monkeys, taken literally: he covers his eyes, his ears, his mouth, and every burst goes through his hands into what they cover.
- **HOOK:** cornered under the temple's carved monkeys, the terrified man throws his hands over his eyes, as if not seeing Faris will help.
- **ARC:** burst 1 through his hands into both eyes; he screams and clamps his hands over his ears; burst 2 through his hands into both ears; blind and deaf he clamps them over his mouth to stop screaming; burst 3 through his hand into his mouth; he kneels in the third monkey's pose and stays there.
- **CAMERA:** the carved monkeys in a slow tilt down onto him (or his own three poses inked as the same carvings where the map has none: the camera cuts between his pose and the carving's); a three-cut push for each burst; a final profile matching the third monkey.
- **FINAL IMAGE:** kneeling in the pose, hands at his mouth, the empty eyes and ears weeping red, the carvings behind.
- **GORE:** XT eyes burst behind the fingers, the ears blown out through the far temple, the tongue torn and teeth through the cheek · VH less blood · H dark wounds behind the hands, no exits · M the hands take dark gashes, the head jerks each time, he kneels · L no wounds: each burst smacks his hands into his face (eyes, ears, mouth), and he keels over out cold in the last pose · VL sparkles off his hands each time; he puffs in the pose.
- **Rounds:** 3 bursts (9).

### 5 · SNELL'S WINDOW · LEGENDARY · Deep only · deep · ~9.5 s
- **CORE:** under water you see the sky only through a circle straight above you, and he swims for it.
- **HOOK:** wounded in the lead, he kicks for the surface; from below Faris sees him small against a perfect circle of sky (the rest of the surface a dark mirror of the deep).
- **ARC:** Faris treads, watching him rise into the window; the bubbles of his breath rise ahead of him; Faris's burst crawls up on three bubble wakes (the water kit), slow, visible; it reaches him as his hand nearly breaks the surface; the femoral, the groin, the belly; his cloud blooms upward and spreads across the circle; the sky goes red; he stops kicking and hangs in it.
- **CAMERA:** straight up from Faris (the window as a bright disc, the edge of the circle shimmering); the slow wakes rising; a reverse from above the water down onto him (a wobbling face under a red skin of water); back to the window going red.
- **FINAL IMAGE:** the circle of sky clouded red, his body hanging in it limbs out, a bubble trail rising through the red.
- **GORE:** XT the femoral pumps a red plume upward, the belly opens, the cloud fills the window, screen bloom · VH less · H a dark plume · M a thin dark cloud, he hangs · L the burst knocks the air out of him; he drifts out cold in the window, stars · VL a puff of silver bubbles fills the window.
- **Rounds:** 1 burst (3).

### 6 · SPALL · LEGENDARY · map element (metal cover) · tower (canyon has no metal) · ~9 s
- **CORE:** steel stops one round; the burst puts three on the same spot, and three bursts on the same spot, and the steel comes through as shrapnel.
- **HOOK:** he hides behind real steel (a container side, a steel door, a plate) and laughs at the first clang.
- **ARC:** burst 1: three clangs on one point, a bright dent; burst 2: the same point, the dent bulges on his side, cracks spider; he presses his eye to the bulge to see (it's warm); burst 3: through: a cone of white-hot petals and fragments sprays out the back into his face and chest; he staggers out from behind the plate peppered and smoking.
- **CAMERA:** the three-cut push on the dent; his side of the plate, the bulge growing toward the lens; slow motion on the spall cone; a reveal on the plate's three-petal hole.
- **FINAL IMAGE:** his peppered face beside the plate's hole, steel slivers standing out of the skin, smoking.
- **GORE:** XT face and chest stuck with smoking slivers, the left eye punctured, a petal in his throat, the pool · VH less · H dark peppering, no eye · M a spray of dark specks, a gash · L the spall is a puff of sparks in his face; he reels out cold, soot-faced, stars · VL sparks and a puff.
- **Staging:** stage58 picks the nearest metal cover (material metal) he can stand behind; OWED 'NO STEEL COVER' elsewhere. **Rounds:** 3 bursts (9).

### 7 · FORTUNE · LEGENDARY · forts, noon · ~9 s
- **CORE:** she sees her death in the crystal ball, all three rounds of it, and goes exactly where it shows her.
- **HOOK:** a fortune teller (victim role) with a crystal ball in her hands; she looks into it as Faris raises the gun, and the ball shows three flashes.
- **ARC:** in the ball (curved, upside down) she sees the first round take her hand; she pulls her hand away; the ball shows her ducking left; she ducks right instead, into the second; she clutches the ball to her chest; the ball shows her face; burst 3; the ball rolls out of her hands and away.
- **CAMERA:** inserts INSIDE the ball (a fisheye, upside down, the future playing a beat ahead of the real scene); a match cut each time the real scene catches up with the ball; the ball rolling to a stop as the final lens.
- **FINAL IMAGE:** the ball at rest; through it, upside down, her dead face; outside it, her hand without fingers.
- **GORE:** XT fingers off, the heart's apex (a spray over the ball), the eye socket; the ball streaked red · VH less · H dark · M dark gashes, she sits down, the ball rolls · L no wounds: each burst knocks her back a step, the ball shows stars, she faints · VL sparkles in the ball; she puffs, the ball rolls on alone.
- **Rounds:** 3 bursts (9).

### 8 · LAST RESORT · LEGENDARY · remake (DISARMED) · saloon · ~8 s
- **CORE (kept):** burst one takes the right arm, burst two the left; he looks at the stumps, at Faris; **new:** he still won't quit: he bites his pistol up off the floor and aims it with his head.
- **ARC:** burst 1, the right arm at the elbow; he draws with the left; burst 2, the left arm; he looks at both stumps, at Faris; he drops to his knees, bites the pistol's grip off the boards, swings his head to aim it; Faris lets him line it up; burst 3 through the slide into his teeth.
- **CAMERA:** the three-cut push per burst; the look at the stumps in two singles; the bite in macro; his aim with his head in a crooked two-shot down the pistol.
- **FINAL IMAGE:** his head on the boards with the pistol still in his teeth, the two stumps beside him.
- **GORE:** XT both forearms off (raw stumps, bone), the teeth shattered round the slide, the jaw exit · VH less · H dark stumps · M no limbs come off: each burst knocks an arm limp (dark gashes); he still bites the gun up; the last burst knocks him flat · L the bursts knock the guns out of his hands; he bites the pistol, Faris taps his forehead with the muzzle, he faints with it in his teeth · VL sparkles, puff, the pistol drops.
- **Rounds:** 3 bursts (9).

### 9 · PANORAMA · EPIC · rooftops, sunset · ~9 s
- **CORE:** a panorama sweep catches anything that moves more than once, and Faris moves.
- **HOOK:** a tourist (victim role) holds up his phone and starts a slow panorama of the sunset skyline (never a selfie), turning on the spot, the phone's guide arrow crawling.
- **ARC:** as the sweep turns, Faris walks round behind it so the phone catches him at the start, in the middle, and at the end of the sweep; on the screen the tourist sees three Farises; he lowers the phone; the real one is beside him; burst 1 into the phone hand (the phone flies, still sweeping), burst 2 chest, burst 3 throat as he looks for it; the phone lands and finishes the panorama on its own, smearing the falling man into a long red streak; then it plays the panorama back (the page's replay).
- **CAMERA:** over his shoulder on the phone screen (the live panorama strip filling); Faris's three positions in a high wide; the phone's own spinning POV as it falls; the playback.
- **FINAL IMAGE:** the phone in the gravel showing the stitched panorama (three Farises, then the red smear), his throat wound beyond it.
- **GORE:** XT the hand shredded, the chest and throat, the smear on the screen red · VH less · H dark · M dark gashes, the smear grey · L no wounds: the bursts knock the phone away and him off his feet, out cold, stars; the panorama ends on the sky (never his own face on the phone: rpg SAY CHEESE) · VL sparkles; the smear is a puff.
- **Rounds:** 1 burst (3).

### 10 · SILT-OUT · EPIC · Deep only · deep · ~9 s
- **CORE:** he kicks up the silt to vanish; every burst leaves three bubble trails that rise as curtains, and the curtains part round him.
- **HOOK:** on the seabed he stamps the silt into a brown cloud and disappears into it.
- **ARC:** Faris fires bursts into the cloud in a ring (each leaves three slow bubble lines rising like strings); the lines build a rising curtain; where he stands the curtain has a gap shaped by his body pushing the bubbles aside; he moves, the gap moves; Faris reloads (the drill, the empty block sinking) and puts the next burst into the gap.
- **CAMERA:** the brown-out; the bubble strings rising in slow motion; the gap found in a push-in; the drill under water.
- **FINAL IMAGE:** his red cloud threaded through the bubble lines, his open jaw wound in the gap.
- **GORE:** XT the shoulder, the jaw blown open, the cloud running through the curtain · VH less · H dark · M a thin dark cloud · L the burst knocks him back out of the silt out cold, stars in the bubbles · VL a puff of silver.
- **Rounds:** 6 bursts (18) with one drill.

### 11 · THE TRIANGLE · EPIC · map element (glass over a drop) · tower · ~8.5 s
- **CORE:** three rounds round him in the glass make three cracks, and three cracks that meet make a door.
- **HOOK:** he backs onto a window / a glass floor / a skylight, safe behind a drop he thinks Faris won't risk.
- **ARC:** Faris's burst goes into the glass round him in a perfect triangle, missing him; the cracks race and meet; the triangle pops out; he drops through it (out of the window, or down through the floor); the triangle of glass spins down beside him; the landing.
- **CAMERA:** a straight-on of the triangle forming (crack lines drawn in time); a fall with him and the spinning triangle; a crash on the landing.
- **FINAL IMAGE:** his folded body on the landing, a glass triangle standing in his back.
- **GORE:** XT the back broken over the ledge, the glass triangle in his back, the pool · VH less · H the glass a dark wound · M he lands hard, a dark gash · L he lands on his back out cold, stars, the glass triangle lying beside him · VL a puff on landing, sparkles off the glass.
- **Staging:** stage58: glass (OPENING window, BREAKABLE_LIGHT glass, a glass floor / skylight) with a DROP beyond; OWED 'NO GLASS OVER A DROP'. **Rounds:** 1 burst (3).

### 12 · THREE-LEGGED RACE · EPIC · multi (2) · backyard · ~10 s
- **CORE:** two men tied at the ankle run as one, and one of them stops.
- **HOOK:** sports day: two racers (victim role) tied ankle to ankle with a scarf hobble away from Faris in a three-legged race, in step, chanting.
- **ARC:** burst 1, the left man's knee: he goes down and drags his partner down; the partner hauls him up, they hobble; burst 2, the partner's back as he hauls; now the living man is tied to the dead one; he drags the corpse by the ankle, claws at the knot, pulls a pocket knife; burst 3 as he cuts.
- **CAMERA:** a low side track at ankle height on the tied legs; the fall in slow motion; his struggle with the knot in macro.
- **FINAL IMAGE:** two ankles bound in one bloody scarf, one leg still kicking.
- **GORE:** XT the knee shattered, the back's exit wounds, the head; the dragged corpse smears a red track · VH less · H dark · M dark gashes, no exits · L the bursts knock them over like skittles; tied together they lie out cold, stars · VL puffs; the scarf left on the grass.
- **Rounds:** 3 bursts (9). **Multi:** a real 2-victim multi-kill.

### 13 · PUNCH AND JUDY · EPIC · pinball · ~9 s
- **CORE:** "That's the way to do it!" He hides in a puppet booth and puts on a show, and the show goes on after he stops.
- **HOOK:** the puppeteer (victim role) casts a striped Punch and Judy booth from his hand ('thrust') and ducks inside; Punch and Judy pop up on the stage and mock Faris with a slapstick, in a squeaky swazzle voice.
- **ARC:** the puppets bash each other, wave, blow raspberries; Faris reads the canvas: the shape of a crouched man; burst 1 low into the canvas (the puppets jerk); burst 2 (Judy drops); Punch rises once more, slow; burst 3 through the stage curtain; the puppets slump over the stage, still on his hands.
- **CAMERA:** a proscenium two-shot (the booth like a stage, Faris in the stalls); the inside of the booth (his crouch, his hands up in the puppets); the slump.
- **FINAL IMAGE:** Punch and Judy slumped over the booth's stage, his blood running down the striped canvas from inside.
- **GORE:** XT chest, belly, face; the canvas soaked red from inside · VH less · H dark seepage · M a dark stain spreads, the puppets slump · L the bursts knock the booth over; he crawls out out cold, puppets still on his hands · VL sparkles; the puppets puff.
- **Rounds:** 3 bursts (9).

### 14 · KNOCK ON WOOD · EPIC · map element (wood) · canyon · ~8 s
- **CORE:** he says Faris will never hit him, and knocks on wood; the wood knocks back.
- **HOOK:** behind a wooden crate (a post, a door), he grins "never", and raps the wood three times for luck.
- **ARC:** Faris answers the three knocks with a burst into the wood exactly where his knuckles are: the rounds come through from the other side into his knocking hand; he stares at the hand; burst 2 into the wood at his chest height; burst 3 through the hole into his face.
- **CAMERA:** the knock in macro (three knuckle raps), the answer from Faris's side, the splinters bursting toward the lens from his side.
- **FINAL IMAGE:** his hand flat on the wood, splinters standing out of it, three holes above it with his face behind them.
- **GORE:** XT knuckles and fingers shredded, splinters through the hand, the chest, the face · VH less · H dark · M splinters as dark scratches · L the wood bursts in his face: he falls back out cold, splinters in his hair · VL sparkles of sawdust, puff.
- **Staging:** stage58: wood (BREAKABLE_LIGHT crate / planks / a wooden door / a wooden PILLAR or post); OWED 'NO WOOD'. **Rounds:** 3 bursts (9).

### 15 · TOURNIQUET · EPIC · base · ~9.5 s
- **CORE:** he does everything right, and it's still not enough.
- **HOOK:** burst 1 opens his left femoral; he goes down and does the drill perfectly: belt off, cinched high on the thigh, the bleeding stops; he looks up proud.
- **ARC:** Faris waits until it's tight; burst 2, the right femoral; he looks for a second belt, pulls his bootlace and ties off the right; it holds; burst 3, the groin, above both.
- **CAMERA:** a close on his hands working the belt; a two-shot as he looks up; the bootlace in macro; the third burst in the three-cut push.
- **FINAL IMAGE:** his lap brimming red between the two tourniquets, his hands still on the lace.
- **GORE:** XT both femorals jetting until tied; the groin does NOT jet (ARTERY is RESTING; the tourniquet is the exemption): it wells up quietly and fills the bowl of his lap between the tied thighs, rising while he watches it, then overflowing down both sides · VH less · H dark jets · M dark wounds, no jets; he ties them anyway · L the bursts knock his legs out; he ties a belt round his trouser leg, Faris taps his helmet, he faints · VL sparkles; he puffs mid-knot.
- **Rounds:** 3 bursts (9).

### 16 · THREE IN A ROW · RARE · map element (a wall) · clock · ~8 s
- **CORE:** noughts and crosses: one burst is three in a row.
- **HOOK:** he chalks a noughts-and-crosses grid on the wall (a `s.pullOut` chalk), puts his O in the middle square and stands with his head in front of it.
- **ARC:** he chalks two more O's, mocking; Faris doesn't draw; one burst along the middle row, through his left eye, the bridge of his nose and his right eye; his head slumps into the middle square.
- **CAMERA:** flat on the wall like a game board; his chalking; the burst as a straight line of three across the board.
- **FINAL IMAGE:** his head in the middle square, the chalk row drawn through by his blood.
- **GORE:** XT both eyes and the bridge blown out, the row of exit holes in the wall behind · VH less · H dark · M three dark marks, he slumps · L the burst knocks the chalk from his hand and him out cold against the wall, stars · VL sparkles along the row.
- **Staging:** stage58: a WALL behind him; OWED 'NO WALL'. **Rounds:** 1 burst (3).

### 17 · POLLY · RARE · pirate · ~8 s
- **CORE:** the parrot keeps talking after he stops.
- **HOOK:** a pirate (victim role) with a parrot on his shoulder taunts Faris; the parrot repeats every taunt: MISSED ME! MISSED ME!
- **ARC:** burst 1 knocks the parrot off its perch (feathers, the bird unharmed, flapping); burst 2 chest; burst 3 neck; the parrot lands on his chest and keeps squawking MISSED ME.
- **CAMERA:** two-shot with the bird in the foreground; the parrot's head tilting at Faris; the final on the bird.
- **FINAL IMAGE:** the parrot on his chest squawking MISSED ME, red on its feathers.
- **GORE:** XT chest and neck, the bird spattered · VH less · H dark · M dark gashes · L he's knocked out; the parrot pecks his nose, stars · VL sparkles, the parrot flies off with his hat.
- **Rounds:** 3 bursts (9).

### 18 · TIFFIN · RARE · kitchen · ~7.5 s
- **CORE:** a stacked lunch tin is three tins, and a burst is three rounds.
- **HOOK:** he lobs his tiffin bomb (the real item) at Faris.
- **ARC:** Faris's burst splits the tiffin in the air, one round a tin: rice, dal, and the charge; the charge tin drops back at his own feet; the beep; the blast.
- **CAMERA:** the lob in slow motion, the three tins parting in a vertical stack, a crash on the charge at his feet.
- **FINAL IMAGE:** his legs gone below the knee in rice and dal, the tiffin's lid spinning to a stop.
- **GORE:** XT both legs off below the knee, food and blood · VH less · H dark · M a blast of smoke, dark burns, he flies back · L he's blown back out cold, covered in rice, stars · VL sparkles and a puff of steam.
- **Rounds:** 1 burst (3).

### 19 · GLASS EYE · RARE · cage · ~7.5 s
- **CORE:** he taps his glass eye at Faris: he's not scared of losing an eye.
- **HOOK:** a scarred brawler knuckles his glass eye (tink tink) and grins.
- **ARC:** round 1 of the burst hits the glass eye: it shatters out; rounds 2 and 3 through the empty socket.
- **CAMERA:** the tap in macro; the burst in slow motion (the eye bursting); the halves rolling.
- **FINAL IMAGE:** the glass eye's halves on the floor looking up, the socket with two holes behind it.
- **GORE:** XT the socket and the brain's exit · VH less · H dark · M a dark socket, he drops · L the glass eye pops out and bounces; he faints, stars · VL sparkles.
- **Rounds:** 1 burst (3).

### 20 · PARTY POPPER · RARE · retro · ~7.5 s
- **CORE:** he celebrates too soon.
- **HOOK:** thinking Faris is down, he pulls a party popper: POP, confetti.
- **ARC:** through the falling confetti Faris's burst comes, parting it in three clean tunnels; chest, chest, mouth mid-cheer.
- **CAMERA:** the pop in macro; the confetti cloud in slow motion with the three tunnels; the settle.
- **FINAL IMAGE:** him on his back, confetti settling on his open eyes and into his mouth wound.
- **GORE:** XT chest and mouth, confetti in the blood · VH less · H dark · M dark wounds · L out cold under the confetti · VL a confetti puff.
- **Rounds:** 1 burst (3).

### 21 · AWNING · RARE · map element (BOUNCY awning) · rooftops · ~7 s
- **CORE:** the awning would have broken his fall.
- **HOOK:** he jumps off the edge for the awning below.
- **ARC:** Faris's burst cuts the canvas as he lands on it; he tears through onto the ledge / bins below.
- **CAMERA:** down the drop; the canvas splitting in three strips; the landing.
- **FINAL IMAGE:** his broken neck in the torn canvas, the shin bone out.
- **GORE:** XT neck, compound shin · VH less · H dark · M a hard landing · L out cold in the canvas · VL puff.
- **Staging:** stage58: BOUNCY (awning) over a DROP; OWED 'NO AWNING'. **Rounds:** 1 burst (3).

### 22 · TRIP · COMMON · base · ~7.5 s
- **CORE:** the game's real thrown-gun trip: a gun skidding low and fast takes your feet, and you go down face first.
- **HOOK:** he charges Faris with his knife out as Faris's last burst goes wide; Faris presses the trigger on an empty gun and the game throws it.
- **ARC:** the rifle leaves Faris's hands low and spinning, skids along the floor (sparks off the stone, the speed streak); TRIP! it takes his shins at a full run; he goes over face first, the knife still in his fist under him; he doesn't get up.
- **CAMERA:** low on the floor with the skidding gun; the contact burst and the TRIP! word; his fall in slow motion; a crash on the landing.
- **FINAL IMAGE:** face down, his own knife's handle under his chest, Faris's rifle spinning to rest beside his boots.
- **GORE:** XT the blade under the breastbone to the hilt, up into the heart, the pool spreading from under him · VH less · H dark · M he lands on the knife flat (a dark gash), winded · L tripped, faceplants, out cold with stars, the knife skittering away · VL puff.
- **Death:** IMPALE (RESTING): the exemption is the concept: the trip onto his own blade. **Rounds:** 2 bursts (6) + the throw.

### 23 · SLEEVES · COMMON · saloon · ~7 s
- **CORE:** you take your jacket off for a fistfight, not a gunfight.
- **HOOK:** he wants it with fists: he shrugs his jacket off his shoulders, and his arms are trapped behind him in the sleeves.
- **ARC:** the burst while he's pinned in his own jacket; he falls face first without a hand to stop him.
- **FINAL IMAGE:** face down, arms bound behind him in the jacket like a straitjacket.
- **GORE:** XT chest, throat, the face split on the boards · VH less · H dark · M dark gashes · L out cold face down · VL puff.
- **Rounds:** 1 burst (3).

### 24 · GUARD UP · COMMON · cage · ~7.5 s
- **CORE:** the guard that can't stay up.
- **HOOK:** he crosses his forearms in front of his face.
- **ARC:** burst 1 breaks both forearms (they flop); he raises them again, broken; burst 2 through the flopping arms into his face; burst 3 the brow.
- **FINAL IMAGE:** his dangling broken forearms crossed over his smashed face.
- **GORE:** XT radius and ulna snapped (bone through skin), nose and cheek, brow · VH less · H dark, bone x-ray only · M the arms flop (dark bruises) · L knocked out behind his guard · VL puff.
- **Rounds:** 3 bursts (9).

### 25 · SIDE-ON · COMMON · atrium · ~8 s
- **CORE:** a burst's rounds fly 65 ms apart, about a metre and a half, and he's sure he can slip between them.
- **HOOK:** Faris lays bursts across the gap he has to cross (a doorway, between two pillars, past a wall's end): trains of three streaks crossing in front of him; he watches, counts the rhythm with his head, turns side-on and sucks in his gut.
- **ARC:** he steps into the gap inside a burst, between round one and round two: slow motion: round 1 takes the tip of his nose; round 2 slits his shirt and the skin across his belly; round 3 takes two fingers of the hand he forgot to tuck in; he's through; he turns, grinning, square-on to gloat; burst 2.
- **CAMERA:** a top-down diagram moment (the three streaks and his side-on body as a line, like a crossing); a 0.1x ramp through the gap, the streaks passing millimetres from him; a reverse on his grin; the second burst wide.
- **FINAL IMAGE:** him against the far pillar, the belly slit open, the nose tip and two fingers lying in the gap behind him.
- **GORE:** XT the nose tip, the belly slit opening (the gut showing), two fingers, then chest ×2 and the throat · VH less · H dark · M the first burst leaves dark grazes; the second knocks him flat · L the rounds tear his shirt, he makes it through and faints with relief · VL sparkles where the rounds pass; he puffs on the far side.
- **Rounds:** 2 bursts (6).

### S1 · skin-classic SILENT FILM · COMMON · saloon · ~8 s
- **CORE:** the kill as a hand-cranked silent picture: grain, flicker, an organ, intertitles.
- **ARC:** title card; the villain twirls his moustache (victim role); intertitle "YOU'LL NEVER TAKE ME ALIVE"; the burst in three flickering frames; intertitle "AS YOU WISH"; the film burns through from his chest.
- **FINAL IMAGE:** the frozen frame of him in the dust, blood black, the film burning through from his chest.
- **GORE:** XT black blood, the chest; VH less; H grey; M dark marks; L he faints dramatically (hand to brow); VL a puff.

### S2 · skin-taped KEYHOLE · RARE · base · ~8 s
- **CORE (the wear):** the taped barrel is cracked, and every round comes out tumbling.
- **ARC:** the tape flaps; the burst's rounds turn end over end in flight (a slow motion of three tumbling slugs); they go in sideways.
- **FINAL IMAGE:** three keyhole-shaped wounds across his chest, the tape flapping on the barrel above.
- **GORE:** XT palm-sized ragged exits · VH less · H dark · M dark slots · L knocked flat by a slap of tumbling rounds · VL puff.

### S3 · skin-camo TRAIL CAM · EPIC · backyard · ~8.5 s
- **CORE:** a camo trail camera on a tree takes three-shot bursts when something moves; tonight it photographs a kill.
- **ARC:** Faris straps the camera to a tree (or its own stake: a cast); night; IR stills, three per trigger, with timestamps: the victim creeping past; again: Faris behind him; again: the burst (still 1 the flash, still 2 the impact, still 3 him falling at the lens).
- **FINAL IMAGE:** the last IR still on the camera's screen: his face, open-eyed, at the lens, the timestamp.
- **GORE:** XT the IR stills show black blood spraying · VH less · H dark · M a dark smear · L he's knocked out in the stills · VL a puff in the last still.

### S4 · skin-cartoon IN PURSUIT · EPIC · forts · ~9 s
- **CORE:** a cartoon chase where every freeze-frame names the species.
- **ARC:** he runs with cartoon legs; FREEZE: caption "COWARDUS MAXIMUS"; burst; FREEZE: "HOLEYUS"; he keeps running, cartoon holes in him; burst; FREEZE: "LEAKIUS"; burst 3 is real; FREEZE: "EXTINCTUS".
- **FINAL IMAGE:** the last freeze-frame: him in a real red mess under the caption.
- **GORE:** XT the last burst real (knees, spine, head) · VH less · H dark · M dark · L cartoon throughout, he ends out cold with stars, caption "SNOOZUS" · VL puff, caption "POOFUS".

### S5 · skin-ice NO TRACE · LEGENDARY · temple · ~8.5 s
- **CORE:** the perfect murder: ice rounds that melt.
- **ARC:** the ice burst goes in and never comes out; frost blooms spread on his skin from each hole; his breath fogs from inside; he stiffens; then the frost melts as he dies and the holes weep meltwater.
- **FINAL IMAGE:** the three clean holes weeping pink meltwater into a puddle with nothing in it.
- **GORE:** XT frost then pink meltwater, the skin blackening at the holes (FROSTBITE) · VH less · H dark · M grey frost marks · L frozen stiff, falls over like a plank, thaws, stars · VL a sparkle of frost.

### S6 · skin-neon LUMINOUS · LEGENDARY · tower, night · ~8.5 s
- **CORE:** in the dark the only thing you can see is his glowing watch.
- **ARC:** lights out (the map's night); Faris's neon gun glows; the victim hides in black and thinks he's invisible; the green dial on his wrist glows; Faris aims at the glow; burst 1 the wrist; burst 2 above it; burst 3 the face lit by the dial as he lifts it to look.
- **FINAL IMAGE:** the dial glowing on his limp wrist in the dark, lighting his face.
- **GORE:** XT wrist, chest, face lit green · VH less · H dark · M dark · L knocked out, the watch still glowing · VL puff, the glow drifting off.

### S7 · skin-gold PODIUM · MYTHIC · atrium · ~9 s
- **CORE:** gold, silver, bronze.
- **ARC:** Faris casts a three-step podium ('sweep'), stands on the top step; the beaten man is on the third; the anthem; Faris's gold burst from the top step down: the heart (the round leaves a gold-rimmed wound), the sternum (silver-rimmed), the belly (bronze-rimmed); the red runs down from each like a medal ribbon.
- **FINAL IMAGE:** his chest on the third step: three metal-rimmed wounds with red ribbons running down.
- **GORE:** XT the three wounds pump down like ribbons · VH less · H dark ribbons · M dark rims · L three bursts leave three shiny round dents on his chest plate (no wounds) and he keels over off the step · VL sparkle, puff. Gold stays off his face. No medal is ever handed over and nobody sulks (golden RUNNER-UP owns those).

### MID-ROUND (each ≤ 3 s, single victim; full beat sheets at build)
- **m1 SHOOT!** (C): rock, paper, scissors, SHOOT: on SHOOT he throws paper; Faris's burst is the scissors: through the open palm, up the forearm, the throat. Final: his split hand still flat in 'paper'.
- **m2 WARM-UP** (R): the fighter's warm-up, finished for him. 0.0 he squares up and cracks his neck: left (crack), right (crack); 0.8 Faris's burst is the third crack: through the side of the neck (C3-C5), out the far side; 1.2-3.0 his head stays tilted at the angle of the stretch as he folds. Final: his head lolling at the angle of his last stretch. XT the neck blown through, the head hanging · M a dark gash, he drops · L the burst knocks his head the wrong way (a cartoon crick), out cold · VL puff. (Replaced THREE CUSHIONS: ruling, it was my smg BANK SHOT's core.) [old line follows, struck:] ~~
- **m3 SCOOPS** (C): a triple-scoop cone; scoop, scoop, scoop shot off; the third round through the cone into his open mouth. Final: the cone standing in his mouth like a party hat.
- **m4 FIDGET** (R): he spins a fidget spinner on his finger; the burst hits its three weights and spins it up to a blade that flies into his throat.
- **m5 PIERCINGS** (E): the burst takes his ear ring, nose ring and lip ring, each with what holds it. Final: the three rings on the floor in a row.
- **m6 LUCKY FOOT** (E): he kisses his rabbit's foot; the burst takes his foot. Final: his foot beside the rabbit's foot.
- **m7 ONE PUSH** (R): the drill is 4 clips, one push, and he puts his hand in the way of the push. 0.0 mid-reload (the cover open) he lunges and jams his hand into the open top of the gun; 0.3 Faris keeps pushing: click, the clip drives his fingers down, click, click, click (fingers crack, the bars light orange one by one); 1.1 the cover slams shut on the hand (CRACK); 1.3 his hand locked in the gun, Faris swings the muzzle up under his chin; 1.5 the burst; 2.0-3.0 he hangs off the gun by the trapped hand; Faris shakes him loose; the hand stays in the cover. Final: his hand still caught in the gun's top cover as his body drops away. XT the hand tears off at the wrist · M the cover clamps dark-bruised fingers; the burst knocks him flat · L the cover snaps on his fingers (cartoon swelling), he hops, out cold · VL puff. Not click-and-charge (ar TAC RELOAD): the drill itself is the trap.
- **m8 THE LIP** (L): he's safe on the ledge as long as there's ledge. 0.0 he stands toes-over on a high ledge out of reach, taunting; 0.3 a burst into the lip between his boots: three bites of stone; 0.8 he steps back, stiff; a burst bites under his heels; 1.3 he stands frozen rigid (no windmilling: sawedoff THE NUDGE) on the last sliver; 1.5 the third burst takes it; he drops straight down like a post; 2.3 lands feet first: both shins through the knees. Final: the ledge above with its row of bites, him folded below. stage58: a stone / concrete ledge over a DROP; OWED 'NO LEDGE'.
- **m9 TOE FLIP** (C): he flips his dropped gun up off his toe like a pro; the burst knocks it away mid-flip and he reaches for it. Final: the gun landing in his open palm, too late.
- **m10 AIRMAIL** (L): explosive barrels as the star. 0.0 he crouches between two explosive barrels, sure Faris won't fire near them; 0.4 Faris's burst into the FAR barrel; it goes off; 0.6 its blast throws the near barrel up spinning end over end, high; 1.4 he looks up; 1.7 it comes down on him and goes off on impact (a scorch star). Final: the barrel's steel hoop with its stencilled DANGER band collared round what's left of his neck, smoking (never boots: pump OUT OF HIS BOOTS / fists ONE PUNCH). XT the blast takes him apart below the chest, red mist, the hoop round his neck · H dark scorch, he's thrown · M soot, he's blown flat · L a cartoon black face, out cold · VL a puff of smoke. stage58: two EXPLOSIVE barrels near him (base, pirate, saloon has them); OWED 'NO BARRELS'. (Replaced SIGN-OFF: smg NO VACANCY's hanging sign.)
(Each mid's six levels are crafted at build, the same way as the films'.)

## 12 · Build order (after the ruling)
- Batch 1 (the page + its signature): the shell `58k_burst.html` (files `58k_w_burst*.js`), the shared burst rig (the 3-round burst at 65 ms, the cross-shaped flash, the orange-edged streak, the 4 CLIPS drill with the stripe, the empty-gun throw), THREE ON A MATCH, SEE NO EVIL, SPALL, FORTUNE.
- Batch 2: THE IRON LUNGS, THE PLAGUE CART (realms; registered in 58k_REALMS.md first), LAST RESORT.
- Batch 3: SNELL'S WINDOW, SILT-OUT (Deep), PANORAMA, THE TRIANGLE, THREE-LEGGED RACE, PUNCH AND JUDY.
- Batch 4: KNOCK ON WOOD, TOURNIQUET, the rares and commons.
- Batch 5: the skins, then the ten mids.
Each batch: beat sheets in the file header first; 0 errors at gore 5..0; a contact sheet with the last 1.6 s; the ledger lines (exact in-place edits only, re-read after).
