# PAGE PLAN · CLUSTER LOBBER (KILLPAGES-E, lane rebalance 24 Oct; built after GRAVFLIP: Layer 3, P3.E)
Written 24 Oct against the new brief, at the quality bar of `conv/laser.md`. **No code.**
- **Contents:**
  - 25 new kills + 7 skins;
  - the 1-2 multi-victim films;
  - 5 mid-round small kills;
  - 2 underwater films;
  - the old-finisher remakes.
- **Checked against:**
  - all 284 ledger lines;
  - `58k_TRAPS.md`, `58k_DEATHS.md`, `58k_REALMS.md`;
  - every builder's `_tools/conv/*.md` plan as of 15:00. Clashes I found there were given to their owners, noted per entry.

## The real move (dev repo: `WeaponDefs.cs` "cluster", `Projectiles.cs` StepProj / SplitCluster / Explode)
- **The gun:** "Splits into six bomblets mid-air."
  - Two-handed lobber with a drum feed and a muzzle ring.
  - Purple body `#8B3FD9`, orange accent `#FF8A1F`, sfx 'grenade_launcher'.
  - 3 shells, mag 1, reload 1.75 s, 1 shot / s, recoil 1.5.
  - Launch speed 9.5, gravity ×0.75: a real lob.
- **The shell:**
  - Fuse 0.75 s. Then it SPLITS mid-air: an orange glow and 'explosion_small'.
  - It also splits at once if it hits a FIGHTER (contact split).
- **Six bomblets per shell:**
  - Velocity is 0.4 × the shell's plus a random (±4, +1…5), so they burst UP and out like a shower.
  - Each has its own fuse of 0.55-0.95 s, so they pop one after another, never together.
  - They bounce off surfaces (restitution 0.48, 'grenade_bounce'), roll downhill and BONK off bodies (they bounce off a fighter without exploding).
  - They beep in their last 0.6 s ('fuse_beep', pitch 1.3).
  - A blocked or parried bomblet is reflected.
- **Each pop:** radius 0.8 m, 38 damage, knockback 6.2. Small and SHOVING: six shoves, staggered.
- **The game's kill cam already tracks the split point and every bomblet's path** (WeaponPaths). That's the replay material.

## The page's rule for deaths
EXPLODE / GIBS is RESTING. **No kill on this page is "he blew up."** The bomblets kill by what they do:
- they SHOVE (knockback into elements and hazards);
- they BREAK (the destruction tier: explosions break HEAVY things, such as doors, statues, crates, walls of crates);
- they BONK (a real 0.8 m bounce off a body);
- they POUND (concussion: lungs, ears, heart);
- they DIG, SPRAY and SPILL.
At EXTREME every film is brutal and wet. The bodies are broken by the world, not burst.

## Targets for a 25-kill page and how this plan meets them
| target | goal | the plan |
|---|---|---|
| rarity | 4·6·7·5·3 | C foxhole, popcorn, hexagon, bonk · R hinges, live-wire, staircase, one-for-the-road, flushed, spill · E divided, canopy, head-of-state, lap-of-honour, plaster-cast, cargo, hero-of-the-day · L one-in-a-thousand, liquefaction, hold-tight, fizz, wake-the-kraken · M the-minefield, the-belfry, facade |
| realms | 2-3 | THE MINEFIELD, THE BELFRY (+ THE HONEYCOMB on the gold skin) |
| victim roles | 5-6 | the soldier (foxhole), the hider (popcorn), the parachutist (canopy), the two brawlers (divided), the coward (hero-of-the-day), the barfly (one-for-the-road) |
| cast set pieces | ≤ 10 | 3: the victim's camo netting (NETTED, his cover), the bucket (SIT ON IT, s.pullOut), the parachute (CANOPY, the victim's own) |
| atmosphere | 4-6 | the minefield's white sky, the belfry's tolling dark, the monsoon (flushed), the dust (plaster-cast), the storm at sea (wake-the-kraken), the night (FIREWORKS) |
| rewind / replay | 1-2 | ONE IN A THOUSAND (the replay follows one fragment); FACADE (the Keaton gag replayed from the side) |
| death materials | 2-3 | petrify-plaster (plaster-cast), decay (the-minefield), corrode (spill) = 3 |
| organ moments | 3-5 | lungs (hexagon), heart (bonk), eardrums (depth-charge), the femoral artery (one-in-a-thousand) |
| breakable star | 2-4 | the door (hinges), the statue (head-of-state), the wall (facade), the crates (cargo) |
| multi-victim | 1-2 | DIVIDED (2), HERO OF THE DAY (2) |
| underwater | ≥ 2 | VENT, LAST BROADSIDE (plus FIZZ, whose Deep version blasts through the water) |
| works anywhere | enough | hexagon, bonk, divided, lap-of-honour, one-in-a-thousand, hero-of-the-day, the-minefield, the-belfry, foxhole (rubble variant): 9 |

Legend: range bands and gore columns as in `conv/laser.md`.

---

## COMMON

### cluster.foxhole · FOXHOLE · COMMON · victim role: the soldier
- **Concept:** a soldier's instinct is to get into the first shell hole, and the next five shells fill it.
- **Hook:** the shell splits overhead. Trained, he dives into the crater of the first pop like he was taught.
- **Arc:**
  - He's flat in the hole, hands over his helmet, safe.
  - The other five pop around the rim one after another, and each one throws its earth INTO his hole: a spade of dirt, then another.
  - He tries to dig out and the next one fills it again. By the fifth he's under.
- **Final image:** a smooth fresh mound with one gloved hand sticking out of it, fingers working, slowing, the last pop's smoke drifting over it.
- **Needs:** FLOOR.
  - Soft ground (lawn, sand, dirt, gravel, the Kitchen's flour drift) as built.
  - Hard floors get a crafted RUBBLE variant: each pop throws up cosmetic debris of that floor (planks and splinters, stone chips, tiles, grating bits) and it buries him the same way. It's cosmetic debris, which fades only after the film.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** silt instead of earth; he's buried in a slow silt fall.
- **Death:** DROWN / SINK / BURIED (OPEN, 6).
- **Gore ladder:**
  - XT: the earth turns red where he's under; one hand bleeding from the knuckles as it claws.
  - VH: 80%.
  - H: no knuckle wound, a dark stain in the earth.
  - M: clean earth, the hand.
  - L: the hand goes still with a little puff of dust.
  - VL: the mound puffs flat; only his helmet is left on top.
- **Uniqueness:** smg.brass-rain is buried in casings by the killer. Here his own shelter is filled by the blasts. No "buried alive" core in the ledger.

### cluster.popcorn · POPCORN · COMMON · victim role: the hider
- **Concept:** he hid inside something, and Faris lobbed the shell in after him.
- **Hook:** he jumps into the nearest CONTAINER (bin, barrel, crate, locker, well, outhouse, the Kitchen saucepan with its lid) and pulls it shut.
- **Arc:**
  - One high lob drops the shell straight through the gap. It splits inside.
  - Six pops rattle the container like popcorn in a pan, and every pop dents it OUTWARD in a new place, a fist-shaped bulge.
  - The container hops, then the lid pops off.
- **Final image:** a battered lumpy container, six bulges, smoke curling from every seam. A hand flops out over the rim; a single popped kernel of something rolls out (the Kitchen saucepan: real popcorn).
- **Needs:** CONTAINER inside 5 m of him. Otherwise skipped (owed).
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** a treasure chest or a wreck locker, with bubbles from the seams.
- **Death:** unseen, inside the container. The concept is the container (no gibs shown).
- **Gore ladder:**
  - XT: blood out of every seam and a red handprint on the rim;
  - H: dark seams;
  - M: smoke only, the hand limp;
  - L: the same;
  - VL: the container puffs out a cloud of dust and is still.
- **Uniqueness:** shrink's planned GROWN BACK uses a container too, but there the victim grows inside it. Different weapon, different mechanism. It is not pump.fish-in-a-barrel (water, shot).

### cluster.hexagon · HEXAGON · COMMON · organ moment: lungs
- **Concept:** six misses that meet in the middle.
- **Hook:** at the split the film freezes. The six bomblets hang round his head like planets round a sun. The camera turns once round him.
- **Arc:**
  - Time resumes. The six land in a near-perfect ring round him, a hexagon at arm's length, and pop. Each one misses him.
  - He opens his eyes, unhurt, and laughs.
  - Then the six shock waves meet at the centre, where he stands. He coughs pink froth: the blast lung, the overpressure that tears the lungs without a mark.
- **Final image:** him sitting down slowly in the middle of six scorched rings, a pink froth at his lips, still half-laughing.
- **Needs:** FLOOR. Works anywhere.
- **range** mid · **hazard** none · **air** yes (he can be mid-hop; he lands into the centre) · **victims** 1 · **Deep:** the six shocks are bubble rings that collapse on him.
- **Death:** organ: lungs (not a RESTING family).
- **Gore ladder:**
  - XT: pink froth, blood from the nose and ears;
  - H: the froth only;
  - M: a wet cough and he sits, eyes rolling;
  - L: he sits down dazed and tips over;
  - VL: a puff, stars, he tips over and fades.

### cluster.bonk · BONK · COMMON · organ moment: heart
- **Concept:** the bomblet didn't need to go off.
- **Hook:** one bomblet bounces up and BONKS off his chest (the game's real bonk off bodies) and skitters away to pop harmlessly behind him.
- **Arc:**
  - He glances down, annoyed, at a little scuff on his shirt.
  - Then his hand goes to his chest. It hit at the one wrong moment of his heartbeat (commotio cordis, a real thing), and his heart has stopped.
  - The heartbeat sound we have heard under the whole kill stops dead. He sits down, puzzled.
- **Final image:** him sitting against the nearest wall or post, hand on his chest, eyes open. The bomblet that killed him pops far off and nobody looks at it.
- **Needs:** FLOOR. Works anywhere.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** the bonk is slower, the heartbeat louder.
- **Death:** organ: heart (HEART is RESTING; this is its whole concept, and it looks unlike every earlier use: no organ shown, no wound).
- **Gore ladder:** no gore at any level by design.
  - XT: a bruise blooms on the chest where it hit;
  - M: no bruise;
  - VL: he fades in a puff while sitting.

## RARE

### cluster.hinges · HINGES · RARE · breakable star (the door, HEAVY tier)
- **Concept:** the door came to him.
- **Hook:** he backs against a wall, far from the bomblets. One has rolled against the heavy door across the room.
- **Arc:** it pops. The door (an OPENING; explosions break HEAVY things) tears off its hinges and flies flat across the room like a thrown playing card, straight at him.
- **Final image:** the door pinned flat against the wall at waist height, his arms and feet sticking out round its edges, the doorknob still turning slowly.
- **Needs:** OPENING (a door, a hatch, a shutter, a ship's door, a locker door) inside 8 m. Otherwise skipped.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** the wreck's cabin door glides across slowly; same image.
- **Death:** CRUSH / FLATTEN (OPEN).
- **Gore ladder:**
  - XT: blood spreading out from under the door's edges;
  - H: a dark seep;
  - M: no seep, the limbs twitch and still;
  - L: the same, with stars from behind the door;
  - VL: the door thumps the wall and a puff comes from behind it.

### cluster.live-wire · LIVE WIRE · RARE
- **Concept:** the shove found the current.
- **Hook:** he's dodging the bomblets near an ELECTRIC element (wires, a panel, an arcade machine, a lamp's cable, a socket bank).
- **Arc:** one pop shoves him backwards into it. He locks onto the live metal and the six fuses' beeps become the hum of the current.
- **Final image:** him sliding down the panel, smoking, hair on end. The panel's lights flicker back on behind him.
- **Kit:** s.electrocute from the element, skel 0, end 'crumple'.
- **Needs:** ELECTRIC inside 3 m.
- **range** mid · **hazard** electric · **air** yes · **victims** 1 · **Deep:** skipped.
- **Death:** ELECTROCUTION (OPEN).
- **Gore ladder:**
  - XT: cooked patches, smoking sockets;
  - H: the soot only;
  - M: smoke, hair up;
  - L: hair up and out cold;
  - VL: sparks and a puff.

### cluster.staircase · STAIRCASE · RARE
- **Concept:** the bomblets take the stairs faster than he does.
- **Hook:** on STAIRS / a SLOPE the six bounce down step by step, beeping a falling scale.
- **Arc:** he runs up against them, and one pop throws him back. He tumbles the whole flight end over end among the bouncing bomblets, a crack on every step.
- **Final image:** him at the bottom with his head bent under him, the last bomblet bouncing down after him and stopping against his cheek, beeping, then out.
- **Needs:** STAIRS / SLOPE (Temple Steps, Desert Forts ramps, Tower Block stairs, the saloon stairs).
- **range** mid · **hazard** fall · **air** no · **victims** 1 · **Deep:** skipped.
- **Death:** SPINE (OPEN).
- **Gore ladder:**
  - XT: an x-ray crack at the neck, blood from the scalp;
  - H: the x-ray;
  - M: he lands twisted, out cold;
  - L: the same, stars;
  - VL: a puff at the bottom.

### cluster.one-for-the-road · ONE FOR THE ROAD · RARE · victim role: the barfly
- **Concept:** slid down the bar like a glass of beer.
- **Hook:** he's leaning on a long counter (the saloon bar, the Kitchen counter, a long table, a desk).
- **Arc:**
  - A pop at the end of the counter shoves him flat onto it and down its whole length on his back, like a bartender sliding a drink.
  - Every glass and bottle on the bar bursts off ahead of him.
  - He shoots off the end.
- **Final image:** the swinging doors (or the nearest OPENING) flapping behind him as he lies face-down outside in the dust, his hat still sliding down the bar after him.
- **Needs:** a counter / long table / PLATFORM ≥ 4 m at waist height, plus an OPENING or open space past its end.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** skipped.
- **Death:** impact (nothing RESTING; the bottles are BREAKABLE_LIGHT set dressing, he isn't cut).
- **Gore ladder:**
  - XT: a red smear down the bar, glass in his scalp;
  - H: a dark smear;
  - M: beer foam, no blood;
  - L: the same, out cold;
  - VL: a puff outside the doors.

### cluster.flushed · FLUSHED · RARE · breakable (the tank)
- **Concept:** a ton of water with one way out.
- **Hook:** he hides in a low space: a pit, the foot of a stair, a trench, a narrow alley.
- **Arc:** Faris lobs the shell onto the LIQUID container above him (a rooftop water tank, a cistern, a vat, the Sunken Lab aquarium, the Kitchen sink). The pops burst it and the whole tank comes down into his hole in one wall of water.
- **Final image:** the hole filled to the brim and still, the water settling, his hat floating, and one last bubble.
- **Needs:** a LIQUID container above / beside a low space within 5 m.
- **range** mid · **hazard** liquid · **air** no · **victims** 1 · **Deep:** skipped.
- **Death:** DROWN (OPEN).
- **Gore ladder:**
  - XT: the water pinks;
  - M: clear;
  - VL: the bubble pops into sparkles.
- **Uniqueness:** pump.fish-in-a-barrel is a barrel he hides in, then shot. Here the water comes to him.

### cluster.spill · SPILL · RARE
- **Concept:** the drum he hid behind was full of acid.
- **Hook:** he hides behind a drum / tank of chemicals (the Sunken Lab tanks, Military Base drums, the Kitchen's bleach bottle as a BIG_PROP).
- **Arc:** a pop splits it. The acid sheets out over him and he screams as it eats in.
- **Final image:** a figure standing in a steaming green puddle, holes eaten right through him so the wall behind shows.
- **Kit:** s.corrode, kind 'acid', how 'splash'. CORRODE is PREFERRED, 0 uses.
- **Needs:** a chemical LIQUID / EXPLOSIVE drum tagged in the export. Otherwise skipped.
- **range** mid · **hazard** liquid (acid) · **air** no · **victims** 1 · **Deep:** skipped.
- **Death:** CORRODE.
- **Gore ladder:**
  - XT: the layered holes to the bone and see-through;
  - H: the holes stop at dark muscle;
  - M: his clothes dissolve in patches, he collapses steaming;
  - L: the steam;
  - VL: green fizz and a puff.

## EPIC

### cluster.divided · DIVIDED · EPIC · multi-victim film #1 (2 victims) · victim role: the two brawlers
- **Concept:** the bomblets don't kill them; they kill each other.
- **Hook:** two enemies are already fighting each other. Faris lobs one shell between them, and it splits three and three.
- **Arc:**
  - Each frantically kicks his three to the other's side, and the bomblets ping-pong between them, bonking off shins.
  - They grab each other by the throats, screaming.
  - The pops go off all round them and throw them across the floor, still locked together, neither letting go.
- **Final image:** the two lying in a scorched ring, each with both hands round the other's throat, dead. All six bomblets are spent round them; not one touched them.
- **Needs:** FLOOR. Works anywhere. **Plays only** on a real MULTI-KILL (2 victims from one attack).
- **range** mid · **hazard** none · **air** no · **victims 2** · **Deep:** the struggle is slower; they sink locked together.
- **Death:** HANG / NOOSE / STRANGLE (OPEN), mutual.
- **Gore ladder:**
  - XT: nails in, faces purple, bloody noses;
  - M: faces red, no blood;
  - L: they pass out locked together;
  - VL: they puff away together.
- **Uniqueness:** ice.cold-hands freezes her own hands on his throat. Here two men strangle each other while the explosives miss. No such core exists.

### cluster.canopy · CANOPY · EPIC · victim role: the parachutist
- **Concept:** the parachute caught the shell.
- **Hook:** he escapes off a DROP and his chute opens (his movement ability or his own cast prop, 'thrust').
- **Arc:**
  - Faris lobs high. The shell drops into the canopy and splits there, and the six bomblets roll round inside the silk like marbles in a sheet, beeping, while he looks up.
  - The pops shred it panel by panel.
  - The ruined chute wraps round him like a shroud, and he falls cocooned.
- **Final image:** the long fall of a silk-wrapped bundle past the camera, and the empty harness landing after it.
- **Needs:** DROP ≥ 8 m.
- **range** far · **hazard** fall · **air yes (required)** · **victims** 1 · **Deep:** skipped.
- **Death:** the fall.
- **Gore ladder:**
  - XT: red seeping through the silk on landing;
  - M: dust;
  - VL: the bundle puffs on landing.

### cluster.head-of-state · HEAD OF STATE · EPIC · breakable star (the statue, HEAVY tier)
- **Concept:** the statue had the last word.
- **Hook:** he poses on the steps under a great statue / bust / figurehead / gargoyle.
- **Arc:**
  - The six land round its neck and shoulders. The pops crack the stone, and the head tips forward, slowly, over him.
  - He looks up into the face of a stone hero.
- **Final image:** the giant stone head lying face-up on top of him, smiling serenely, his legs and one arm sticking out from under the chin.
- **Needs:** BREAKABLE_HEAVY statue (Temple Steps, Desert Forts, Atrium, Pirate Ship figurehead). Otherwise skipped.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** the galleon's figurehead, settling slowly.
- **Death:** CRUSH (OPEN).
- **Gore ladder:**
  - XT: a red pool spreading from under the head;
  - H: dark;
  - M: the limbs twitch and still;
  - L: the same;
  - VL: a puff from under the head.

### cluster.lap-of-honour · LAP OF HONOUR · EPIC
- **Concept:** the shell went down the back of his collar.
- **Hook:** the contact split happens inside his jacket.
- **Arc:**
  - Six pops inside his clothes throw him round the arena like a let-go balloon: off a wall, up into the ceiling or sky, along a platform, through a hanging sign.
  - Each pop sends him in a new direction, a full lap of the map.
- **Final image:** he lands sitting exactly where he started, at Faris's feet: clothes shredded, hair standing up, smoking. He opens his mouth to say something, a puff of smoke comes out, and he tips over flat.
- **Needs:** FLOOR + any WALL / CEILING. Works anywhere; the lap route is read from the real elements.
- **range** pointBlank-close · **hazard** none · **air** yes · **victims** 1 · **Deep:** a slow, bubbling, spiralling lap.
- **Death:** impact (cumulative), with nothing RESTING on show: no gibs, the pops are inside the cloth.
- **Gore ladder:**
  - XT: burns showing through the rags, blood from the nose;
  - M: the rags and the smoke;
  - L: out cold;
  - VL: he puffs away with a squeaky deflating sound.

### cluster.plaster-cast · PLASTER CAST · EPIC · death material: plaster
- **Concept:** the wall he hid against came down on him as dust.
- **Hook:** he flattens himself against a WALL.
- **Arc:** the six pop along its face. The plaster / render / stone skin of the wall sheets off in a white avalanche of dust that pours over him and sets.
- **Final image:** a white plaster statue of a cowering man against the bare wall. Faris knocks on it, and a hollow knock echoes.
- **Kit:** s.petrify stone 'marble' re-coloured to plaster, from 'head', end 'stay'.
- **Needs:** WALL / PILLAR within 2 m.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** silt sets round him into a sandstone figure.
- **Death:** PETRIFY (PREFERRED).
- **Gore ladder:** bloodless by design.
  - XT: his eyes still move inside the cast for a beat;
  - M: no;
  - VL: the statue crumbles into a little heap of white dust.

### cluster.cargo · CARGO · EPIC · breakable star (the crates)
- **Concept:** buried in what was in the crates.
- **Hook:** he takes cover behind stacked crates / containers / shelving.
- **Arc:** the six land on and round the stack. The pops burst the crates one after another, and the stack collapses forward over him, pouring out its cargo.
- **Final image:** him under a hill of whatever the crates held, one hand still holding a single orange:
  - oranges and cans (Crate Canyon);
  - sandbags and helmets (Military Base);
  - flour and sugar cubes (Kitchen);
  - rum bottles (Pirate Ship).
- **Needs:** a stack of crates / BREAKABLE_HEAVY containers.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** the galleon's cargo spills slowly.
- **Death:** CRUSH / BURIED.
- **Gore ladder:**
  - XT: juice and blood mixing out of the pile;
  - M: juice;
  - VL: the pile puffs.
- **Uniqueness:** minigun dropped TREASURE HOARD because burial in brass belongs to smg.brass-rain. CARGO buries him in the ELEMENT's own contents, not in the killer's casings.

### cluster.hero-of-the-day · HERO OF THE DAY · EPIC · multi-victim film #2 (2 victims) · victim role: the coward
- **Concept:** he made his buddy the hero.
- **Hook:** the six land between two allies. The coward shoves his buddy face-down onto the cluster to smother it.
- **Arc:**
  - The buddy jumps six times with muffled thumps, smoke out of his collar. No gore shows; it's the classic heroic silhouette.
  - The coward, relieved, gets up and dusts himself off.
  - The last muffled thump flips the buddy's body over onto him and pins him under the dead weight.
- **Final image:** the coward's legs kicking out from under his dead buddy, slower, still.
- **Needs:** FLOOR. Works anywhere. **Plays only** on a real MULTI-KILL (2 victims from one attack).
- **range** mid · **hazard** none · **air** no · **victims 2** · **Deep:** the bodies drift together.
- **Death:** buddy: internal (muffled, never shown); coward: CRUSH / suffocation (OPEN).
- **Gore ladder:**
  - XT: blood seeps from under the buddy;
  - M: smoke only;
  - VL: two puffs.
- **Uniqueness:** human shields belong to ar.human-shield, but that's friendly fire THROUGH a held body. Here a buddy is shoved onto a grenade, and it's the dead body that crushes the coward. This would be the coordinator's call if they see it as too close.

## LEGENDARY

### cluster.one-in-a-thousand · ONE IN A THOUSAND · LEGENDARY · replay #1 · organ moment: the femoral artery
- **Concept:** of all the shrapnel in the air, one piece.
- **Hook:** the six pop all round him and he walks out of the smoke without a scratch, arms out, laughing.
- **Arc:**
  - A thin red line runs down the inside of his thigh. He looks down; it's pumping.
  - REPLAY (the page's replay #1: 'film' look, a telestrator ring that follows ONE fragment): the six pops in bullet time, a cloud of a thousand fragments. The camera finds the one, follows it through the cloud past his hand and his hip, and watches it nick the femoral artery and fly on.
  - Back to real time. He sits down in a red spray.
- **Final image:** him sitting in a perfect clean ring of untouched floor among six scorch marks, legs out, one hand pressed to his thigh, very pale, still smiling a little.
- **Needs:** FLOOR. Works anywhere.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** the fragment slows in the water; the red unspools in a long ribbon.
- **Death:** ARTERY / FOUNTAIN (OPEN), femoral, not the throat trap.
- **Gore ladder:**
  - XT: the fountain, the pool;
  - H: 60%;
  - M: a dark stain spreading down his trouser leg, no spray, and he goes pale and folds;
  - L: he faints;
  - VL: he sits and puffs away. The replay plays at every level.

### cluster.liquefaction · LIQUEFACTION · LEGENDARY
- **Concept:** six shocks turn wet ground into quicksand (soil liquefaction, a real thing).
- **Hook:** on wet soft ground (a rain-soaked lawn, sand, mud, a beach, silt), the six pop round him.
- **Arc:**
  - None of them touch him, but the ground ripples. Under his feet it turns to liquid and he sinks: ankles, knees, waist.
  - He reaches for anything. Faris squats at the edge of the firm ground and watches.
- **Final image:** a smooth wet surface, a hand going under, then the ground setting firm again over him with a little shiver. A bubble breaks.
- **Needs:** soft FLOOR (ground). Hard floors: skipped.
- **range** mid · **hazard** liquid (the liquefied ground) · **air** no · **victims** 1 · **Deep:** the seabed silt.
- **Death:** DROWN / SINK (OPEN).
- **Gore ladder:**
  - XT: a blood-thick bubble as he goes under;
  - M: clear;
  - VL: sparkles.
- **Uniqueness:** foxhole is buried by thrown earth, from above. Here the ground itself turns to liquid and swallows him, from below. Different mechanism and different image.

### cluster.hold-tight · HOLD TIGHT · LEGENDARY
- **Concept:** a flag in a hurricane.
- **Hook:** as the six beep, he grabs a pole / railing / ladder / rigging / lamp-post (CLIMBABLE or a rail) with both hands so the blasts can't throw him.
- **Arc:**
  - They don't throw him; they try to. One after another the pops' knockback blows his body out horizontal like a flag, and he holds on.
  - His arms stretch, the tendons standing out of his shoulders like cables.
  - Each pop pulls harder, until the strands snap one by one.
- **Final image:** his two hands still gripping the pole and the rest of him lying a few metres away.
- **Kit:** s.tendonRip armF / armB with dir = the blast vector. TENDONS is PREFERRED, 2.
- **Needs:** a CLIMBABLE / rail / pole inside 1.5 m.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** the shocks pull more slowly, the strands longer.
- **Death:** TENDONS STRETCH.
- **Gore ladder:**
  - XT: the strands and the snap;
  - H: as XT, darker;
  - M: no limb comes off: his grip fails at the last pop and he's thrown, arms dislocated and limp;
  - L: thrown, out cold;
  - VL: thrown, puff.
- **Uniqueness:** laser.hold-on is saving herself from a drop. Here he holds against the blast wind, and the image is the hands left on the pole.

### cluster.fizz · FIZZ · LEGENDARY · organ moment: lungs (drowned in foam) · reworked 24 Oct: explosives FIZZLE in water outside The Deep (World.Explode / Projectiles), and that is the joke
- **Concept:** in water the bomblets don't go off; they fizz, and six fizzing bomblets make a lot of foam.
- **Hook:** the opening is not a dive. RPG's THE SAFEST PLACE opens with a dive into water, so the first pop on the bank SHOVES him backwards into the nearest LIQUID (a pool, the sea off the deck, a tank, the Kitchen sink). The other five bounce in after him.
- **Arc:**
  - They hiss and fizzle like six giant effervescent tablets: duds, the real fizzle. He surfaces laughing, splashing them away.
  - But the fizz doesn't stop. The water turns to a roaring froth that climbs the walls of the pool, pours over him and fills his mouth.
  - He can't find air in the foam.
- **Final image:** a pool brimming with white foam, perfectly still, one hand sticking up out of it, and a last bomblet bobbing on top, still fizzing.
- **The Deep (native):** there the real blasts do go off underwater as bubble shocks. Each squeezes him, fish go belly-up round him, and he floats up among them, a red thread from each ear. Same title, the map's real rule.
- **Needs:** LIQUID ≥ 1.5 m deep within 4 m of him, or UNDERWATER.
- **range** mid · **hazard** liquid · **air** no · **victims** 1.
- **Death:** DROWN (OPEN). Organ moment: the lungs filling with foam (land) / the eardrums (The Deep).
- **Gore ladder:**
  - XT: pink foam where he went under (land), red ear threads (The Deep);
  - VH: 80%;
  - H: a pink tinge;
  - M: white foam only;
  - L: he's found floating out cold in the foam;
  - VL: the foam pops into sparkles over the empty pool.
- **Uniqueness:** no foam or fizz death anywhere. pump.fish-in-a-barrel is shooting into water he hid in.

### cluster.wake-the-kraken · WAKE THE KRAKEN · LEGENDARY · CREATURE
- **Concept:** six bangs in the sea wake what lives under it.
- **Hook:** the bomblets bounce overboard / into the deep water.
- **Arc:**
  - Their pops boom under the surface, and the CREATURE rises (the Pirate Ship's kraken; in The Deep, the shark).
  - A tentacle slides up over the rail behind him while he laughs at Faris. It coils round his waist and pulls.
- **Final image:** his fingernails dragging two lines down the deck boards to the rail, and the water closing over the tentacle.
- **Needs:** CREATURE. Otherwise skipped.
- **range** mid · **hazard** liquid · **air** no · **victims** 1 · **Deep:** the shark comes up out of the dark instead.
- **Death:** DROWN, taken by the creature.
- **Gore ladder:**
  - XT: the suckers tear his shirt and skin;
  - M: only his shirt;
  - VL: a splash, and he's gone.

## MYTHIC

### cluster.the-minefield · THE MINEFIELD · MYTHIC · death realm · death material: decay
- **Concept:** the click under your foot, forever.
- **Hook:** a bomblet rolls under his boot. CLICK. It doesn't go off.
- **Crossing (new):** the click hangs in the air. The colour drains out of the arena from his foot outward, and the map becomes a grey field under a white sky.
- **The realm:**
  - Thousands of people stand perfectly still across the field. Each has one foot pressed on a mine, trembling, sweating, faces wet, some for so long they're skeletons still standing on their mines.
  - Nobody can lift their foot.
- **Arc:**
  - He stands among them.
  - A time-lapse: clouds race, seasons turn, grass grows round his boots, and he ages and rots standing (s.decay, end 'dust'), never lifting his foot.
- **Return (new):** in the real arena only a little pile of grey dust and his empty boots are left, one boot still pressing the bomblet. It finally beeps, and fizzles: a dud.
- **Needs:** FLOOR. Works anywhere.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Death:** DECAY (new kit, 0 uses).
- **Realm registry:**
  - the look (grey minefield, the standing dead each on a mine) is untaken;
  - it avoids the recurring "everyone already killed" element (they're strangers);
  - the crossing and return are new.
  - Logged to `58k_REALMS.md` when built.
- **Gore ladder:** the realm horror stays full at every level.
  - XT: the rot to the bone, flies;
  - H: the rot without bone;
  - M: he greys and withers to dust, no rot;
  - L / VL: he fades to dust.

### cluster.the-belfry · THE BELFRY · MYTHIC · death realm
- **Concept:** six pops become the six strokes of a death knell.
- **Crossing (new):** each pop rings like a bell instead of a bang, and with each stroke the arena's walls climb into the black stone shaft of a bell tower.
- **The realm:**
  - Thousands of great bells hang in the dark, swinging. Every bell's clapper is a dead man hanged inside it by the neck, his head striking the bronze on every swing. The tolling never stops.
- **Arc:**
  - A rope drops round his neck from the dark and hauls him up into an empty bell.
  - The bell begins to swing.
- **Return (new):** the last toll fades. In the real arena his body swings gently from the nearest overhead anchor (a beam, a hook, a lamp chain), his face bruised from the bronze, and a single bell-note hums out.
- **Needs:** FLOOR + an overhead anchor for the return. With none, the return lays him on the floor under a faint, fading circle of bell-shaped shadow.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Death:** HANG / NOOSE (OPEN).
- **Realm registry:** bells as a centrepiece, the hanged clappers, the toll crossing and the swinging-body return are all untaken. pistol.the-pendulum (a swinging lamp) is not a realm.
- **Gore ladder:** the realm stays full at every level.
  - XT: the bronze bloodied with every stroke;
  - M: no blood, the bruises;
  - VL: the swinging body fades on the last note.

### cluster.facade · FACADE · MYTHIC · breakable star (the wall) · replay #2
- **Concept:** spared by an inch, then closed like a book.
- **Hook:** the six land along the foot of a tall wall facade (a building front, a crate wall, a big shutter) beside him.
- **Arc:**
  - The pops tear its base, and the whole wall falls flat toward him.
  - He's standing exactly in the frame of its window opening, so it lands round him and he stands untouched in the hole.
  - REPLAY (replay #2: a side angle on the miracle, the 'cctv' look) shows by how little.
  - He laughs and steps out of the window frame onto the fallen wall.
  - The last bomblet is under the slab. Its pop flips the whole wall back up on its bottom edge like a page turning, and it slams down the other way, over him, closed like a book.
- **Final image:** the wall face-down on the floor, closed, and one hand poking out of its window opening, waving weakly.
- **Needs:** a breakable WALL / facade / shutter with an OPENING in it (Tower Block, Desert Forts, Military Base, saloon front). With no opening the first fall is a near miss along its edge instead.
- **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** the galleon's hull plank wall, in slow motion.
- **Death:** CRUSH (OPEN).
- **Gore ladder:**
  - XT: blood squeezing out round the slab's edges;
  - M: dust jets;
  - VL: a dust puff and the hand.
- **Uniqueness:** pump.dodge brings a tower column down. smg.house saws a balcony down onto him. FACADE is the falling-house-front stunt gag (unnamed reference) with a second fall that closes it, a different arc.

---

## SKINS (7)
Every skin family was grepped across the ledger and every conv plan.

1. **CLASSIC · SIT ON IT** · COMMON
   - Concept: the oldest bomb gag there is. He slams a bucket (s.pullOut, in-story) over the last beeping bomblet and sits on it, arms folded, smug.
   - Arc: the pop launches him and the bucket straight up together. The camera waits a long beat on the empty spot.
   - Final image: he comes back down head-first into the bucket, which jams on his head; he's upside down, legs twitching in the air.
   - Death: SPINE (OPEN).
   - Classic families avoided: handshake, cap on the stump, early countdown, head that keeps turning, twinkle launch, heads down, flippers, and the classic lines on every other page.
2. **TAPED · SPRUNG** · RARE
   - Concept: the taped drum spring lets go.
   - Arc: as Faris fires, the worn tape holding the drum snaps, and the drum spins like a revolver cylinder and fires ALL THREE shells at once (the real ammo 3). Eighteen bomblets in a fan. The victim stares up at a sky full of beeping dots.
   - Final image: the combined shove of eighteen pops picks him up and carries him on a wave of smoke into the nearest hazard (a DROP, LIQUID or the far WALL), and the empty drum rolls to Faris's boot.
   - Death: the hazard (fall / drown / impact).
   - Taped families avoided: tape on the victim, mags, box, silencer, repair race, leak (beam), yo-yo, new head, butterfingers, flashlight.
3. **CAMO · NETTED** · EPIC
   - Concept: he hides under camo netting he casts over himself (his cover, 'thrust').
   - Arc: the six land ON the net and roll into the sag right over his face, six beeping lights an inch above his nose through the mesh. The pops tear the net loose and it wraps him like a caught fish.
   - Final image: a bundle of camo netting rolled tight on the floor, one hand through the mesh, still.
   - Death: HANG / STRANGLE (in the net).
   - Camo families avoided: bushes, hunter's trap, wielder blending, invisible, cardboard decoy, push-ups, copycat, forward observer, gargoyle.
4. **CARTOON · THE MIME** · EPIC
   - Concept: the bomblets bounce off a mime's invisible box.
   - Arc:
     - He mimes a box round himself. The cartoon bomblets really do bounce off its invisible walls and pile up on its invisible roof.
     - With each pop the box shrinks. He presses his palms against the walls closing in, a silent mime routine of terror, until he's folded into a cube.
   - Final image: a neat little cube of mime with white gloves sticking out, and Faris politely applauding.
   - Kit: s.cube (matter kit) / CRUSH-CUBE.
   - Cartoon families avoided: walking on air, card fans, living bullet, flip book, accordion, painted tunnel, plugged, CRISPY, LUMPS.
5. **ICE · SIX FRAMES** · LEGENDARY
   - Reworked from FROZEN GEYSER, which read like thammer.skin-ice STILL LIGHTNING (a crystal column).
   - Concept: the ice cluster's six pops take six frames of him in ice.
   - Arc:
     - Each ice pop flash-freezes the air round him into a clear shell of the exact pose he's in, a flinch caught in ice.
     - He tears himself out of each shell just as the next pop comes, leaving a staggered trail of hollow ice casts of himself behind him, like shed skins or a stop-motion strip.
     - The sixth pop catches him still inside.
   - Final image: a line of six clear ice casts of a man flinching across the floor, five of them empty, the last with him frozen inside, eyes open.
   - Death: FROSTBITE / frozen solid (it never shatters).
   - Ice families avoided: carving, curling, icicle, blood spikes, under the ice, snow globe, brain freeze, snowman, STILL LIGHTNING (no column, no sky, no tap, no limb snap), and the ice gun's statues.
   - pistol.firing-squad leaves frozen copies of FARIS aiming at posts. Here the casts are the victim's own fleeing poses, in real ice, and hollow.
   - Gore ladder:
     - XT: red frost inside the last shell where his skin tore free of each one;
     - VH: 80%;
     - H: pink frost;
     - M: clear ice, no tearing;
     - L: he's frozen out cold;
     - VL: the last shell sparkles, and the trail of empty casts is the final image.
6. **NEON · FIREWORKS** · LEGENDARY
   - The remake of the old FIREWORKS (EXISTING); see D.
   - Concept: the neon cluster bursts as a real fireworks display: peony, willow, crossette, palm, a ring shell, in neon colours.
   - Arc: the victim, a fireworks lover, stands face-up, lit pink, green, violet, open-mouthed with joy. The willow's slow trailing embers settle over him like a weeping willow of light.
   - Final image: he crumbles where he stands into the grey ash of a burnt-out sparkler.
   - Death: DUST / ASH (OPEN).
   - Neon families avoided: game / HUD conceits, blacklight, glow stick, strobe ×2, moth, motel sign, St Elmo's fire.
7. **GOLD · THE HONEYCOMB** · MYTHIC · death realm
   - Concept: six cells of gold.
   - Crossing (new): the six pops leave six gold hexagons on the floor, which spread into honeycomb under him.
   - The realm: a vault of golden honeycomb where the dead lie sealed in wax cells under honey, glowing amber, and the hum of a hive the size of a cathedral.
   - Arc: he sinks into a cell of honey; the workers cap it over him in wax.
   - Return (new): a slow golden drip from the nearest overhang in the real arena, and his body glazed in honey, a single bee crawling on his lip.
   - Death: DROWN in honey (gold as the realm's look; no new material).
   - Gold families avoided: bribe flesh, tomb, kintsugi, auction, mint, coronation ×2, idol, bling, the beam's MOTHER LODE.
   - The realm look is untaken (no hive or honey anywhere in the ledger or registry).

## A · MID-ROUND SMALL KILLS (5 × ≤ 3 s)
Lob, split and pop fit in ~2.5 s.
1. **OVERBOARD**
   - A single pop shoves him off the nearest DROP head-first.
   - Final image: the last bomblet left alone on the edge, beeping, then popping harmlessly.
   - Death: the fall. Needs DROP.
   - Unlike sawedoff.the-nudge (prodded to the lip, windmills, laughs): no windmill, no laugh, one shove.
2. **WHIPLASH**
   - A bomblet pops right behind his head as he ducks; the shove snaps his neck forward and he drops like a sack.
   - Death: SPINE. Works anywhere.
   - Gore ladder: XT an x-ray crack; M a thud, out cold; VL stars.
3. **HOT FOOT**
   - A bomblet wedges in the tread of his boot. He hops, stamps and shakes it; it pops; he's launched spinning and lands face-first, out.
   - Death: impact. The boot smokes; no foot loss at any level (LIMBS OFF is RESTING).
   - Works anywhere.
4. **BINNED**
   - A pop throws him head-first into the nearest CONTAINER (bin, barrel, pot); he's stuck legs-up, kicking, and the kicking slows.
   - Death: suffocation. Needs CONTAINER.
   - Unlike POPCORN: he isn't hiding, he's thrown in, and the image is the legs.
5. **CROWNED**
   - The shell lands on his crown before it splits: the contact split, on his head.
   - He's knocked cold standing, and the six bomblets cascade off his shoulders and pop round him like a salute as he falls.
   - Death: concussion (no wound shown). Works anywhere.
   - Unlike BONK: the heart vs the head, a bomblet vs the shell.

## B · MULTI-VICTIM
DIVIDED + HERO OF THE DAY = 2, the cap. Every other cluster film is single-victim.

## C · UNDERWATER (The Deep), 2 bonus films
I dropped KELP (ar.md plans KELP, a strangle in the kelp) and TREASURE (minigun dropped it as smg.brass-rain's burial).
1. **VENT** · EPIC
   - Concept: the six bubble shocks crack the seabed, and a hydrothermal vent bursts open under him.
   - Arc: a column of black scalding water. He's caught in it, scalded white, skin sloughing in the current.
   - Final image: a black smoker chimney rising where he was, his pale shape drifting off its top.
   - Death: PEEL / scald (OPEN).
   - Gore ladder: XT the slough; M the whitening only; VL the bubbles.
2. **LAST BROADSIDE** · LEGENDARY
   - Concept: the bomblets roll into the sunken galleon's old cannon, and the pops fire it one last time.
   - Arc: a cannonball travels in slow motion through the water, with a bubble trail, into him.
   - Final image: him folded over the cannonball on the seabed, the cannon mouth smoking bubbles.
   - Death: CRUSH.
   - Needs: the wreck's cannon (BIG_PROP / EXPLOSIVE). Otherwise skipped.

## D · OLD FINISHER REMAKES (`38_fin_kills.js`: cluster FIREWORKS (EXISTING), CHAIN REACTION (NEW))
- **FIREWORKS (EXISTING):** remade as the **NEON skin FIREWORKS** above.
  - It keeps the old's lob straight up and the bomblets raining down one after another round him.
  - The old's last-one-under-him explosion (EXPLODE, RESTING) becomes the neon willow's embers settling and the burnt-out-sparkler crumble.
  - The in-game finisher retires when this page ships (K4.9).
- **CHAIN REACTION (NEW proposal):** the bomblets go off in order down a line, taking a leg, the other leg, an arm. That's LIMBS OFF (RESTING) plus an ordered, count-like walk. **Not remade.**

## Flags for the coordinator
1. **Bedsheet ghost clash:** RULED 24 Oct: beam SHEETS keeps the bedsheet ghost; sawedoff TRICK OR TREAT changes.
2. **HERO OF THE DAY vs ar.human-shield:** RULED 24 Oct: distinct; HERO OF THE DAY stays here.
3. **Ice skin FROZEN GEYSER vs thammer STILL LIGHTNING:** RESOLVED 24 Oct: FROZEN GEYSER is reworked into SIX FRAMES (see the skins list); no crystal column is left on this page.
4. **DEPTH CHARGE vs the water rule:** RESOLVED 24 Oct: explosives fizzle in water outside The Deep, so DEPTH CHARGE is reworked into FIZZ (the land version opens unlike rpg THE SAFEST PLACE's dive).
