# CONVERSION SHEET + PLAN · FISTS (`58k_fists.html` + `58k_w_fists.js`, built by KILLPAGES-D, now owned by KILLPAGES-I) · 12 built → 25 (no skins)
P0.10, written 24 Oct against the rewritten brief. The conversion half changes no code: P2.1 applies it once P0.4 (gore ladder), P0.6 (def fields), P0.7 (`s.el`) and P1.1 (map switcher) land. The plan half is what I build next: the 5 MID-ROUND kills first (P2.3 is released), then the 13 new kills + the AIR JUGGLE rework.

**Fixed rule for every adaptation (brief §0):** an adapted version must be as crafted, as long and as gory at EXTREME as the original. Where a map gives a different material, the kill gets its own crafted variant of the beat, never a cheaper fallback.

## Legend
- **Range** (gap at the killing hit): pointBlank ≤ 1.5 m · close 1.5-4 m · mid 4-10 m · far > 10 m. Fists are almost always pointBlank / close: the lead-in closes the gap with real moves.
- **The real move:** every lead-in and killing hit is a real `Fighter/Moves.cs` move with its own startup / active / recovery / lunge (parsed into `KD.GM` in the lane file) and the real `FighterCombos.cs` strings (RISING DRAGON, FLURRY, FREIGHT TRAIN, KNEE TRAIN, GIANT SWING, SWEEP & STOMP, METEOR...).
- **Gore columns** (brief §6): XT is the built version. Each kill gets a crafted line per gore beat for H / M / L / VL (VH = all anatomy at ~80% blood, stains fade, no screen splatter; listed only where it changes more).
  - Common to every kill, never repeated below: MEDIUM pools fade fast; at LOW / VERY LOW realms and atmosphere stay at full strength; every VERY LOW body ends in a puff fade-out with dust / sparks / stars instead of blood; the dry sound layers follow P0.12.
- **Deep** = The Deep (underwater all match: 0.22 gravity, bodies float, no sinking, explosions are bubble shocks). **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Mirror:** the engine mirrors every kill. Text, numbers and the gold plate never mirror (ONE PUNCH's hit panels and stat card, THE PLAN's numbered blueprint and clock, STOP HITTING YOURSELF's lettering, SEVEN POINTS' constellation order).

## Summary (built kills)
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| one-punch | M | backyard (open night sky) | FLOOR + a backdrop to tear (sky, or the wall / window behind him) | pointBlank | none | no | 1 | adapts |
| the-mirror | M realm | rooftops (rain puddle) | FLOOR (a puddle: rain eased in, or the map's water / spill) | pointBlank | none | no | 1 | adapts (the surface's underside) |
| ninth-circle | M realm | castle stones | FLOOR | close | none | no | 1 | adapts |
| hook-hall | L realm | backyard (night sky) | FLOOR + open sky \| CEILING / rafters for the hook | pointBlank | none | yes | 1 | adapts |
| re-entry | L | castle + a tall painted sky | FLOOR + open sky (no CEILING over him) | pointBlank | none | yes | 1 | skip |
| the-plan | L | saloon | FLOOR | pointBlank | none | no | 1 | adapts |
| stop-hitting-yourself | L | rooftops (rain) | FLOOR | pointBlank | none | no | 1 | adapts |
| seven-points | L | backyard (night sky) | FLOOR + sky or a window / ceiling for the stars | close | none | no | 1 | adapts |
| heartstrings | E | castle | FLOOR | pointBlank | none | no | 1 | adapts |
| spineless | E | saloon | FLOOR | pointBlank | none | no | 1 | adapts |
| one-inch | E | saloon (cast barrels + shelf) | FLOOR + WALL behind him (or the cast set alone) | pointBlank | none | no | 1 | adapts |
| ~~air-juggle~~ | E | rooftops | **REWORKED → FREIGHT TRAIN** (no air juggle: speedsabre.pinball owns it; no head keepy-uppy: laser.keepy-uppy owns it) | | | | | |

**Multi-victim:** none built; the plan adds one (COCONUTS, 2 victims), keeping the page within 1-2.
**Works anywhere** (FLOOR only, after conversion): the-plan, stop-hitting-yourself, heartstrings, spineless, one-inch (cast set), ninth-circle, the-mirror (with eased-in rain), one-punch (the tear takes whatever is behind him). Eight, plus most of the plan's new kills.
**Spectacle on the full 25 (brief §1):** realms 3 (built: the-mirror, ninth-circle, hook-hall; no more) · replays 2 (built: one-punch replay, the-plan rewind) · victim roles 6 · cast set pieces 2 · organ moments 5 · multi-victim 1 · underwater 2.

---

## fists.one-punch · ONE PUNCH · MYTHIC
- **Built on** the backyard at night: the jab's shockwave tears a ragged starfield lane through the sky behind him and flattens the grass.
- **Needs:** FLOOR ≥ 6 m; a backdrop behind the victim for the tear.
- **range** pointBlank · **hazard** none · **air** no (the twelve-hit string needs both on the ground) · **victims** 1.
- **Adapts (the tear takes what is behind him; one crafted tear per kind):**
  - open sky (Backyard, Rooftops, Castle, Desert Forts, Military Base surface, Temple, Pirate deck, Clock Tower exterior): as built, the star lane.
  - a WALL / backdrop indoors (Saloon, Tower Block, Atrium, Sunken Lab, Cage): the lane is punched through the wall itself in a long tapering tunnel, brick / plank / steel peeled back along it, the night outside visible down the tunnel.
  - Kitchen: the lane tears across the giant tiled backsplash and through the window, the giant kitchen's sky beyond.
  - Retro Desktop: the lane tears the desktop wallpaper open onto black with a scatter of pixels round the rip.
  - Deep: the shock is a lane of bubbles and parted water racing away into the dark; the red mist is a slow red cloud; the kelp flattens instead of the grass.
- **Gore ladder:**
  - twelve hits for zero damage: all levels the same (no gore).
  - red mist from the fist outward: H 60% density, darker · M he is blown out of frame whole, flying down the lane, a dark streak · L the same with stars, a cartoon whoosh · VL he disappears in a burst of sparks and dust down the lane.
  - the replay at 1/100: follows the level of the shot it replays.
  - the torn sky / wall: all levels the same (the final image).

## fists.the-mirror · THE MIRROR · MYTHIC · death realm
- **Built on** the rain-soaked rooftops: he falls into a rain puddle and his reflection pulls him under into THE HALL OF REFLECTIONS.
- **Needs:** FLOOR with a puddle. On dry maps the trigger eases rain in (atmosphere, motivated: the clouds break as the palm lands) and the puddle forms in a dip under him; on wet maps the map's own water is used (Sunken Lab's ankle water, Kitchen's flooded counter, the Forts oasis edge).
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - stone / roof / boards: as built, the puddle in the nearest dip.
  - Kitchen: a spilt glass of water on the counter becomes the puddle; the hall's mirrors are giant chrome kitchenware reflections (same realm look, crafted variant of the ceiling light).
  - Deep: no puddle under water. His reflection is in the underside of the sea's surface above him, a silver ceiling; the reflection's hands reach DOWN out of it, and he is pulled UP through the surface into the hall (the camera barrel-rolls up instead of down). The return: under the surface, his reflection pounds on it from above.
  - realm, return and the hall: unchanged everywhere.
- **Gore ladder:**
  - jaw broken (teeth): H dark teeth, 60% · M the jaw knocked crooked, no teeth, a dark bruise · L a cartoon jolt, stars.
  - knee snapped: H x-ray only · M he drops to the knee, no snap shown · L he hops on one leg, stars.
  - ribs cracked (x-ray): H as built (x-ray only) · M no x-ray: a white shock ripple across his chest · L the ripple, a wheeze.
  - the shards cutting him apart (head, arm, torso): H the cuts dark, 60% · M the shards fall round him like a cage and pin his clothes; he hangs there out cold · L the same with stars · VL the shards fall and he puffs out between them.
  - every mirror cracking black, the reflection pounding under the puddle: all levels the same (horror stays).

## fists.ninth-circle · THE NINTH CIRCLE · MYTHIC · death realm
- **Built on** the castle stones: a side kick freezes his boots; COCYTUS.
- **Needs:** FLOOR.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts (the frost climbs whatever floor he stands on):** stone (as built), boards (frost ferns along the grain), metal (rime and a ringing creak), tile (Kitchen: frost through the grout), canvas (The Cage: the canvas stiffens white), sand (Forts: the sand glazes to ice). Deep: the water round him freezes into the lake from his boots outward, bubbles caught in it.
- **Gore ladder:**
  - the frozen head shattering into red-cored chunks: H the cores dark, 60% · M the hammer fist cracks the ice off his head; he's left frozen to the neck in the lake, out cold, frost on the lashes · L the same with a ring of stars frozen in the air · VL the ice shatters into sparkles and he's gone.
  - the blood blooming inside the ice: H dark · M none · L none.
  - the headless body sinking to the dead: M / L the whole body sinks, intact, eyes shut · VL it fades as it sinks.
  - the faces of the dead in the ice: all levels the same (grey, never gory).
  - the melting ice block and pink meltwater: M clear meltwater · L clear, he slumps out asleep.

## fists.hook-hall · HOOK HALL · LEGENDARY · death realm
- **Built on** the backyard at night: a meat hook drops out of the night sky.
- **Needs:** FLOOR + something above for the hook to come from: open sky (as built) or a CEILING / rafters / truss (indoor maps: the hook drops out of the dark between the rafters; The Cage: from the lighting truss; Atrium: through a ceiling hatch).
- **range** pointBlank · **hazard** none · **air** yes (the uppercut launches him; an airborne victim is simply caught higher) · **victims** 1.
- **Adapts:** the return (his legs fall back down, the empty hook comes down for a look) comes from the same place the hook came from. Kitchen: the hook drops from the pendant-lamp chain. Deep: the hook comes down through the water on its chain, slowly, trailing bubbles; the legs drift down instead of falling.
- **Gore ladder:**
  - the hook biting into his back: H dark wound · M the hook catches his jacket collar, no wound · L the same, he dangles kicking.
  - the liver shot, spat blood: H 60% · M a dry gasp · L stars.
  - the spine snapped backwards round the hook: H x-ray crack · M he's bent back over the hook, winded, no snap · L the same, X eyes.
  - the belly tearing, the guts rope: H dark guts, 60% · M no guts: the flurry knocks him out; he swings limp · L the same, stars.
  - the waist cut by the super kick, legs into the gutter: H dark cut, insides as dark wounds · M the super kick knocks him off the hook into the gutter whole and he slides into the dark with the line · L the same · VL he puffs off the hook.
  - his skinned carcasses on the line: H as built but darker · M / L / VL the carcasses become hanging sackcloth bundles with his face painted on (the horror holds, the gore goes).
  - the return: his legs falling: M / L his whole body falls back out of the sky, out cold · VL the empty hook only.

## fists.re-entry · RE-ENTRY · LEGENDARY
- **Built on** the castle under a tall painted sky (a camera-relative curve of the world).
- **Needs:** FLOOR + open sky over the victim (no CEILING within ~6 m). Indoor maps (Atrium, Tower Block rooms, Sunken Lab, the tunnels): skipped (owed), unless the fight is on a roof / deck / open surface of that map (Tower Block roof, Military surface, Pirate deck, Clock Tower exterior, Temple top).
- **range** pointBlank · **hazard** none (he comes back down as a meteor; not a hazard death) · **air** yes · **victims** 1.
- **Adapts:** the crater takes the floor's material (stone chips, splintered deck boards, a dented steel roof, sand glass at the Forts, cracked counter tiles in the Kitchen); the sky painter takes the map's sky (night city for the Rooftops / Tower Block, desert stars for the Forts, the sea for the Pirate Ship). Deep: skip (no sky).
- **Gore ladder:**
  - burning and flaking embers in the fall: H dark embers · M he glows but stays whole · L he comes down as a smoking cartoon comet.
  - the crater, the blackened hand, the ash: H as built · M he lands in the crater whole, soot-black, and a hand rises out and gives a weak thumbs-down before flopping · L the same with stars · VL the meteor lands in a puff and the crater is empty.

## fists.the-plan · THE PLAN · LEGENDARY
- **Built on** the saloon. **Needs:** FLOOR (works anywhere). **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:** the blueprint overlay re-draws over whatever arena (its chalk lines trace the real floor and walls). Deep: the fight is slowed by the water; the clock still reads 3.20 because the plan accounted for it (the blueprint shows a little wave glyph); the knife floats out of the boot.
- **Gore ladder:**
  - knee snapped backwards: H x-ray · M he drops to the knee · L a hop and stars.
  - elbow snapped, the knife spins away: H x-ray · M the elbow knocks the knife away, the arm numb · L the same.
  - the haymaker: skull cracked, brain bulging, the eye out on its nerve: H dark wound, no brain shape, the eye shut and swollen · M a heavy knockout, the head snapping round, no wound · L the same, stars · VL a puff on the contact frame, PLAN 3.20 · ACTUAL 3.20 still stamps.
  - the ghost match + stamp: all levels.

## fists.stop-hitting-yourself · STOP HITTING YOURSELF · LEGENDARY
- **Built on** the rain-soaked rooftops (rain is atmosphere, eased in on any map). **Needs:** FLOOR. **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:** without rain he's laid on the floor's material (dust, boards, tiles); the top-down rest keeps the rain only where the map has it. Deep: the torn arm swings slowly through the water, every blow a bubble burst.
- **Gore ladder:**
  - the elbow turned the wrong way: H x-ray · M the arm twisted behind him, no break.
  - the arm torn off at the shoulder, tendons: H dark stump, strands dark · M **no limb comes off:** Faris twists the arm behind his back and makes him punch himself with his own fist, still attached, the same five real punches · L the same, stars on each · VL the same, a puff on the last.
  - the dead hand's hammer fist takes the skull top: H dark, no brain · M a knockout with the own-fist · L stars.
  - laid with his arm across his chest, pat pat: all levels (at M / L / VL his own attached arm is folded across his chest).

## fists.seven-points · SEVEN POINTS · LEGENDARY
- **Built on** the backyard at night (seven stars in the sky). **Needs:** FLOOR + somewhere the seven stars can light: the sky; indoors, the window / opening nearest him, or seven pinpoints on the ceiling; Retro Desktop: seven pixels on the wallpaper. **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts:** Deep: seven glowing specks in the dark water above him light in the dipper's shape; the burst is a red cloud that hangs; the seven points hang in the water.
- **Gore ladder:**
  - the swelling (veins, trembling): H as built · M swelling without veins, sweat · L he puffs up like a cartoon balloon.
  - the burst into rags and red rain: H 60%, darker rags · M **no burst:** on the seventh step he drops like a stone, every point flaring at once, and lies still · L the same, X eyes · VL he pops into seven sparks that become the seven stars.
  - the seven points in the air under the seven stars: all levels.

## fists.heartstrings · HEARTSTRINGS · EPIC
- **Built on** the castle with a spotlight. **Needs:** FLOOR. **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:** the spotlight is a theatre light that eases in on any map (where the map has a lamp / LIGHT element it comes from that). Deep: the strings float in loose curves between tugs; the heart beats out little red clouds.
- **Gore ladder:**
  - the cross through the sternum, the ribs snapping open: H dark wound · M the cross knocks the breath out of him (a white shock ripple); no wound.
  - the heart out on four arteries: H dark heart and strings · M **no organs:** a red ribbon of light runs from his chest to Faris's fist (his heartbeat made visible, pulsing), and he's worked by it the same way · L the same, the ribbon pale · VL the same, sparkles along it.
  - the squeeze, the burst, cut strings: H dark · M Faris closes his hand and the ribbon snaps; he drops · L the same, X eyes · VL a puff.

## fists.spineless · SPINELESS · EPIC
- **Built on** the saloon. **Needs:** FLOOR + room for Faris to walk round behind him. **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:** Deep: he drifts boneless instead of heaping; the head on its spine sways slowly like seaweed.
- **Gore ladder:**
  - head and spine pulled, disc by disc: H dark discs, 60% · M **no spine:** Faris pulls him up by the head into a full nelson and folds him; he goes limp, boneless-looking, and is dropped in a heap, out cold · L the same, stars · VL a puff in the heap.
  - the head still mouthing please: H as built · M he mumbles please, half-conscious, in the heap · L snoring Zs.

## fists.one-inch · ONE INCH · EPIC
- **Built on** the saloon: Faris inks a stack of whisky barrels and a bottle shelf behind him (castInk 'point', back hand, straight line, centre landing).
- **Needs:** FLOOR + a WALL behind him for the spray (or the cast set alone). The cast set takes a material per map: whisky barrels + bottles (saloon, Pirate, Desert), crates + jerrycans (Military, Crate Canyon), lockers + bottles (Tower Block), giant spice jars (Kitchen), specimen jars (Sunken Lab), icons + a window (Retro Desktop). **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:** Deep: the cone is a jet of bubbles and debris through the water, the barrels burst into slow clouds.
- **Gore ladder:**
  - the see-through chest hole: H dark rim · M no hole: a white shock ring goes through him and out of his back.
  - the back blown out, the cone of gibs and bone: H dark, 60% · M the cone is whisky, glass and splinters only · L the same · VL dust and corks.
  - he folds straight down like an empty suit: all levels (L: out cold, X eyes; VL: puff as he folds).

## fists.air-juggle → **FREIGHT TRAIN** (rework; see the plan, section B1)
The built AIR JUGGLE stays in the file only until FREIGHT TRAIN replaces it on the page; its id becomes `freight-train`.

## CONVERSION CODE TASKS (P2.1, after P0.4 / P0.6 / P0.7 / P1.1 land)
1. **Def fields on all 25:** `needs`, `range`, `hazard`, `air`, `victims` exactly as the tables.
2. **Elements:** every plate position (the castle stones, the rooftop puddle, the saloon barrels, the backyard sky) goes through `s.el(kind, {near, side})`, with the per-kill fallbacks above.
3. **Kill-cam UI text moves to the recap:** the KILL CAM stamp, title / name / rarity cards. Story text stays: ONE PUNCH's combo panels, stat card and OK.; THE PLAN's blueprint, clock and PLAN · ACTUAL stamp; STOP HITTING YOURSELF lettering; SEVEN POINTS' subtitle; HOOK HALL's painted station numbers and LINE 9 sign.
4. **Gore ladder** wired through `K58.gore` / `s.gore` with each crafted lower-level path above.
5. **Mirroring:** the readable text and number orders above.
6. **Sound:** every cue kept; dry layers per P0.12.


# FISTS PLAN (new rules) · the AIR JUGGLE rework + 13 new kills → 25
Rarity after the plan: MYTHIC 3 (built) · LEGENDARY 5 (built) · EPIC 7 (heartstrings, spineless, one-inch + FREIGHT TRAIN, MONUMENT, JACKPOT, KNOCK THE STUFFING OUT) · RARE 6 (THE BRINK, SLAM DUNK, HIT ME, KIDNEY STONES, COCONUTS, KEELHAULED) · COMMON 4 (DEATH MASK, UP TOP, ACID REFLUX, HITCHHIKER). No realms (the page has its three), no more replays (two built).
**Re-planned 24 Oct (evening) against the 16:37 DEATHS count, KIT-BODY's pre-review and a fresh sweep of the ledger + TRAPS + every `conv/*.md`; all 13 are LEDGERED (`fists.*` lines under FISTS).** Swapped out, and why:
- THE GARROTTE (GUTS RESTING, a hanging) → **MONUMENT** (PETRIFY, the page's one).
- SPARE RIB (RIBS RESTING) → **JACKPOT** (GOLD / COINS).
- MERRY-GO-ROUND (the giant swing's spin-and-release is scythe.carousel's movement) → **THE BRINK** (still the page's hazard film; a suplex at the edge).
- BONEBREAKER (its idea IS the spine folded backwards, SPINE RESTING; with the death re-crafted nothing of it is left) → not remade; **KIDNEY STONES** (CRYSTALS) takes the slot.
- GRIN (torn cheeks = JAW RESTING, and the grin image is owned twice) → **HIT ME** (the victim-role slot; IMPLODE → HOLLOW 'pores' + 'blow' after the clash check).
- MAN-SHAPED HOLE (FREIGHT TRAIN already punches a man-shaped hole in a pane) → LEFT HANGING (ROT) → **UP TOP** (JIGSAW; the coordinator's clash check: rotting standing is pump.mid-curtain-call).
- THE RAIL (a third throat on the page) → **ACID REFLUX** (CORRODE).
- KEELHAULED keeps its idea with a DROWN death (PEEL RESTING); HITCHHIKER boils in a vent plume (LIQUEFY 'boil', KIT-BODY's pick; JIGSAW went to UP TOP); DEATH MASK prints PAPER / PAINT (no flaying); COCONUTS stays a SKULL exemption with no skull ever shown (a coconut clop, not a bell: hammer.high-striker rings a bell with a skull).
- Also dropped while planning: PLAYING DEAD (ar.playing-dead + TRAPS), INFINITE (a video-game glitch death: smg LAG SPIKE; and ONE PUNCH's combo stats), ARM WRESTLE (sawedoff.md), a handshake (smg SHAKE HANDS), DEAD ARM (the schoolyard line is STOP HITTING YOURSELF's), SHAKE ON IT / a forearm kept in Faris's hand (pump.cuffed).
Every lead-in and killing hit is a real Moves.cs move or FighterCombos.cs string. The two underwater kills are built on The Deep's export (P1.1 live).

## B1 · FREIGHT TRAIN · EPIC (replaces AIR JUGGLE) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** one punch the whole length of the map: the game's FREIGHT TRAIN string ends in the Superman Punch, and in the kill cam the punch never stops.
- **Hook:** carried on Faris's fist like a cow-catcher through everything in the way, each harder than the last: glass, wood, iron (swept into the line by Faris's hand in the trigger: s.pane, s.fence 'picket', s.door 'iron'); the glass and splinters stay in her, and her drips fall behind in a dotted line like railway sleepers.
- **Final image:** looking back down the line from the wall: the man-shaped hole in the pane, the gap in the fence, the door off its hinges, the dotted sleepers joining them, and her slumped at the foot of the cracked wall where Faris has just pulled his arm out.
- **Death:** cut to ribbons by the glass and studded with splinters (KIT-BODY's swap: no ARTERY, it is RESTING). Ladder: XT / VH cuts, drips, a smear down the stone · H dark, fewer drips · M shards and splinters in the clothes, no blood, a dusty scuff for the sleepers · L out cold, stars · VL a puff at the wall.
- **needs** FLOOR run ≥ 6 FH + a WALL behind the victim (else: skip, owed) · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts later (P1.1): a slow carry, a cone of bubbles ahead of the fist, the wreck's hull.
- **Gold name:** the kit's random break words are muted (they could land on Faris's name tag); our own words are set low at the floor.

## B2 · MONUMENT · EPIC (replaces THE GARROTTE) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** the perfect uppercut deserves a monument: the KO is set in marble at its best frame, in mid-air, standing on the stone arc of its own spray.
- **Hook:** the hit-stop on the uppercut never ends: it turns to stone. (The fists page's one petrify, films and mids together; limp in the air on its own spray, never a landed or athletic pose: pump.mid-stuck-the-landing.)
- **Arc:** the real Jab, Jab and Uppercut (LAUNCH!) lift him off his feet, head snapped back, arms flung, a spray of blood, spit and sweat arcing off his mouth to the floor; at the top marble runs from his chin along his bones and down the arc; he stays up there on it; Faris lands, walks round him, casts a plinth with a plaque (THE PERFECT UPPERCUT) under the arc's foot, leans an elbow on it and poses like a tourist; a pigeon lands on the upturned chin.
- **Final image:** the marble KO hanging in the air on its stone spray, the plinth, Faris's elbow on it, the pigeon on the chin.
- **Death:** PETRIFY (the page's one), s.petrify marble from 'head', end 'stay'.
- **needs** FLOOR + ≥ 2.5 FH of headroom (a low CEILING: a lower lift and a shorter arc) · **range** pointBlank · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: a slow lift, the spray a stream of bubbles set into stone.
- **Gore ladder:** XT the arc red-veined marble, a crack at the jaw weeps real blood down the stone · H darker · M the arc is spit and sweat in white marble, no blood · L the same, carved stars round the head · VL he blows away as grains and the empty arc stands.

## B3 · JACKPOT · EPIC (replaces SPARE RIB) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** he is a one-armed bandit, and the second pull pays out until he is the payout.
- **Hook:** Faris pulls his arm down like a slot lever and his eyes and mouth spin like three reels.
- **Arc:** the real Grab hauls the arm down (a clunk, a whirr); the real Jab stops the left eye on a cherry, the Cross the right on a lemon, the Hook the mouth on BAR: a sour buzz; the second pull: Jab 7, Cross 7, and the real Uppercut stops the mouth on 7; bells, his outline lights up like a cabinet, coins gush out of his mouth; his belly bulges and clinks; he bursts into the pile itself.
- **Final image:** a heap of coins with his hand out of the top, the last coins trickling, Faris flipping one off his thumb into his pocket.
- **Death:** GOLD / COINS: choked on the payout, then s.coins.
- **needs** FLOOR · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the coins drift down slowly, glinting.
- **Gore ladder:** XT blood in the torrent and teeth among the coins, the last coins red · H darker, fewer teeth · M clean bright coins, he folds into the pile · L coins and stars, cartoon $ eyes · VL a puff and a shower of coins.

## B4 · KNOCK THE STUFFING OUT · EPIC · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** the idiom made literal: every punch knocks some of the stuffing out of him, and he empties into a plush toy's sag.
- **Hook:** the first jab puffs a tuft of cotton batting out of his ear.
- **Arc:** the real FLURRY string in three volleys; with each volley more of him turns plush (stitched seams up his limbs, a patch, the seams starting to gape) and an antique teddy's stuffing is knocked out of his collar, cuffs and seams in turn (cotton batting, then wood wool, then sawdust, each wetter and redder); he sags and thins; the follow-up Haymaker splits the side seam and the last batting tumbles out in heavy clumps.
- **Death:** STUFFING (PREFERRED): s.stuffing once per stage; he flops into a teddy bear's sit, legs straight out, arms limp, head lolled, button-eyed.
- **Final image:** the teddy sit in a drift of red-soaked batting; a tuft drifts onto Faris's crown and he blows it off.
- **needs** FLOOR · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the stuffing floats up in clouds.
- **Gore ladder:** XT batting red-soaked and dripping, the sawdust clotted dark · H darker · M white batting and pale wood wool only · L white, stars · VL white puffs.
- **Check (coordinator 24 Oct):** plush-toy stuffing only, never a pillow or a feather burst (ice.mid-hoarfrost), never straw or burlap (laser.scarecrow); nothing grows inside him; unlike pump.dollhouse, a real man in the arena, not a rag doll in a realm.

## B5 · THE BRINK · RARE · hazard (any) (replaces MERRY-GO-ROUND) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** he drives Faris back to the edge of the map's hazard, and Faris was only waiting for him to lean.
- **Hook:** Faris's heels on the very lip, the hazard right behind them, and Faris never looks round.
- **Arc:** the victim's real Grab takes Faris by the collar and bulls him backwards, heels skidding; at the lip the victim leans in for the last shove; the real Suplex uses his own lean to carry him over Faris's head into the hazard; Faris rises out of the bridge and smooths his collar.
- **Death:** the hazard's own, crafted per kind: a DROP (built: the rooftops; the fall, the alley far below, the landing seen from the lip), spikes, liquid, fire, electric, a creature, crushing machinery (each its own beat on P1.1).
- **Final image:** Faris in the foreground on the lip, collar straightened, the hazard and what's left of the man behind him.
- **needs** a hazard element (DROP / spikes / LIQUID / HOT / ELECTRIC / MOVING / creature) with a FLOOR run ≥ 3 FH to its edge, else skip (owed) · **range** close → pointBlank · **hazard** the element's · **air** no · **victims** 1 · **Deep:** adapts: the angler's lair, a jellyfish bloom or a vent.
- **Gore ladder:** per hazard (the fall: XT the body broken on the alley stones, a pool spreading · H darker · M a dust plume and a distant thud · L stars rising out of the drop · VL a puff at the edge).
- **Check:** sawedoff.the-nudge owns windmilling at the lip; here Faris is the one at the edge and never wobbles.

## B6 · SLAM DUNK · RARE · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** basketball with a body: dribble, take-off, dunk, and the net takes him by the neck.
- **Hook:** the axe kick's real FLOOR BOUNCE (HAMMER DOWN) bounces him like a ball.
- **Arc:** HAMMER DOWN spikes him and he bounces back up; Faris slaps him down twice by the back of the head, dribbling; in the trigger Faris snaps a backboard and rim into the air (castInk 'snap', back hand); he gathers him under one arm, two steps, a leap, and dunks him head first through the rim.
- **Death:** the net closes under his jaw: HANG (OPEN), kicking, then still.
- **Final image:** him hanging from the rim by the neck in the net, swinging gently, Faris dropping off the rim after a one-handed hang.
- **needs** FLOOR + ≥ 3.5 FH of headroom for the hoop (a low CEILING skips) · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: a slow-motion dunk, the body floats up against the backboard.
- **Gore ladder:** the bounces: XT / H nosebleed drops · M none · L cartoon boings. Hanging: XT the face purples, a nosebleed drips through the net · H purple · M stuck in the hoop by the shoulders, out cold · L stars · VL he puffs through the net.

## B7 · HIT ME · RARE · victim role (replaces GRIN) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** the strongman's dare: he slaps his stomach and says hit me, as hard as you can; Faris does, and the punch knocks everything out of him through his skin, leaving a husk so light it blows away like tumbleweed.
- **Hook:** a red mist bursts out of every pore at once, round his whole outline.
- **Arc:** after a cheap shot he plants his feet, puffs up, slaps his belly twice and beckons (HIT ME); Faris rolls his shoulders and throws the real DELAYED HAYMAKER; the mist; he dries where he stands (bark-brown skin, thin limbs, the puffed chest sagging, the eyes sinking); Faris leans in and blows on him.
- **Death:** HOLLOW HUSK (PREFERRED): s.hollow how 'pores', end 'blow'. Swapped twice: an implosion to a bead is thammer.obliterated (coordinator), a 'crack' end is pistol.mid-hollow-point's final image (KIT-BODY), and an inflate-and-pop is the swell-and-burst trap (fists.seven-points).
- **Final image:** the husk cartwheeling away across the saloon boards like tumbleweed, Faris watching it go with his fist still out.
- **needs** FLOOR · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the husk drifts up and away in the current like a dead leaf.
- **Gore ladder:** XT the mist blood-red, a ring of spatter round him on the floor · H darker · M the tool's dark smoky mist · L / VL the tool's soft path (a pale wisp leaves him, he faints) and the faint blows away as a puff.

## B8 · KIDNEY STONES · RARE (takes BONEBREAKER's slot) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** the punch boxing outlaws: two shots to the kidneys from behind, and his kidneys answer with stones that keep growing until they come out through him.
- **Hook:** an amber glow crawling under his shirt from the small of his back.
- **Arc:** his real Haymaker whiffs as Faris slips it, turning him half round; the real Gut Punch into the right kidney, the Hook into the left; he arches, hands to his back; amber prisms stab out of his lower back, the belly, up the spine and at last out of his mouth.
- **Death:** CRYSTALS (OPEN): s.crystallize 'citrine' from the two kidney points, end 'stay'.
- **Final image:** a man bent double in a thicket of amber stone, one hand still on his back, and Faris walking off rubbing his own lower back in sympathy.
- **needs** FLOOR · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts.
- **Gore ladder:** XT a ring of blood at every base, blood running down the prisms · H dark rings · M grown out of the skin, no blood · L the same, stars · VL a burst of glitter.
- **Check:** unlike knife RED ICE (icicles from wounds) and beam GEODE (cracked open): grown from inside, amber, from the kidneys, the bent-double posture.

## B9 · COCONUTS · RARE · multi-victim (2) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** two of them, two hands, one clap.
- **Hook:** they come at him from both sides together; Faris takes a head in each hand.
- **Arc:** a real two-handed Grab between the two (plays only on a real fists multi-kill); Faris draws their heads wide apart like a man about to clap, and claps: a hollow wooden clop, then again, clip-clop, like coconut halves.
- **Death:** a SKULL exemption (the clap IS the concept) with no skull or brain ever shown: the heads clop and shiver (tremor rings); they lean in forehead to forehead.
- **Final image:** the two bodies standing as an A-frame, foreheads together, and Faris ducking out from under the arch.
- **needs** FLOOR · **range** pointBlank · **hazard** none · **air** no · **victims** 2 · **Deep:** adapts: the clap is slow; they drift together forehead to forehead.
- **Gore ladder:** XT dents in both foreheads, a thread of blood from each ear · H darker threads · M a hollow BONK, both out cold leaning together · L a cartoon double ring, stars round both · VL a puff each.

## B10 · KEELHAULED · RARE · The Deep · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** the pirates' punishment: dragged under the sunken galleon's keel from bow to stern, over the barnacles, until his air runs out.
- **Hook:** the barnacles are the blade, the keel is the clock.
- **Arc:** the real Grab takes his ankle; Faris swims down under the keel and drags him its whole length; his bubbles stream, thin, then one last bubble goes up.
- **Death:** DROWN (OPEN); the barnacles cut and scrape, nothing is flayed (PEEL RESTING).
- **Final image:** the keel's barnacles streaked red from bow to stern, and the body drifting off the stern into the dark, turning slowly.
- **needs** UNDERWATER (the wreck's keel) · Deep only · **range** pointBlank · **hazard** none · **air** yes (swimming) · **victims** 1.
- **Gore ladder:** XT a red ribbon of cuts unspooling behind · H darker · M clothes shredded to rags, he drifts off out cold · L stars · VL bubbles and a puff.

## B11 · DEATH MASK · COMMON · old finisher remake (generic GROUND POUND) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** slam, slam, slam, and the floor keeps his face.
- **Hook:** after each slam a top-down insert shows the print sharpening, like a stamp being inked (a smear, a blur, a clear face).
- **Arc:** the real Grab takes the back of his head; three real Slams; he's lifted away with a smooth, blank head; Faris peels the print up off the floor like a transfer: a thin paper mask of the face.
- **Death:** PAPER / PAINT (OPEN): the face transfers to the floor and comes up as paper (no flaying).
- **Final image:** Faris holding up the paper mask of the face, eyes and mouth open, beside the blank-headed body.
- **needs** FLOOR (hard) · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the print is in the silt and lifts as a silt crust.
- **Gore ladder:** XT the print in blood, the blank head smeared red · H darker · M a grime print, the blank face clean · L the same, stars · VL a dust print, a puff.
- **Check:** unlike ice BIRD STRIKE (a face print left hanging on an invisible pane): the print takes the face off him and becomes a mask.

## B12 · UP TOP · COMMON (replaces MAN-SHAPED HOLE; renamed from LEFT HANGING) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** he holds his palm up for a high five, Faris leaves him hanging and knocks him apart instead, and the high five comes at the end, to the last piece of him.
- **Hook:** the raised palm in the foreground, waiting (UP TOP!).
- **Arc:** in the gameplay he lands a lucky hit and turns to Faris with his palm up; Faris looks at the palm, then at him, and answers down low: the real Low Kick, then the real Hook on the jaw (too slow); puzzle seams race over him from the jaw and he pops apart, the raised hand's pieces last; the hand piece hangs in the air a beat, palm up, then drops; Faris catches it, gives it the high five, and clicks it onto the pile like the last piece of a puzzle.
- **Death:** JIGSAW (PREFERRED, KIT-BODY's pick): s.jigsaw order 'hit' from the jaw, the hand last. He falls apart; he never stands in a held pose (coordinator: rotting on his feet is pump.mid-curtain-call).
- **Final image:** the pile of puzzle pieces with the hand piece clicked on top, palm up, and Faris's palm still raised from the high five.
- **needs** FLOOR · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the pieces drift down slowly and the hand piece floats up out of reach for a beat.
- **Gore ladder:** XT red insides and bone stand a beat in the pieces · H darker · M the tool's hollow pieces · L the tool's scrambled-puzzle gag, stars · VL the pieces poof.

## B13 · ACID REFLUX · COMMON (replaces THE RAIL) · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** one gut punch brings his stomach acid up, and it doesn't stop at his mouth: it burns its way out of him from the inside and takes him down through the floor.
- **Hook:** the stomach glows through his shirt.
- **Arc:** the real Gut Punch doubles him; one hissing retch; then a hole opens in his belly from the inside, edges curling outward and smoking, more holes bloom outward from it until the background shows through him; the acid pours down his legs and eats a round, hissing hole into the floor round his feet; he drops through it to the chest, then out of sight.
- **Death:** CORRODE (PREFERRED): s.corrode 'bile' from the belly, own inside-out holes, own floor hole he drops into. It must read unlike ar.mid-cell at a glance (coordinator): from the inside out, and the floor takes him.
- **Final image:** a round, smoking hole in the floor where he stood, his hat on the rim, and Faris stepping back from the hissing edge.
- **needs** FLOOR (films may break it) · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the bile clouds out of him and eats a pit in the silt he sinks into.
- **Gore ladder:** XT holes to the bone with the background through them · H dark muscle, no bone · M acid burns from the belly out, the floor hole takes him whole · L / VL glowing goo bubbling out of his shirt and the floor (VL sparkle), a cartoon drop through the hole with a whistle.

## B14 · HITCHHIKER · COMMON · The Deep · BUILT 24 Oct in `58k_w_fists_2.js`
- **High concept:** he hitches a ride on The Deep's giant turtle to get away, and Faris climbs aboard.
- **Hook:** the turtle never notices: it cruises on through the whole fight.
- **Arc:** the victim grabs the turtle's shell and lies flat on it, cruising off, thumbing back at Faris; Faris swims up and climbs on; the real KNEE TRAIN on the moving shell; the turtle cruises over a hydrothermal vent, and the third knee knocks him off the back of the shell into its plume.
- **Death:** LIQUEFY (OPEN, KIT-BODY's pick): s.liquefy 'boil', 'water': he boils from inside in the plume, blisters swelling and bursting into bubbles, and pours away up it as a churning cloud (unlike the page's WRUNG OUT, which squeezes him out).
- **Final image:** the turtle swimming on with Faris cross-legged on its shell, and behind them the vent's plume churning red, then clearing.
- **needs** UNDERWATER (the turtle event + a vent plume: deep.vent.*) · Deep only · **range** pointBlank · **hazard** liquid (the vent) · **air** yes · **victims** 1.
- **Gore ladder:** XT the blisters burst red and the plume runs red · H darker · M the tool's water path · L / VL the tool's water balloon, a pop of bubbles, stars.

## C · MID-ROUND SMALL KILLS (5 × ≤ 3 s · single victim · no realms · no map-changing casts · medium / big / event maps) · LEDGERED 24 Oct (`fists.mid-*`), building now in `58k_w_fists_mid.js`
Revised after the coordinator's 24 Oct check: WINDED was too close to smg.mid-the-vest (can't breathe, sits, stops), BOUNCE's stand-a-beat-then-fold to pump.mid-stuck-the-landing, and THE BOW's bow to pump.mid-curtain-call; BETWEEN BEATS (commotio cordis) is owned by timewatch FLATLINE + cluster, and a boot-tread print by shrink.
1. **BLOWN PUPIL** · RARE · 2.8 s · a real Hook to the temple, and he's gone before he lands. Final image: his open eyes on the floor in extreme close-up, one pupil swelling wide and black, the other shrinking to a pinpoint (a brain bleed's tell). Death: a brain bleed, nothing opened. Ladder: XT / VH an ear thread · H a darker thinner thread · M no blood, the pupils alone · L the pupils become cartoon X's, stars · VL stars, puff. Works anywhere.
2. **LAID DOWN** · EPIC · 2.95 s · a real Spinning Backfist turns her half round; Faris steps in behind with the real Grab and puts her to sleep for good in a sleeper hold; the kicks slow, the eyes close; he lays her down like a child put to bed and crosses her arms on her chest. Final image: laid out on the stones, arms crossed, eyes shut, Faris on one knee at her head. Death: STRANGLE (HANG family; swapped from a neck-break on KIT-BODY's review, SPINE being RESTING). Ladder: XT / VH the face purples and a nosebleed runs · H purple, bloodshot · M purple only · L out cold, stars · VL a puff as the arms are crossed. Works anywhere.
3. **CROSS-COUNTER** · LEGENDARY · 2.9 s · his real Haymaker against Faris's real Cross over the top of it: Faris's lands first, his stops an inch from Faris's nose and drags down Faris's shirt all the way to the floor. Final image: on his knees, his fist resting on Faris's boot, one eye swollen shut. Death: EYE (the socket caved, the eye swollen into a purple egg). Ladder: XT / VH blood from the socket · H dark · M the black eye only · L a cartoon shiner and stars · VL puff on his knees. Works anywhere.
4. **HEAD BACK** · COMMON · 2.85 s · a real Jab breaks his nose into a fountain; he tips his head back as everyone is told to, and it runs down his throat and drowns him. Final image: face-up, head still tipped back, the nose welling, the open mouth full and overflowing. Death: ARTERY / FOUNTAIN + drowning in his own blood. Ladder: XT / VH as described · H 60% · M a dark trickle and a choking fit, out cold · L a cartoon gargle, stars · VL puff. Works anywhere.
5. **WRUNG OUT** · RARE · 2.9 s · (replaces CHOKESLAM: KIT-BODY flagged CRUSH / X-RAY as RESTING, and a burial through the floorboards would break a platform, which the 14:40 ruling forbids in mids) · the real HURRICANE string ends in the Tornado Kick: the heel turns his shoulders and his whole trunk keeps turning from the waist over planted hips (shoulders and head locked together, never the head on its own: knife DOUBLE TAKE owns that), two and a half turns, wrung tighter like a wet towel, the blood squeezed out of his waist and spine. Final image: the corkscrewed heap at the centre of a spiral of his own blood. Death: LIQUEFY / WRUNG (PREFERRED). Ladder: XT / VH red spray + spiral pool · H dark · M wrung dizzy, no blood · L a cartoon spin with stars · VL puff. Works anywhere.

## D · MULTI-VICTIM TRIM
None built; COCONUTS (2 victims, B9) is the page's one.

## E · UNDERWATER (≥ 2)
KEELHAULED (RARE, B10) and HITCHHIKER (COMMON, B14), both inside the 25, built for The Deep once P1.1 lands. The Deep also takes every built kill marked "adapts".

## F · OLD FINISHER REMAKES (`38_fin_kills.js` generic, the fists' set)
- **BONEBREAKER → NOT REMADE** (re-planned 24 Oct): its idea IS the spine folded the wrong way (SPINE RESTING); with the death re-crafted nothing of it would be left. KIDNEY STONES takes the slot.
- **GROUND POUND → DEATH MASK** (B11, COMMON; PAPER / PAINT, the print peels up as a paper mask).
- **SPARE PARTS:** already remade by the built STOP HITTING YOURSELF (beaten with his own arm).
- **FIST THROUGH:** covered by the built HEARTSTRINGS and ONE INCH; not remade again.
- **SKYFALL** (uppercut, leap, axe kick spike): not remade (the launch-and-spike sits on the air-juggle trap and on RE-ENTRY's launch).
- **HEADHUNTER** (flurry + backfist + haymaker takes the head off): not remade (DECAPITATION RESTING, and the standing-headless beat is owned many times).
- **BEATDOWN** (machine-gun flurry until a hook spins them out): its flurry lives on in KNOCK THE STUFFING OUT.
- **CURB STOMP** (stomp on the head on an edge): not remade (JAW / SKULL RESTING).
