# CONVERSION SHEET · SLEDGEHAMMER (`58k_w_hammer.js`, KILLPAGES-F) · 22 kills built (15 new + 7 skins), 6 to rework
P0.10, written 24 Oct against the new brief. **This sheet changes no code.** P2.1 applies it once these land:
- P0.4: the gore ladder;
- P0.6: the def fields and the recap card;
- P0.7: `s.el`, plus floor materials;
- P1.1: the map switcher.

**The coordinator's rulings and the rework list are section R**, right after the legend. They are coded when the foundations land, together with the lane-kit bug fixes (section K). The plans (5 mid-round kills, the multi-victim film, 2 underwater kills, finisher remakes) are at the end.

**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, a missing kind, water or a roof, the kill gets its own crafted variant of that beat. It is never a cheaper fallback. Where no variant keeps the full quality, the kill is skipped (OWED) on that map instead.

## Legend
- **Range** uses the brief's fixed bands in FIGHTER HEIGHTS (§3: 1 FH = 72 page u = 0.74 game units):
  - pointBlank ≤ 0.8 FH (≤ 58 u);
  - close 0.8-2.2 FH (58-158 u);
  - mid 2.2-5.5 FH (158-396 u);
  - far > 5.5 FH.
  - The 78 u reach is 1.1 FH; the 194 u quake is 2.7 FH.
- **Hazard tags** are the fixed set (§3): fall / liquid / spikes / fire / electric / blast / crush / creature.
- **The real move** (WeaponDefs.cs `hammer`: reach 0.8, lunge 1.0, kb 9.5, rate 0.85, 12 uses):
  - A two-handed overhead SLAM: raised and held at the top for 0.2 s, an arc to 78 u out, a 22 u step-in, and a knockback up and away.
  - It makes a QUAKE along the floor that launches everyone standing on it within ~194 u.
  - One slam every ~1.2 s.
- **What that means for range:**
  - slam films work at pointBlank-close (≤ ~100 u with the step-in);
  - quake films reach mid (≤ 194 u along the floor).
- **FLOOR MATERIAL matters on this page.** It changes:
  - the quake's debris and sound;
  - the crater a body leaves;
  - what a body can be driven into or burrow under;
  - what the floorboards are.
  - **Request to KIT-WORLD / TF-KILLS:** give FLOOR / PLATFORM / WALL elements a `material` field in `58k_maps.json` (turf, earth, sand, stone, brick, concrete, wood, metal, grating, tile, glass, counter, playfield, snow). It also fixes lane bug K3.
  - Until it lands, the materials below are read from the arenas' looks.
- **Gore columns** (brief §6): XT is the built version. Each kill gets its own crafted line per beat for VH / H / M / L / VL.
  - VH: always all anatomy at ~80% blood, stains fading after a while, no screen splatter. VH is listed only when it changes more than that.
  - Common to every kill, never repeated below:
    - MEDIUM pools fade fast;
    - at LOW and VERY LOW the realm and atmosphere layers stay at full strength;
    - every VERY LOW body ends in a puff fade-out, with dust / sparks / stars instead of blood;
    - **sound:** the dry layers follow P0.12.
  - **The hammer's own non-gore language:** blunt force reads without blood.
    - **M:** dark bruise flashes, a crack of dust from the floor, bodies that buckle and stay buckled.
    - **L:** a big comic BONK: stars and a knockout heap.
    - **VL:** a burst of stars and dust, then the puff.
- **Deep** = The Deep. The quake only launches someone STANDING on a floor (sea floor, wreck deck), and everyone swims. So:
  - films where the victim has to stand, walk or fall are skipped there;
  - films that only need a surface to hit adapt (sand bursts into silt clouds, impacts send rings through the water).
- **Closed maps:** every medium, big and event map is closed (walls, a ceiling, no fall deaths). Where a film drops a body, the blow has already killed him; the drop is the body.
- **Mirror:** text, numbers and the gold plate never mirror. The HIGH STRIKER scale reads bottom to top on either side.
- **Text during the action** (rulings 14:25 and 15:05, brief §9):
  - only the kill-cam UI cards move to the recap: the end title cards;
  - SLAM! words, CLEAR!, "...wait", "flap flap", "thud", "ting" are the kills' own SFX and dialogue, so they stay;
  - the HIGH STRIKER scale is painted on the tower, so it's in-world and stays.

## Summary (as built; the six reworks are in section R)
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| tent-peg | C | backyard lawn | solid FLOOR (turf / earth / stone / wood / concrete) | pointBlank (70 u) | none | no | 1 | skip |
| ~~telescope~~ → SKIMMING STONE | C | saloon | FLOOR run ≥ 900 u along the knockback (+ LIQUID: the water version) | close | liquid (with water) | no | 1 | skip |
| skipping | R | castle | FLOOR run ≥ 400 u + headroom ≥ 400 u | mid (170 u, the quake) | none | yes (V hopping) | 1 | skip |
| the-hold | R | saloon | FLOOR | close (90 u) | none | no | 1 | skip |
| stuck | R | backyard | FLOOR (a surface to knock the head off against) | close (72 u) | none | no | 1 | adapts |
| the-weight | R | castle | FLOOR | close (78 u) | none | no | 1 | adapts |
| high-striker | E | backyard (cast tower) | FLOOR + headroom ≥ 450 u | close (110 u) | none | no | 1 | adapts |
| hanger-on | E | castle | FLOOR + headroom ≥ 400 u | pointBlank (60 u) | none | no | 1 | adapts |
| floorboards | E | saloon boards | FLOOR of liftable units (planks / slabs / plates / concrete) | mid (160 u, the quake) | spikes | no | 1 | skip |
| resonance | E | castle | FLOOR | close (72 u) | none | no | 1 | adapts |
| mole-hill | L | backyard lawn | FLOOR he can go UNDER (soft ground / floorboards / a cloth) | close (110 u) | none | no | 1 | adapts (sand) |
| the-backswing | L | castle | FLOOR, a sneak behind + a foe in front | close (80 u / 140 u behind) | none | no | **2** | skip |
| cpr | L | saloon | FLOOR | close (90 u) | none | no | 1 | skip |
| tectonic | M | castle courtyard | base FLOOR ≥ 1,000 u wide | mid (160 u) | fall (fantasy abyss) | no | 1 | skip |
| ~~the-forge~~ → THE FOUNDATION | M realm | castle (lead) | FLOOR | close | none | no | 1 | adapts |
| skin-classic FLIPPERS | C | saloon bar | FLOOR + WALL ≤ 600 u along the knockback (+ BREAKABLE_LIGHT on it) | close (90 u) | none | no | 1 | adapts |
| ~~skin-taped NEW HEAD~~ → rework | R | backyard | (see R6) | | | | 1 | |
| ~~skin-camo GARGOYLE~~ → rework | E | castle battlement | (see R5) | | | | 1 | |
| skin-cartoon LUMPS | E | rooftops | FLOOR + headroom ≥ 250 u | close (82 u) | none | no | 1 | adapts |
| skin-ice SNOWMAN | L | backyard | FLOOR | close (110 u) | none | no | 1 | skip |
| ~~skin-neon STROBE~~ → NIGHT LIGHT | L | saloon | FLOOR (+ LIGHT elements, optional) | close | none | no | 1 | adapts |
| ~~skin-gold CORONATION~~ → THE IMPERIAL EGG | M | castle | FLOOR | close | none | no | 1 | adapts |

**Multi-victim:** one (THE BACKSWING, 2). It is within 1-2, so nothing is cut.

**Works anywhere** (FLOOR only): the-weight, resonance, stuck, high-striker (headroom), hanger-on (headroom), cpr, the-hold, LUMPS, SNOWMAN, plus the reworks THE FOUNDATION, NIGHT LIGHT and THE IMPERIAL EGG. That is 12, and SKIMMING STONE works on any long floor.

**Material / element kills:**
- tent-peg (solid ground);
- floorboards (liftable floor units);
- mole-hill (something to go under);
- tectonic (a wide base floor);
- skipping (a long floor);
- FLIPPERS (a wall).

---

## R · THE COORDINATOR'S RULINGS + THE REWORK LIST (code when the foundations land)
Rulings from the hammer ↔ thunder-hammer clash check and the 24 Oct ledger check:

| # | kill | ruling | why |
|---|---|---|---|
| R0 | **HIGH STRIKER** | **KEEP** | the hammer owns the fairground strength tester (TRAPS); thammer.high-striker reworks |
| R1 | telescope | **REWORK** | thammer.skin-classic HEADS DOWN owns the head driven into the chest, and it was built first |
| R2 | the-forge | **REWORK** | thammer.forge owns the anvil forge, quench and horseshoe of a man |
| R3 | skin-gold CORONATION | **REWORK, new title and concept** | pump.skin-gold owns CORONATION / crowning / a throne / knighting |
| R4 | skin-neon STROBE | **REWORK** | electrocution belongs to the thunder hammer, and STROBE (the title and the club-strobe idea) is ar.skin-neon's |
| R5 | skin-camo GARGOYLE | **REWORK** | Faris disguised as a gargoyle is "the wielder blends into the set" (knife CHAMELEON owns it), and it's castle-only, which breaks the map rule |
| R6 | skin-taped NEW HEAD | **REWORK** | the taped head coming loose and flying is thammer.skin-taped YO-YO's hook, built first |

**Brief for every rework (the coordinator):**
- lean on the sledgehammer's own nature: blunt weight, construction / demolition, swing arcs, the follow-through;
- check DEATH USAGE. This page already leans on CRUSH (THE HOLD, THE BACKSWING), so the reworks reach for PREFERRED / OPEN families first;
- every new concept is grepped against all ledger lines + TRAPS + REALMS again at build time, and the ledger line is replaced.

### R1 · TELESCOPE → **SKIMMING STONE** · COMMON · death DROWN / SINK (OPEN, 7) on water; impacts on a dry floor
- The first draft, ALL TALK (a hollow shell caving in), was dropped at 15:10. pistol.mid-hollow-point and beam.mid-dehydrated now own the hollow husk with nothing inside.
- High concept: skimmed across the floor like a stone across a pond.
- Hook: one slam's real knockback (up and away, kb 9.5) sends him out LOW and flat instead of up.
- Arc:
  - He SKIPS. He slaps down and bounces three times along the floor, each skip shorter and each a slap, his arms and legs splayed like a flat stone.
  - With a LIQUID inside the run (s.el: the Desert Forts oasis, a Sunken Lab pool, the Kitchen sink, Pirate Ship deck water), the skips are across the water: three rings, and he sinks on the fourth.
  - On a dry floor the skips end in a long slide that spins him to a stop, or against the nearest WALL / BIG_PROP.
  - Faris shades his eyes like a man judging a good throw.
- Final image:
  - on water: three spreading rings on the surface, his bubbles rising in the last one;
  - on dry: a dotted line of impact marks across the floor ending in him, face down.
- Needs a FLOOR run ≥ 900 u along the knockback · range close · hazard liquid (the water version) · air no · victims 1.
- Deep: skipped (there's no surface to skim).
- Gore ladder:
  - XT: red rings on the water / a red splat at every skip;
  - H: 60%;
  - M: white splashes / dust marks, no blood;
  - L: the same, out cold;
  - VL: sparkles, puff.
- Uniqueness:
  - It isn't pump SKID (a long single slide writing a signature) or smg.mid-brass-ice (skating off an edge on casings): here the body BOUNCES in diminishing skips.
  - It isn't laser STRIKE (rolled into pins).

### R2 · THE FORGE → **THE FOUNDATION** · MYTHIC (death realm) · death PETRIFY / STONE as concrete (PREFERRED, 1)
- High concept: the old builders' horror. Every great building needs a soul in its foundation, and the slam drives him down to where they pour them.
- **REALM:** THE FOUNDATION.
  - A vast, dim pour-pit under an endless building, lit by caged work lamps.
  - Rebar cages rise into the dark, and concrete mixers turn slowly with limbs in the slurry.
  - Rows of strangers stand set in grey concrete to the chest like piles, faces up, mouths full of grey.
  - Somewhere in the dark a pile driver drops and drops; you feel each thud.
  - The dead are the builders' sacrifices through history, strangers. They are NOT everyone Faris killed: that motif is recurring, and a 4th is to be avoided.
- **CROSSING:** the slam cracks the floor. Then wet grey concrete pours down over the LENS from a chute above and closes the frame. A screed bar scrapes across the glass, and the pit is underneath.
- **RETURN:** the formwork is struck. Wooden shuttering planks cover the frame like a mould, and Faris knocks them off one by one with the hammer. Behind each plank is the real arena, until the last plank shows him.
- Arc:
  - In the pit, the dead pass buckets hand to hand and pour concrete over him inside a plank mould while he screams.
  - It sets grey to the chin.
  - Faris demolishes the pillar: each slam knocks chunks off, and inside the concrete is him, set solid.
- Final image: back in the real arena, a broken concrete stump with his face in the fracture surface, mouth open, and fresh grey dust settling.
- Registry check (REALMS TAKEN): concrete, foundations, immurement, formwork, a screed and a pour are none of the taken signatures, crossings or returns. The near ones are the tar water (sinking into liquid), the wax melt into gold and the auction's splintering frame. The pour is OVER the lens, not him sinking, and the return is planks knocked off, not the frame splitting.
- Needs FLOOR (the stump is left on it) · range close · hazard none · air no · victims 1.
- Deep: adapts. The pour is a grey cloud settling over the lens like silt. The return: the planks float away as they're knocked off. The stump stands on the sand.
- Gore ladder:
  - XT: red seams in the aggregate; bone shards in the broken chunks; the stump's fracture red at the core;
  - H: dark seams, no bone;
  - M: plain grey concrete, no blood (petrify);
  - L: the same;
  - VL: in the return the stump crumbles to grey dust.
  - Realm horror stays full at every level.

### R3 · CORONATION → **THE IMPERIAL EGG** · MYTHIC (gold skin, not a realm) · death CRUSH, folded into the shell (OPEN, 14)
- High concept: he becomes the surprise inside a jewelled imperial egg, and the collector breaks it.
- Hook: Faris traces a giant gold egg round the cowering man (castInk 'trace' from his free hand, a gold set piece). Panels of enamel, pearl rows and gold filigree close over him one by one, sealing with a jeweller's click. He's muffled inside.
- Arc:
  - Faris turns the egg on its stand like a collector. Then a delicate tap with the 16-lb sledge: fine cracks race over the enamel.
  - A second tap: one panel pops out, and an eye peers through the hole.
  - The full slam: the shell bursts in a spray of gold, pearls and enamel chips. The surprise inside is him, folded tight into the egg's curve like a yolk.
- Final image: the bottom half of the jewelled shell on its gold stand with him curled inside; pearls still rolling across the floor; Faris holding up the top half to the light.
- **No crown motifs anywhere** (pump.skin-gold): the finial is a diamond, not a crown.
- Needs FLOOR · range close · hazard none · air no · victims 1.
- Deep: adapts. The shell's pieces drift and the pearls sink slowly. The "white" round him is a slow red cloud inside the shell.
- Gore ladder:
  - XT: blood pooled in the bottom of the shell like the white of an egg round the yolk;
  - H: darker, less;
  - M: no blood. He's curled in the shell, out, enamel dust over him;
  - L: the same, with stars;
  - VL: he puffs inside the shell and leaves it empty, glittering.
- Uniqueness: none of the gold skins use an egg, jewellery as a shell or a collector's piece (KING'S RANSOM, CORONATION, IDOL, MINTED, THE GILDED TOMB, KINTSUGI, THE AUCTION, BLING).
- KINTSUGI shows a porcelain figure on a display plinth; the egg must not use a plinth or a museum label: it's on a jeweller's stand in Faris's hand.

### R4 · STROBE → **NIGHT LIGHT** · LEGENDARY (neon skin) · death JIGSAW (bodyx `s.jigsaw`, 'hollow'; KIT-BODY's suggestion)
- High concept: in the dark, the only light is the hammer, so he can't take his eyes off it, and Faris knows.
- Hook: each slam's quake knocks out a LIGHT (s.el: the map's real lamps, signs and bulbs, a light breakable shaken loose by heavy impact, brief §5). One by one the arena goes dark, until the hot-pink neon head is the only light.
- Arc:
  - He tracks the glow as it circles him in the black.
  - Faris tucks the head behind his back: total dark, and he hears only his own breathing.
  - The glow reappears directly above him at the top of the raise, the 0.2 s hold, lighting his upturned face pink from above.
  - The slam. Black.
  - Then Faris lifts the hammer, and its glow sweeps over him: in the moving pink light, he comes apart into jigsaw pieces, piece by piece as the light reaches them.
- Final image: the neon head resting on the floor, its small pool of pink light holding a scattered puzzle of a man; one piece still rocking.
- Needs FLOOR. LIGHT elements are optional: with none, the quakes blow out the map's ambient light as a grade. That's a crafted fallback, the same darkness.
- range close · hazard none · air no · victims 1.
- **Not** electrocution, **not** a strobe, **not** a UV reveal (BLACKLIGHT), **not** a moth to the light (pump MOTH). pump FLICKER (a flashlight cutting out while the man gets closer) is the nearest; here the light is the weapon, it never flickers, and it's the victim who watches it.
- **Switches:** "reduce flashing": no flashes here (the light dies once per quake, without flicker).
- Deep: adapts. The quakes are silt rings that cloud out the light; the neon glow is the only colour in the abyss; the pieces drift apart in its beam.
- Gore ladder:
  - XT: the pieces' edges are red, and blood beads along the seams as the light passes;
  - H: dark edges;
  - M: clean pieces, hollow inside (the `inside: 'hollow'` look);
  - L: cardboard-grey pieces;
  - VL: the pieces puff to dust in the light.

### R5 · GARGOYLE → camo rework (concept chosen at rework time; two directions, both checked against the 9 camo skins)
- The 9 existing camo skins:
  - a bush with eyes (smg);
  - a cardboard decoy of Faris (pump);
  - mimicry (ar);
  - the invisible man painted in blood (laser);
  - hiding in a hedge (sabre);
  - a buried trap and a trophy photo (pistol);
  - the wielder blending in (knife);
  - a forward observer (thammer);
  - the gargoyle (this one, retired).
- **TRAPS (15:05):** "CAMO = the wielder disguised as part of the set (a gargoyle, a statue, a prop): knife CHAMELEON owns it." So no direction may have Faris pass as scenery.
- **Direction A · ROADWORKS** (a disguise as a PERSON, a workman, not as part of the set; the coordinator to confirm it's clear of the 15:05 line):
  - Faris is a road worker. In a hi-vis vest over his coat (crown still on), behind a striped barrier, he's breaking up the floor with the sledgehammer, construction's own tool.
  - The fleeing man runs straight past the workman without a glance.
  - The workman keeps breaking concrete. Each quake staggers the man, and he glances back, annoyed.
  - Then the workman steps over his barrier.
  - Works anywhere (the barrier and vest are hand props via `s.pullOut`).
  - Death: to settle with KIT-BODY, avoiding CRUSH.
- **Direction B · BREACH** (military camo is the army's sapper):
  - A one-man door breach: silent hand signals to an empty stack, then one slam takes a REAL door (OPENING / BREAKABLE_HEAVY via s.el) off its hinges onto the man behind it.
  - Real doors only: pump.knock-knock owns the victim casting a door. With no door on the map, skipped (owed).
- Either way: no plants, no hiding victim, no decoy, no mimicry, no blending wielder, no trap, no air strike.

### R6 · NEW HEAD → taped rework (concept chosen at rework time)
- Taped properties already used:
  - tape on the victim (sabre);
  - double mags (smg);
  - a taped flashlight (pump);
  - held together (ar);
  - a repair race (laser);
  - a DIY silencer (pistol);
  - a worn grip slipping (knife);
  - the head coming off on the tape (thammer YO-YO).
- **Direction · HEAVY DUTY** (DIY, by weight, the sledgehammer's nature):
  - The hammer isn't heavy enough for this man, so Faris DIYs it, ripping tape off the handle.
  - Slam 1 bare: he shrugs.
  - A brick taped to the head, slam 2: he buckles.
  - A cinder block taped on, slam 3: the floor cracks.
  - Last, the nearest BIG_PROP / BREAKABLE_HEAVY (s.el: a barrel, a crate, the Kitchen's giant tin) taped on with the whole roll. The final slam is a monster.
  - The absurd taped-up head is the final image.
  - Nothing comes loose: the tape HOLDS, which keeps it clear of YO-YO and NEW HEAD.
  - Death: to settle with KIT-BODY, avoiding CRUSH.
  - Fallback with no prop: the third addition is Faris's own spare cinder block (a hand prop).

---

## K · LANE-KIT BUGS (from SOUND-2; fix when the foundations land, SOUND-2 has workarounds meanwhile)
1. **`slam()` plays its raise swish on the impact when `wind` / `raise` are 0.** `snd(s, t - wind - raise, 'blade.swish')` lands at `t`.
   - It affects THE HOLD and THE BACKSWING (GARGOYLE too, but it's retiring).
   - Fix: skip the swish when `wind + raise < 0.05`, or move it to the raise's real start.
2. **`slam()` doubles the whoosh.** It always cues `whoosh.heavy` at `t - 0.06`, and THE HOLD and THE BACKSWING (and GARGOYLE) cue their own `whoosh.heavy` on the same swing.
   - Fix: a `whoosh: false` option for kills that score their own swing.
   - HANGER-ON scores its own swing without `slam()`, so it's fine.
   - Then re-check every kill with SOUND-2.
3. **`quake()` throws stone debris on lawn and snow.** The bits are always `#8C8478` and the sound is always `world.masonry`.
   - Fix: debris colour, shape and sound by FLOOR `material`: turf clods and grass blades, snow puffs, wood splinters, stone chips, metal sparks with a clang, sand sprays, tile shards.
   - It comes from the element material field (request above); until then, from the arena id.
4. **THE BACKSWING doubles the flatten sound.** It cues `gore.flatten` on top of KIT-BODY's `s.flatten`, which plays its own.
   - Fix: drop the lane cue.
   - THE HOLD, TECTONIC and FLIPPERS use `gore.flatten` without `s.flatten`, so they keep their cue.

Also still owed from before the pause: the hammer page's checks (overflow at 390 / 768 / 1440, gold plate, gore) and its contact sheet. They were stopped by the user's halt, and they run after the reworks.

---

## hammer.tent-peg · TENT PEG · COMMON
- **Built on** the backyard lawn. It is the remake of the old TENT PEG finisher.
- **Needs:** a solid FLOOR he can be driven INTO: thick ground, not a one-way plank or grating.
- **range** pointBlank (70 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts by material (each its own crafted cutaway):**
  - turf / earth (Backyard, Desert Forts' earth): as built (the burst-turf ring and soil cutaway).
  - sand (Desert Forts dunes): he sinks in a funnel of pouring sand that closes over his head; the cutaway shows the sand settling.
  - stone paving (Spike Castle, Temple Steps): the slabs star-crack round him and he goes down through broken paving; the cutaway shows rubble and earth below.
  - wood floorboards (Dusty Saloon, Pirate Ship deck, Clock Tower floors): he goes down through a splintering body-hole. The cutaway shows the dark crawlspace (on the Pirate Ship, the hold, where his legs dangle among the barrels).
  - concrete (Tower Block, Military Base ground): the slab cracks in a web and crumbles round him; rebar ends show in the cutaway.
  - Kitchen: the wooden worktop; or, if the export tags it, the giant butter block (soft, a scale gag, crafted).
  - metal decks, grating, glass, the pinball playfield, desktop windows: skipped (owed). He can't be driven into steel or glass.
  - Deep: skipped (he swims; he can't be pegged in standing).
- **Gore ladder:**
  - driven to the knees, the waist (arms trapped), the chin ("...wait"):
    - all levels: same (no gore).
  - flush with the floor, a red star where he went in:
    - H: 60%;
    - M: a dark star of churned earth / debris, no blood, and his HAT left on the flattened patch;
    - L: a dust star and the hat;
    - VL: a puff of dust as the floor closes over him, and the hat.

## hammer.skipping · SKIPPING · RARE
- **Built on** the castle stones.
- **Needs:**
  - a FLOOR run ≥ 400 u (the quake runs along it);
  - headroom ≥ 400 u (the late quake launches him high).
- **range** mid (170 u, the quake) · **hazard** none · **air** yes (he's airborne between hops; the film can open mid-hop) · **victims** 1.
- **Adapts:**
  - Any long floor. The quake's debris follows the material (bug K3).
  - Pirate Ship: he hops the quakes and the roll.
  - Kitchen: the quakes rattle the cutlery on the counter in time.
  - Deep: skipped (the quake needs him standing).
- **Gore ladder:**
  - four hops in rhythm:
    - all levels: same.
  - launched high by the late quake; he comes down spine first across the upturned hammer head and folds over it:
    - H: the spine snap as an x-ray flash; dark;
    - M: no snap shown. He comes down across the head with a sickening thud, folds over it limp, and slides off, still.
    - L: he lands across it winded, out cold, and slides off.
    - VL: he lands; stars; puff.

## hammer.the-hold · THE HOLD · RARE
- **Built on** the saloon.
- **Needs:** FLOOR.
- **range** close (90 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor. The slab's base shows the floor's material cracking under it.
  - Deep: skipped (he walks away; he's pressed into a floor).
- **Gore ladder:**
  - the endless trembling hold; the drop the moment he turns to walk away:
    - all levels: same.
  - pressed straight down into a slab, his face flat on the front, blood squeezed from every seam:
    - H: as built at 60%;
    - M: pressed down into a squat block with dark seams and no blood. His face is on the front, eyes shut.
    - L: he crumples into a heap under the hammer, out cold, the hammer resting on his back.
    - VL: the crumple; stars; puff.

## hammer.stuck · STUCK · RARE
- **Built on** the backyard lawn.
- **Needs:** FLOOR (the knock-off needs a surface).
- **range** close (72 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor. The final knock-off (like mud off a boot) is against the real floor material.
  - Deep: adapts. The tug-of-war in slow drift; the knock-off against the hull or the sand in a silt cloud.
- **Gore ladder:**
  - the hammer goes into his skull and won't come out; crossed eyes:
    - H: a dark wound round the embedded head;
    - M: no skull wound. The slam glances off and the hammer head HOOKS through his collar and belt; it's stuck in his clothes.
    - L: the same hook in his clothes, dazed stars.
    - VL: the same, with stars.
  - the tug-of-war; the boot on his chest; the heave:
    - all levels: same.
  - the neck stretches, the strands snap one at a time, and the head comes away on the hammer:
    - H: the strands are dark;
    - M: the heave tears his JACKET up over his head and off him, still stuck on the hammer. He's flung down and stays down.
    - L: the same jacket, out cold.
    - VL: the same, puff.
  - knocked off the hammer against the floor:
    - M / L / VL: the jacket is knocked off, like mud off a boot.

## hammer.the-weight · THE WEIGHT · RARE
- **Built on** the castle.
- **Needs:** FLOOR.
- **range** close (78 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: the weight drives him down through the water onto the sand.
- **Gore ladder:**
  - both forearms fold back at the elbow; his fists are driven into his face:
    - H: the snaps as x-ray flashes only; the fold stays.
    - M: no bones. His guard BUCKLES and his own fists are driven into his face, a punch-drunk recoil.
    - L: his fists bop his own face (a comic beat), dazed.
    - VL: the same, with stars.
  - the hammer comes on down and breaks both collarbones; arms hang like rope; he falls on his face:
    - H: the x-ray collarbones;
    - M: the hammer bears him down to his knees, arms dangling limp, and he falls on his face;
    - L: the same, out cold;
    - VL: puff.

## hammer.high-striker · HIGH STRIKER · EPIC · **KEPT (ruling R0)**
- **Built on** the backyard. The striker tower is cast ('slam' + zigzag line by Faris).
- **Needs:** FLOOR + headroom ≥ 450 u for the tower.
  - At 450-600 u the tower is built shorter. The scale keeps every mark (WIMP … HERO … FARIS), and the puck's ride keeps its timing.
  - Below 450 u: skipped (owed).
- **range** close (110 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map with the headroom. The tower's foot plants on the real floor.
  - Kitchen: the tower stands beside the knife block, a scale gag.
  - Pinball Arcade: the bell rings with the arcade's bells.
  - Deep: adapts. The tower is planted in the sand; the puck rises slowly through the water with him on it; the bell's ring is a muffled bloom of rings. The crack in the bell bleeds a thread.
- **Gore ladder:**
  - half way up to WIMP and back down dizzy:
    - all levels: same.
  - up past HERO to FARIS, the bell split by his head:
    - H: the skull impact as a dark wound;
    - M: no skull wound. His head rings the bell, DONG, and the bell cracks.
    - L: the same.
    - VL: the bell rings with stars.
  - he slides back down and folds on the puck; the cracked bell drips:
    - M: no drips; he's dazed and out on the puck;
    - L: out cold;
    - VL: puff.

## hammer.hanger-on · HANGER-ON · EPIC
- **Built on** the castle stones.
- **Needs:** FLOOR + headroom ≥ 400 u (the raise with a man hanging off the head).
- **range** pointBlank (60 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The head-first impact's crater follows the material: stone cracks, a board splinters, a turf divot, a metal dent ring.
  - Deep: adapts. The swing over is slowed by the water, and he's driven head-first into the sea floor. He stands on his head in the sand in a silt cloud while the ring of the impact runs out through the water.
- **Gore ladder:**
  - brought down head first; he stands on his head in the impact while the quake runs out from his skull:
    - H: the skull impact as a dark wound;
    - M: no wound. He stands on his head for a heartbeat in a crack of dust; the quake rings out from the impact point.
    - L: the same, stars.
    - VL: the same, with a star burst.
  - then he heaps:
    - all levels: same.
    - VL: puff.

## hammer.floorboards · FLOORBOARDS · EPIC
- **Built on** the saloon floorboards.
- **Must adapt to element kinds** (the coordinator):
  - The concept is "the quake lifts the floor like piano keys, and the piece under him comes up on end through him".
  - It's re-made per FLOOR material, each a crafted variant.
- **Needs:** a FLOOR made of liftable UNITS, inside the quake's 194 u.
- **range** mid (160 u, the quake) · **hazard** spikes (the piece that spears him) · **air** no · **victims** 1.
- **Adapts by material:**
  - wood planks (Dusty Saloon, Pirate Ship deck, Clock Tower floors, Crate Canyon crates): as built. Pivoting planks, popping nails, the spear plank.
  - stone paving (Spike Castle, Temple Steps, Desert Forts forts): the PAVING SLABS rise like keys. The slab under him snaps as it rises, and its jagged broken edge comes up through him: a stone spear.
  - tile / marble (Atrium): the tiles pop up in a wave; a long marble skirting slab breaks and comes up on end. Same beat, a polished-stone variant.
  - metal plates (Military Base, Sunken Lab, Tower Block service floors): the deck plates pop their rivets (ping, ping, ping) and lift like keys. The plate under him bends up on end, and its torn edge comes up through him.
  - concrete (Tower Block floors, Military Base ground): the slab cracks into heaving blocks. A REBAR end is exposed and comes up through him, construction's own spear.
  - turf (Backyard lawn): no units to lift. Skipped (owed) on the grass; on the Backyard's wooden deck it plays as wood.
  - Kitchen: the worktop's wood strips (a butcher-block counter) lift like keys.
  - sand, the pinball playfield, desktop windows: skipped.
  - Deep: skipped (the quake needs him standing).
- **Gore ladder:**
  - the wave of lifting units:
    - all levels: same.
  - speared crotch to collarbone and lifted on the piece:
    - H: as built at 60%;
    - M: no impale. The piece springs up under him and CATAPULTS him; he flips and comes down draped over its top edge like laundry.
    - L: the same, out cold.
    - VL: the same, stars.
  - he slides slowly back down it, a red smear above him:
    - M: he slides off the top edge, a dark scuff;
    - L: he slides off;
    - VL: puff when he lands.
  - the next piece pops up and taps his head:
    - all levels: same.

## hammer.resonance · RESONANCE · EPIC
- **Built on** the castle.
- **Needs:** FLOOR.
- **range** close (72 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: sound carries further in water, so the rings ripple out visibly through the sea. The amethyst grows in slow drift, and he sinks, a crystal man, onto the sand. Stronger.
- **Gore ladder:**
  - he hums, the note climbs:
    - all levels: same.
  - blood beads out of every pore:
    - H: 60%;
    - M: SWEAT beads and a haze of steam off him;
    - L: the steam;
    - VL: a shimmer.
  - amethyst prisms burst out of him cluster after cluster, a blood ring at each base; he stands a ringing crystal man (ting):
    - H: dark bases;
    - M: the crystal ENCRUSTS him over his clothes like frost of amethyst, with no wounds and no blood rings. He stands a ringing crystal man.
      - It isn't beam GEODE's crack-open statue: his crystal stays shut and rings.
    - L: the same, out cold standing.
    - VL: at the ting he bursts into glitter; puff.

## hammer.mole-hill · MOLE HILL · LEGENDARY
- **Built on** the backyard lawn.
- **Must adapt to element kinds** (the coordinator): the concept is "he goes UNDER the floor and Faris plays whack-a-mole with the moving bump". It's re-made per material.
- **Needs:** a FLOOR he can get under.
- **range** close (110 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts by material:**
  - turf / earth (Backyard): as built. A mound racing under the grass with a turned-earth trail.
  - sand (Desert Forts dunes): a sand ridge racing under the dunes; each near miss throws a sand fountain.
  - wood floorboards (Dusty Saloon, Pirate Ship deck, Clock Tower):
    - He crawls UNDER the boards (the crawlspace; on the Pirate Ship, the hold).
    - The bump moves as a ripple of lifting boards and popping nails. Faris chases it down the floor, and the near misses splinter boards.
    - The final slam smashes through; blood wells up between the boards and one hand claws up through the splintered gap.
    - Crafted and very strong.
  - Kitchen: under a giant TEA TOWEL (BIG_PROP, if tagged); the bump moves under the cloth.
  - stone, concrete, metal, tile, glass, the playfield, desktop windows: nothing to get under. Skipped (owed).
  - Deep: ADAPTS. He dives into the sea-floor sand like a flatfish, and the sand ridge races across the bottom. The final slam bursts a silt cloud, and one hand claws up out of the sand in a red plume.
- **Gore ladder:**
  - the chase, the two near misses that buck the bump:
    - all levels: same.
  - the bump stops dead; blood wells up through the floor:
    - H: 60%;
    - M: a dark damp patch spreads through the earth / between the boards;
    - L: none;
    - VL: a puff of dust from the bump.
  - one hand claws up, twitches, falls flat:
    - all levels: same (the signature).
    - VL: the hand puffs.

## hammer.the-backswing · THE BACKSWING · LEGENDARY · 2 victims
- **Built on** the castle. It is the page's one multi-victim film.
- **Needs:**
  - FLOOR;
  - a sneak behind Faris and a foe in front;
  - real multi-kills only.
- **range** close: the front one 80 u; the sneak 140 u behind, reaching the raise's arc as he closes · **hazard** none · **air** no · **victims** 2.
- **Bug K4:** the flatten sound is doubled. The fix is listed.
- **Adapts:**
  - Any map.
  - Deep: skipped (the front one is folded flat into a floor).
- **Gore ladder:**
  - the raise behind caves the sneak's face; his jaw flies, his knife spins away, he's thrown off his feet:
    - H: as built (jaw off is dismemberment);
    - M: no jaw off. The raise caves his face in a dark bruise flash; his knife spins away, and he's thrown off his feet.
    - L: the raise clonks him with stars, and he's out.
    - VL: stars; puff.
  - the one in front is folded flat into the stones in one blow:
    - H: as built at 60%;
    - M: he's driven face down flat onto the stones under the hammer, with dark seams and no blood;
    - L: knocked out flat under the hammer;
    - VL: puff.

## hammer.cpr · CPR · LEGENDARY
- **Built on** the saloon.
- **Needs:** FLOOR.
- **range** close (90 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor.
  - Deep: skipped (he lies on the floor for the compressions).
- **Gore ladder:**
  - one slam stops the heart (the x-ray inset):
    - H: the heart shown only in the x-ray inset (bones and the heart in x-ray), beating, stopping;
    - M: no x-ray. The inset shows a cartoon heart ICON that beats, then stops.
    - L: the same icon.
    - VL: the icon is a star.
  - compressions with the hammer, a rib per compression, the heart restarts weakly:
    - H: the rib cracks are x-ray only;
    - M: a dull thump per compression, no cracks; he gasps back to life;
    - L / VL: the same.
  - CLEAR! stoves the chest in; the heart jumps out onto the boards beating, and the hammer comes down on it:
    - H: CLEAR! stoves the chest in (a dark wound); the inset heart stops; the last slam lands on the chest.
    - M: CLEAR! (the big slam on his chest): he arches, and the icon stops.
    - L: the same, out cold.
    - VL: stars; puff.

## hammer.tectonic · TECTONIC · MYTHIC
- **Built on** the Spike Castle courtyard.
- **Needs:** a BASE FLOOR ≥ 1,000 u wide (the fault runs the length of it), not a platform.
- **Destruction:** the floor opens and grinds shut inside a round-ending film. Ruled 14:40: films may break anything, and it ends intact anyway except for the blood seam.
- **Owned beat to change at P2.1:** "windmilling at the lip" is sawedoff.the-nudge's (15:05 sweep).
  - The edge beat becomes: he stands on one half as it tilts away and RUNS uphill on the tipping slab, like a man on a treadmill, losing ground, until it's too steep and he slides in on his back.
  - No windmilling, and no fingers on the edge (that's a recurring trap).
- **range** mid (160 u) · **hazard** fall (a fantasy abyss; on closed maps the slam has already killed him and the fall is the body) · **air** no · **victims** 1.
- **Adapts by material:**
  - stone (Spike Castle, Temple Steps, Desert Forts): as built.
  - wood (Dusty Saloon, Pirate Ship deck): the boards split along a seam and part like a trapdoor two halves wide. The glowing abyss is under the boards, the mythic deep and not the real cellar.
  - concrete / tile (Tower Block, Atrium, Military Base): the slab cracks along a straight fault, with rebar snapping like strings across the gap.
  - Kitchen: the worktop splits along its seam, with the abyss under the counter.
  - metal decks, glass, the playfield, desktop windows, sand: skipped.
  - Deep: skipped (a fall).
- **Gore ladder:**
  - he runs uphill on the tipping slab, loses it, and slides into the glowing abyss, shrinking (the new edge beat):
    - all levels: same.
  - the halves slam shut (SHUNK); the seam spits a line of blood the length of the floor; his hat pops out:
    - H: 60%;
    - M: the seam spits a line of DUST and steam, and his hat pops out;
    - L: dust and the hat;
    - VL: a line of sparks and the hat.

## hammer.skin-classic · FLIPPERS · COMMON (classic skin)
- **Built on** the saloon: the bar and its bottles.
- **Needs:**
  - FLOOR;
  - a WALL within ~600 u along the knockback;
  - a BREAKABLE_LIGHT on or by it, the thing he crashes into.
  - No wall: skipped (owed). The crash IS the ending.
- **range** close (90 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts** (what he crashes into):
  - Dusty Saloon: the bar and bottles, as built;
  - Atrium: a glass gallery panel;
  - Tower Block: a window;
  - Military Base: a stack of crates;
  - Temple Steps: a row of clay pots;
  - Pirate Ship: a rack of bottles / the barrels;
  - Kitchen: the spice rack's giant jars;
  - Pinball Arcade: the cabinet glass;
  - Clock Tower: a wall of gears that chew his flippers. Crafted.
  - Deep: ADAPTS, and is better. His flattened feet ARE flippers now. He swims off in a frantic penguin stroke, and the last slam's knockback sends him gliding, flapping, into a rock face or the hull in a burst of bubbles.
- **Gore ladder:**
  - slam by slam his feet are flattened into flippers:
    - all levels: same (cartoon deformation).
    - M: no blood at the edges, just dark bruising;
    - VL: sparkles.
  - the waddle (flap, flap):
    - all levels: same.
  - flung flapping into the wall, sliding down into the breakables:
    - all levels: the breakables shatter (glass, pots, gears).
    - L: he slides down out cold.
    - VL: puff at the bottom.

## hammer.skin-cartoon · LUMPS · EPIC (cartoon skin)
- **Built on** the rooftops.
- **Note:** thammer CRISPY has "a three-storey bump" as one beat. The coordinator cleared LUMPS, where the wobbling lump tower is the whole concept.
- **Needs:** FLOOR + headroom ≥ 250 u for the tower of lumps.
- **range** close (82 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: the lumps bob in the water; the circling birds become little circling fish; each pop releases a plume.
- **Gore ladder:**
  - three slams raise three stacked lumps; birds; spiral eyes:
    - all levels: same.
  - popped from the top down, each a blood fountain:
    - H: 60%;
    - M: each lump pops in a PSSHT of steam;
    - L: a squeak and a puff;
    - VL: sparkles.
  - he falls over stiff:
    - all levels: same.
    - VL: puff.

## hammer.skin-ice · SNOWMAN · LEGENDARY (ice skin)
- **Built on** the backyard. The snow is the kill's own field.
- **Needs:** FLOOR.
- **range** close (110 u) · **hazard** none · **air** no · **victims** 1.
- **Bug K3:** the quakes must throw SNOW, not stone chips.
- **Adapts:**
  - Any floor; the slams pack the kill's snow.
  - Kitchen: icing sugar from a giant bag, if the export tags one. Otherwise the snow, as built.
  - Deep: skipped (no snow under water).
- **Gore ladder:**
  - three slams pack him into a snowman; the carrot nose, the coal eyes:
    - all levels: same.
  - inside, frost takes him: the arms freeze white and snap off, the shins crack:
    - H: as built (frostbite; dismemberment stays);
    - M: no snapping. His arms and shins go WHITE and rigid, frozen solid.
    - L: the same.
    - VL: frost sparkles.
  - the snowman topples and breaks open on a frozen man:
    - all levels: same.
    - VL: puff when it breaks.

---

# SLEDGEHAMMER PLANS (new rules)

## A · MID-ROUND SMALL KILLS (5 × ≤ 3 s, single victim, no realms, no map-changing casts)
- They play in the black-magic zone on medium / big / event maps only.
- **Uniqueness:** ledger-checked 24 Oct, then **re-checked at 15:10** against the MID-ROUND lines that have landed. Rejected or moved:
  - a piñata (smg.pinata);
  - a squeeze up and out of the head (pump PLUGGED);
  - a jigsaw (moved to the R4 rework);
  - **PANCAKE** (flattened into a disc, then flipped with the hammer head): thammer.mid-downburst (pressed spread-eagle flat, then peeled up off the floor) owns flattened-then-lifted;
  - **HARD HAT** (the hat holds, the force goes down through him and out of his boots): smg.mid-the-vest owns the armour holding while the blunt force kills, and pump.mid OUT OF HIS BOOTS owns the planted boots;
  - **SKIMMING STONE** moved up to replace TELESCOPE (R1).
- **Kept:** BRUISER and WEDGE. Three slots are chosen at build time after a fresh sweep of every MID-ROUND line landed by then. Each mid gets its ledger line (`hammer.mid-<id>`, under MID-ROUND) first (rule 15:00).
- **Page limits that bind the slots** (rulings 14:25 / 15:05):
  - one petrify per page, and THE FOUNDATION has it;
  - the page's compressions (THE HOLD's slab, THE BACKSWING's flatten, THE IMPERIAL EGG's fold) must read unlike each other at a glance, so the slots avoid CRUSH.
- **Death families:** WEDGE is RESTING (the split is the concept); BRUISER is new (internal bleeding). KIT-BODY reviews before I build.

1. **BRUISER** · death a spreading BRUISE (internal bleeding; KIT-BODY to map, closest ARTERY / HOLLOW)
   - High concept: the sledgehammer's oldest mark, the bruise, taken all the way.
   - Hook: one slam on the shoulder; he shrugs: not even bleeding.
   - Arc: a purple bruise blooms from the point of impact like ink dropped in water. It spreads down his arm, across his chest, up his neck, faster and darker, until he's purple-black from crown to toe. He looks at his purple hands and topples like a felled post.
   - Final image: a purple man lying stiff on the floor; the hammer leaning on him.
   - Gore ladder:
     - XT: black-purple, blood seeping from the pores at the end, his eyes going red;
     - H: purple, no seep;
     - M: a darker purple spread, no blood;
     - L: a cartoon purple patch spreading, and he faints;
     - VL: a purple shimmer, puff.
   - range close · Deep: adapts (the bruise spreads the same; he sinks stiff).
2. **WEDGE** · death HALVE (RESTING; the concept: split like firewood)
   - High concept: the sledgehammer's real job, splitting wood with a wedge, done on a man.
   - Hook: Faris pulls a steel splitting wedge from his belt (`s.pullOut`) and taps it into the crown of the dazed man like setting it in a log: tink, tink.
   - Arc: a step back, the raise, the hold, one slam on the wedge.
   - Final image: the man split down to the waist like a log on the block, the two halves leaning apart in a Y, the wedge still sitting in the split.
   - Gore ladder:
     - XT: the halves part wet;
     - H: dark faces;
     - M: no split. The wedge sinks in with a dark wound, and he falls straight back stiff, like a felled log.
     - L: the wedge bounces off his skull with a TONK, and he keels over stiff, out cold.
     - VL: a star burst at the wedge; he timbers over; puff.
   - range pointBlank · Deep: adapts (the wedge and the slam work on a floating man; the halves drift apart in the Y).
   - Unlike the sabre BOTH WAYS (two halves dodging apart): this split stops at the waist, the body stands in a Y, and the wedge is the image.

3. **(slot)** · 4. **(slot)** · 5. **(slot)**: chosen at build time (above).

## B · MULTI-VICTIM TRIM
- THE BACKSWING is the page's only multi-victim film (2). Nothing is cut.

## C · UNDERWATER KILLS FOR THE DEEP (≥ 2, new big films)
1. **WATER HAMMER** · LEGENDARY · single · death EYE / SOCKETS + ears, from pressure (OPEN, 13; no eye on a nerve)
   - Concept: the plumber's term made literal. A shock in water doesn't spread out like air; it hits like a wall.
   - Arc:
     - Faris slams the sea floor beside him (the slam needs a surface).
     - A visible pressure RING races out through the water, crushing the bubbles flat as it passes, and goes through him.
     - His body ripples once. Then threads of blood unspool from his ears, his nose and his eyes, and he goes slack in the water.
   - Final image: him drifting limp, four red threads streaming from his head, the pressure ring still spreading out past him into the dark and flattening the kelp as it goes.
   - Needs UNDERWATER + a floor or hull to strike.
   - Gore ladder:
     - XT: the threads, and the eyes going red;
     - H: dark threads;
     - M: no blood; his eyes roll up and he goes limp;
     - L: the same, out cold;
     - VL: a bubble burst, and he fades.
   - range close.
2. **BROADSIDE** · EPIC · single · death DROWN / SINK (OPEN, 7)
   - Concept: the galleon's cannon, fired by the sledgehammer. The game lets anyone fire a Deep cannon by hitting it, so the slam on the breech is the real move.
   - Arc:
     - The victim hides at the gun port.
     - Faris slams the cannon's breech: it fires point blank. The cannonball drives into his gut (slowed by the water, trailing bubbles) and carries him out through the port into open water.
     - He wraps round it and sinks with it into the black.
   - Final image: the cannon smoking bubbles at the port; far below, a dark shape sinking with the iron ball, a thread of red rising from it.
   - Needs: a cannon (The Deep's cannon deck; also the Pirate Ship's cannons if the export tags them, where the ball carries him over the rail into the sea).
   - Gore ladder:
     - XT: the ball sunk in his gut, a red cloud;
     - M: no wound; the ball carries him curled round it;
     - L: the same, out cold;
     - VL: he fades into the dark.
   - range close.

## D · OLD FINISHER REMAKES (`38_fin_kills2.js`: hammer PANCAKE (EXISTING), TENT PEG (NEW))
- **TENT PEG:** already remade. hammer.tent-peg keeps the slams on the crown and adds the "...wait" and the red star flush with the floor.
- **PANCAKE: not remade** (dropped at 15:10).
  - Its only idea is "flat as a pancake", and flattened-then-lifted is now thammer.mid-downburst's.
  - The page already has two compressions (THE HOLD, THE BACKSWING).
  - Its old handle jabs aren't the game's move anyway.
- Both old ones retire when this page ships (K4.9).

## P2.1 CODE TASKS (after the reworks)
- Add `needs`, `range` (FH bands), `hazard` (the fixed set), `air`, `victims` to all defs, as in the summary.
- FLOOR `material` everywhere it matters:
  - the quake's debris and sound (bug K3);
  - tent-peg's cutaways;
  - floorboards' liftable units;
  - mole-hill's "under";
  - tectonic's fault;
  - the craters of HANGER-ON / STUCK.
- `s.el` lookups:
  - FLIPPERS: a WALL + a BREAKABLE_LIGHT along the knockback;
  - SKIMMING STONE: a LIQUID inside the run;
  - NIGHT LIGHT: the LIGHT elements;
  - HEAVY DUTY (if chosen): the nearest BIG_PROP / BREAKABLE_HEAVY;
  - BREACH (if chosen): a real door.
- TECTONIC's new edge beat (above).
- The gore ladder via `s.gore` per the lines above; the Deep variants.
- The end title cards move to the recap card (the shell does it).
- Then the page checks (overflow, gold plate, gore, determinism) and the hammer contact sheet that is still owed.
