# CONVERSION SHEET · ICE GUN (`58k_w_ice.js` + `58k_w_ice_kit.js`, KILLPAGES-H) · 15 new kills built, 7 skins to come
P0.10, written 24 Oct against the new brief. This sheet 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.

**Count:** TRACKER says ice 13/22. The real count is **15/22**: FREEZE-THAW and THE STILL CITY (the two mythics) were finished and logged in the ledger on 24 Oct. All 15 new kills are converted below. The 7 skins are still to build, and section A plans them together with the 2 underwater films (7 + 2 = the "remaining 9").

**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. It is never a cheaper fallback.

## Legend
- **Range** (gap between Faris and the victim at the kill moment; 1 m ≈ 40 world px on the 4 current plates):
  - pointBlank ≤ 1.5 m;
  - close 1.5-4 m;
  - mid 4-10 m;
  - far > 10 m.
- **The real move:**
  - The ice gun fires 8 spinning shards a second (15 m/s, mag 11).
  - Every hit slows the target. The 8th hit inside 2.5 s freezes him solid for 1.4 s as a rigid statue. Then the ice shatters off him (the game's IceShatter thaw).
  - Under water (The Deep, a flooded Sunken Lab), the shards drag down to 7 m/s and leave bubble trails (`MapAbyssWeapons.Step`).
  - Every kill's lead-in is built from these moves (KH.lead + leadShard), and the freeze is always the game's 8-hit freeze.
- **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.
  - **THE ICE LADDER, this page's backbone.** Ice gives every kill a gore-free material that is already in the scene, so the lower levels are crafted out of the ice itself:
    - **XT / VH:** red ice. Blood is frozen into the breaks, and organs freeze where they are.
    - **H:** the breaks stay (dismemberment by ice fracture), but every break face is solid dark-red ice with a black core: no organ detail, no bone.
    - **M:** nothing comes off the body. **What breaks is his ICE COAT, never him.** Every "body breaks" beat becomes the coat cracking in a web and sliding off in clear plates, at the same moment, the same size and the same sound weight. Every cut becomes a dark frost-burn gash.
    - **L:** clear ice with no red anywhere. Hits are frost puffs with a dark core. Frozen men topple stiff and lie still, out cold.
    - **VL:** glitter, snow dust and stars. A frozen body ends in a burst of glittering frost and fades out. A thaw is a clean melt with a sparkle.
  - Common to every kill, never repeated below:
    - MEDIUM pools fade fast;
    - at LOW and VERY LOW the realm and atmosphere layers (blizzard, frost lens, season gels, the still city) stay at full strength;
    - every VERY LOW body ends in a puff fade-out;
    - **sound:** the dry layers follow P0.12 (no wet layers at L / VL; the ice cracks, creaks and shatters stay at every level, because they are ice, not gore).
- **Deep** = The Deep (underwater all match). The same rule covers a flooded Sunken Lab: a kill that starts under its flood line plays its Deep version or is skipped.
  - Ice under water floats. Every Deep variant below uses that (statues, blocks and plates rise), and nothing pretends the ice sinks.
- **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Moving maps** (Pirate Ship roll, Clock Tower hands and pendulum, Retro Desktop windows, Pinball flippers) keep moving. Kills take the elements as they are at the start, and the notes say where the motion is used.
- **Mirror:** the engine mirrors every kill. Text, numbers and the gold plate never mirror.
- **ALL AFTER (brief §4 + ruling 14:25).**
  - Only the kill-cam UI text leaves the action: every kill's end `KH.stamp` title card is retired, and the shell's recap card pops after the film. My stamps carry no victim line or rarity, so nothing else moves.
  - The kills' own story text STAYS: the `KH.bubble` speech, the comic sfx words (`KH.pop`: TOK, PLINK, TINK, CRACK, STK!, RIIIP, click, ting, poke, ahem, tok) and the lock's FROZEN word.
  - Each kill's **Text** line says what stays and names a diegetic rewrite only where it is better.
- **Sound ids:** ice and shared libraries only. SOUND-2 found glue-page ids in TRIPLE DOG DARE and the dead `amb.forest` in FREEZE-THAW, and rebuilt both on its side. P2.1 runs SOUND-2's libcheck over the whole page before reporting.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| on-the-rocks | C | saloon floor + barrel | FLOOR ≥ 3 m behind V (+ a waist-high top inside 4 m, optional) | close-mid | none | no | 1 | skip |
| lawn-dart | C | castle walkway leap | ≥ 2.5 m of air under V + solid FLOOR | close-mid (Faris below) | fall (short) | **required** | 1 | skip |
| cold-hands | R | backyard lawn | FLOOR; V unarmed / melee (grabs) | pointBlank | none | no | 1 | adapts |
| triple-dog-dare | R | rooftop edge, rain | FLOOR (+ DROP ≥ 3 m behind V, optional) | pointBlank-close | fall (if DROP) | no | 1 | skip |
| wipe | R | castle floor | FLOOR | close-mid | none | no | 1 | skip |
| hail-mary | R | castle under the moon | FLOOR + ≥ 8 m open air above | close-mid | none | no | 1 | skip |
| thermal-shock | E | saloon floor | FLOOR; V holds a flamer; not in LIQUID | mid | fire | no | 1 | skip |
| gut-check | E | saloon (barrel) | FLOOR (+ a waist-high prop inside 3 m, optional) | close-mid | none | no | 1 | skip |
| the-first-step | E | saloon floor | FLOOR run ≥ 4 m to Faris | close-mid | none | no | 1 | skip |
| safe-passage | E | rooftop gap, rain | GAP \| DROP ≥ 4 m inside 4 m | close-mid | fall | no | 1 | skip |
| glacial | L | rooftops, rain | FLOOR | close-mid | none | yes | 1 | adapts |
| whiteout | L | backyard | FLOOR | close-mid | none | no | 1 | skip |
| ice-maiden | L | castle (cast maiden) | FLOOR + 2.6 m headroom | close-mid | spikes (own prop) | yes | 1 | adapts |
| freeze-thaw | M | backyard lawn | FLOOR ≥ 6 m | mid | none | no | 1 | skip |
| the-still-city | M realm | rooftops → THE STILL CITY | FLOOR | close-mid | none | yes | 1 | adapts |

**Multi-victim:** none on this page, so the 1-2 trim needs nothing. The plans add none to the ice page (section D).
**Works anywhere** (FLOOR only): on-the-rocks, wipe, gut-check, the-first-step, glacial, whiteout, ice-maiden (2.6 m headroom), freeze-thaw, the-still-city. That's nine kills, enough for feature-poor maps (Atrium, The Cage).
- Gated by the victim's weapon, otherwise works anywhere: cold-hands (unarmed / melee), thermal-shock (flamer).
- Gated by the map: lawn-dart (a leap with air under it), triple-dog-dare (best with a DROP), hail-mary (open air), safe-passage (GAP / DROP).
**Deep:** 4 adapt (cold-hands, glacial, ice-maiden, the-still-city), and 11 skip. Section C adds 2 films made for The Deep.

---

## ice.on-the-rocks · ON THE ROCKS · COMMON
- **Built on** the saloon floor; the glass is set down on a red barrel.
- **Needs:**
  - a FLOOR with ≥ 3 m clear behind the victim (the stiff topple and the break across the boards);
  - optional: a waist-high top inside 4 m for the glass: a CONTAINER, EXPLOSIVE barrel, crate, table, counter, rail or BIG_PROP edge (`s.el` near killer, side any).
- **range** close-mid (the stroll). At pointBlank Faris skips the stroll and steps back half a pace to make room for the glass. At far, one match-cut on his boots shortens the stroll, and the knocks keep their timing. · **hazard** none · **air** no (an airborne freeze falls; that's lawn-dart's) · **victims** 1.
- **Victim weapon:** built with the revolver kept in his frozen hand. Any held weapon skitters off with the forearm the same way; an unarmed victim's frozen fist skitters.
- **Adapts:**
  - With no waist-high top, Faris sets the glass on the fallen statue's flat frozen chest. It rocks once on the ice and settles, the eye turning in it.
  - The waist break is crafted per floor:
    - boards (saloon, Pirate Ship, Clock Tower galleries) as built;
    - stone (castle, Temple Steps, Desert Forts): it rings and chips;
    - metal (Military Base, Sunken Lab, Tower Block): it clangs and skids;
    - canvas (The Cage): the statue bounces once on the canvas before it breaks.
  - Pirate Ship: the glass slides along the barrel top with the roll, and Faris stops it with one finger without looking.
  - Kitchen: a bottle cap on the giant counter is the coaster.
  - Retro Desktop: the glass is set on a desktop icon's top.
  - Deep: skipped (no pouring a drink under water, and the topple needs weight).
- **Text:** TOK TOK, PLINK, "tok." and the FROZEN word stay (comic sfx). Only the stamp moves to the recap.
- **Gore ladder:**
  - head bursts into red ice, skull and frozen brain:
    - H: it bursts into dark-red ice chunks with a black frozen core in the neck stump; no brain pieces.
    - M: the shard cracks only the frost cap on his head. It bursts off in clear chunks; the head stays on, frosted, with a dark gash at the temple.
    - L: the cap bursts off with a dark puff; he stands frozen, out cold.
    - VL: the cap bursts into glitter and stars.
  - the eye arcs into the glass in slow motion and floats in pink whisky:
    - H: the eye drops in as built, with no socket shown and no nerve; the whisky stays amber.
    - M: no eye. What drops into the glass is his **frozen tear**: it chips off his frozen cheek, arcs in slow motion and plinks in, and Faris swirls it like an ice cube. The concept holds: the only ice in his drink is the dead man's.
    - L / VL: the frozen tear (at VL it glints).
  - the headless statue tips back stiff and breaks across the boards at the waist:
    - H: as built (red-ice faces, black core, no bone).
    - M: no break. He lands stiff and slides a little, his ice coat crazes in a web from the waist, and sheets of it slide off.
    - L: he lands stiff and lies still; the coat cracks with a puff.
    - VL: he lands and goes up in glittering frost, leaving the revolver.
  - the forearm and revolver skitter off:
    - M / L / VL: only the revolver skitters, popped out of the frozen grip as the coat cracks.
  - pink whisky: M / L / VL amber.
- **Final image** at every level: the glass on the barrel, with the eye in it (XT-H) or the frozen tear (M-VL).

## ice.lawn-dart · LAWN DART · COMMON
- **Built on** the castle walkway: the victim leaps off it in a flying kick over the stone floor.
- **Needs:**
  - the victim airborne with ≥ 2.5 m of air under the apex, so the statue can nose over;
  - a solid FLOOR to plant into (stone / earth / boards / metal / canvas).
  - With no leap that high (a floor-level jump apex is ~1.2 m), the film owns his leap from the nearest PLATFORM or edge only if he is already on it; otherwise it isn't picked.
- **range** close-mid (Faris below, firing up; the vertical gap counts) · **hazard** fall (short) · **air: required** · **victims** 1.
- **Adapts (one crafted plant per floor):**
  - stone (castle, Temple Steps, Desert Forts): the built cracked crater.
  - earth / grass (Backyard, Crate Canyon floor): the head drives into the turf in a ring of clods, and the turf heaves up round his neck.
  - boards (saloon, Pirate Ship, Clock Tower galleries): the planks bow and split in a star round his neck, but he doesn't go through. That keeps it clear of laser.stuckup, the head poking up through planks.
  - metal (Military Base, Sunken Lab, Tower Block, Atrium slabs): the plate dents into a bowl and he stands in it, ringing.
  - canvas (The Cage): the canvas throws him once; he plants on the second landing, and the crowd's "ooh" lands with him.
  - Kitchen: if the butter dish is under him, he plants in the butter like a knife; otherwise into the cutting board, with a crack along the grain.
  - Retro Desktop: into the taskbar, which dents in like a pressed key.
  - Pirate Ship: the planted statue sways with the roll and wobbles on the flick.
  - Over a void or the sea (Backyard edge, Crate Canyon pit, Pirate Ship overboard): not picked. That fall belongs to safe-passage's family.
  - Deep: skipped (no fall; a frozen man floats there, which is ANCHOR ICE's and BRINICLE's world).
- **Text:** TINK and the FROZEN word stay. Only the stamp moves.
- **Gore ladder:**
  - the frozen skull bursts on impact into red ice and bone, an eye skitters, the cat ears fly:
    - H: dark-red ice burst, no bone, no eye; the cat-ear hat flies.
    - M: no burst. The head drives into the crater to the chin and stays whole. On impact his ice coat bursts off his body in a ring, and the cat ears fly.
    - L: the same with a dust ring; he sticks upside down, out cold.
    - VL: a dust ring and a ring of stars.
  - neck driven into a cracked crater: M a dark crack ring; L / VL dust.
  - planted upside down on his neck, the kick still aimed at the sky, wobbling on the flick: all levels (the signature).
  - red slush seeping out round it:
    - M: clear meltwater seeping (the thaw) with a dark rim;
    - L: meltwater only;
    - VL: at the end the body puffs away, leaving the crater and the cat-ear hat.

## ice.cold-hands · COLD HANDS · RARE
- **Built on** the backyard lawn.
- **Needs:**
  - a FLOOR (she folds into her pool);
  - a victim in grab range who fights with her hands: unarmed (the real Grab) or a melee weapon she drops to choke him.
  - A gun victim doesn't grab, so this kill is not picked for one.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor. The pool seeps into deck seams (saloon, Pirate Ship) and runs with the roll to the scuppers. On metal the arterial jets drum on the plate. In The Cage the jets fan across the canvas and the crowd groans.
  - Kitchen: the jets reach a giant sponge, which drinks them red.
  - **Deep (adapts):**
    - With nothing under his boots, Faris braces a boot on her chest for the twist. That replaces planting his feet.
    - The arteries unspool as two red ribbons that billow up instead of jetting, and she drifts slowly down instead of folding into a pool.
    - Her snapped frozen arms float up past her like driftwood, because the ice floats.
    - The hands stay locked on his throat, and he swims off wearing them, the collar trailing two thin red threads.
- **Text:** the two CRACK words stay. Only the stamp moves.
- **Gore ladder:**
  - both arms frozen fingers to shoulders, twisted and snapped off at the shoulders (red-ice stumps):
    - H: as built: dark-red faces, black core, no bone.
    - M: nothing comes off.
      - The frozen arms crack at the shoulders: the coat shears in a dark ring, and they hang dead and stiff in the choke shape.
      - Faris breaks the frozen grip at her wrists' ice, finger by finger, and walks off rubbing his neck. A ring of frost is burned onto his collar where her hands were, like a bruise.
    - L: the same without the dark ring.
    - VL: the same; her coat glitters off as he pulls free.
  - the plugs thaw and both arteries pump on every heartbeat:
    - H: 60%.
    - M: there are no stumps. The thaw creeps down her stiff arms, the fingertips go grey-blue, and she sinks to her knees shivering, then goes still.
    - L: she sinks shivering, out cold.
    - VL: she sinks and puffs.
  - she folds into her pool: H 60%; M a meltwater puddle; L / VL a frost puff.
  - her frozen hands stay locked round Faris's throat like a collar:
    - H: as built.
    - M / L / VL: the frost ring on his collar is the final image, and she kneels behind him with her arms still frozen out in front of her in the choke, holding nothing.

## ice.triple-dog-dare · TRIPLE DOG DARE · RARE
- **Built on** the rooftop edge in the rain.
- **Needs:**
  - a FLOOR;
  - optional: a DROP edge ≥ 3 m, inside 4 m behind the victim (for the exit);
  - optional: a LIQUID or wet floor for the tongue's puddle.
- **range** pointBlank-close (the muzzle at his face, then the backwards drag ~3 m) · **hazard** fall (only with the DROP) · **air** no · **victims** 1.
- **Adapts:**
  - With a DROP: as built (over the edge).
  - With no DROP: the shard through the mouth knocks him flat on his back where he stands, and the tongue lands across his own chest.
  - Where the tongue lands:
    - rain maps (Monsoon Rooftops, Pirate Ship in the storm): the built puddle with rain rings;
    - Sunken Lab: the ankle-deep water of the bottom hall, where it floats;
    - Desert Forts: the oasis shallows;
    - Kitchen: the sink, with a plop;
    - Pirate Ship: flicked overboard after him;
    - Retro Desktop: flicked into the Bin icon (CONTAINER);
    - dry maps: it slaps onto boards or stone, and a small frost bloom forms under it.
  - Deep: skipped (a muzzle under water doesn't frost, and there's no lick).
- **Text:** the dare (HA! WHAT, YOU GONNA FREEZE ME?) is the hook, and it stays, with HNNNGH!!, STK! and RIIIP. Only the stamp moves.
- **Sound:** SOUND-2 found glue-page ids here (silent on the ice page) and rebuilt them; P2.1 keeps to ice / shared ids.
- **Gore ladder:**
  - the tongue frozen to the barrel stretches long and thin, tears out at the root and swings off the muzzle like a flag:
    - H: as built at 60%.
    - M: the tongue stays in his mouth. Faris yanks the gun up and it unsticks from the barrel with a hard frost burn: a dark welt on the tongue, and a white tongue-shaped frost print left on the muzzle.
    - L: the same with no welt.
    - VL: it unsticks with a pop and a sparkle.
  - blood pours from his mouth: H 60%; M / L / VL none.
  - the shard goes in the open mouth and out the back of the head (a see-through hole):
    - H: the hole is a dark frozen tunnel, with no brain.
    - M: the shard shatters into a frost puff inside his mouth, and his head snaps back; no hole.
    - L: the frost puff, out cold.
    - VL: a sparkle puff.
  - over the edge into the gap: all levels. At VL a puff rises out of the gap.
  - the tongue lies in a rain puddle:
    - H: as built.
    - M / L / VL: the final image is the tongue-shaped frost print on the muzzle. Faris breathes on it and it fogs away.

## ice.wipe · WIPE · RARE
- **Built on** the castle floor.
- **Needs:** a FLOOR (she kneels, and the block's weight takes her neck down). Works anywhere.
- **range** close-mid (Faris backpedals firing, then circles her) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The lens frost, the blur and the glove are screen-space, so they work on every map.
  - The frost takes the map's light: amber ferns under warm interiors (saloon, Kitchen), cold blue under moon or neon (castle, Pinball backbox), and a steamier fog first on Kitchen and Sunken Lab.
  - The reveal lies on the floor material (stone, boards, canvas, metal, taskbar).
  - Pirate Ship: the block on the deck slides a hand's width with the roll at the reveal.
  - Deep: skipped (the block would float and lift her head; the weight is the kill).
- **Gore ladder:**
  - she suffocates inside the block on her head, fingertips scratching it bloody, a nosebleed frozen inside:
    - H: the scratches at 60%; the nosebleed is a dark thread in the ice.
    - M: she claws the block and leaves white scratch marks in the ice. Her breath bubbles are trapped in it and slow, then stop.
    - L: she claws, then goes limp.
    - VL: the same, with glints.
  - her neck snaps under the block's weight (a CRACK, heard and not seen):
    - H: as built (heard).
    - M: no snap. She slumps onto her side under the weight, and the last bubbles stop (suffocation carries the death).
    - L: the same.
    - VL: the same, then the puff after the reveal.
  - revealed: her face pressed inside the ice on the stones, mouth open, the body slumped behind at the wrong angle:
    - M: the body lies naturally, her eyes closed in the ice.
    - L: she looks asleep in the ice.
    - VL: the body is puffed away. The block remains on the stones, holding the hollow print of her face in frost: the final image.

## ice.hail-mary · HAIL MARY · RARE
- **Built on** the castle under the moon.
- **Needs:**
  - a FLOOR under the victim;
  - ≥ 8 m of open air above: open sky, or a CEILING higher than that.
  - Skipped where the roof is lower: Atrium floors, Tower Block rooms, the Military Base tunnel, the Temple tunnel, Sunken Lab's lower rooms. It plays on their top floors, roofs and outdoor ground.
- **range** close-mid (the knee shot puts him down near Faris, who walks off) · **hazard** none · **air** no · **victims** 1.
- **Adapts:** the apex screen shows each map's own sky, with the shards turning over against it:
  - the moon (castle, Backyard);
  - monsoon cloud and rain (Monsoon Rooftops);
  - a dusk sun (Desert Forts, Military Base, Temple Steps);
  - a lightning flash that catches the turning shards (Pirate Ship);
  - the great dial (Clock Tower, high in the works);
  - the giant ceiling lamp (Kitchen);
  - the backbox lights (Pinball);
  - the round's wallpaper, teal, clouds or starfield (Retro Desktop).
  - The ring of shattered ice forms on the floor material.
  - Deep: skipped (shards fired up under water slow down and never come back).
- **Text:** the "click" stays. Only the stamp moves.
- **Gore ladder:**
  - hit by all eleven: the raised hand smashed, a shoulder and a thigh broken, the ribs caved:
    - H: each break reads in the way the body bends; no bone; 60% blood.
    - M: no breaks. Each shard bursts into a frost bloom on him and knocks him flatter, and he is pinned under a growing heap of ice, out cold.
    - L: the heap and frost puffs.
    - VL: sparkles.
  - the last hailstones beat him flat into the stones (crush):
    - H: as built at 60%.
    - M: no flattening. The last eleven crack the stones round him in a perfect ring, and he lies still in the middle, frost-white.
    - L / VL: the same.
  - the ring of shattered ice on the moonlit stones: all levels (red through XT-H, clear from M down, sparkling at VL).

## ice.thermal-shock · THERMAL SHOCK · EPIC
- **Built on** the saloon floor, against a flamethrower victim.
- **Needs:**
  - the victim holds a flamer (the game's only fire stream), so the weapon gates this kill;
  - a FLOOR (the crater);
  - not in LIQUID: fire fizzles in water (`Level.Fizzle`), so it is skipped in a flooded Sunken Lab, a flooded Kitchen counter, the Forts oasis, the sea and The Deep.
- **range** mid (Faris walks round the frozen flame, which is ~3 m long, and taps it) · **hazard** fire · **air** no · **victims** 1.
- **Adapts:**
  - The frost / soot crater forms on the floor material.
  - Kitchen: the frozen flame stands next to the giant stove's burners.
  - Temple Steps: the braziers flare in sympathy with the fireball.
  - Pirate Ship: the frozen flame tilts with the roll and rings when the deck clinks it.
  - Deep: skipped.
- **Text:** the tap's "ting" and the FROZEN word stay. Only the stamp moves.
- **Gore ladder:**
  - his own fuel goes up round him; the cracks glow orange and steam screams out of every crack: all levels (fire and steam aren't gore). Reduce flashing tones the fireball's flash.
  - he bursts from inside like a cold glass in boiling water: scalded half-frozen chunks, boiled blood, the head bouncing away steaming:
    - H: dark-red chunks with no organ detail; the head still bounces away (dismemberment stays).
    - M: the body doesn't burst. His ICE COAT bursts off him in glowing, scalding shards, and he's thrown back out of the fireball soot-black and steaming. He lands and lies still.
    - L: thrown back out cold, soot on his face, smoking.
    - VL: thrown back, then a puff of steam.
  - the crater, half white frost and half black soot: all levels (the final image). It holds the chunks at XT and him at M.

## ice.gut-check · GUT CHECK · EPIC
- **Built on** the saloon; one loop snaps on a barrel.
- **Needs:**
  - a FLOOR;
  - optional: a waist-high prop inside 3 m (barrel, crate, rail, table, counter, BIG_PROP).
  - With none, that loop hits the floor as it falls and breaks in two like a dropped icicle.
- **range** close-mid (Faris walks in shooting) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Kitchen: a loop snaps on the giant cutting board's edge.
  - Pinball: if the prop is a slingshot rubber, the loop bounces off it instead of snapping, and Faris shoots it in mid-air.
  - Pirate Ship: the loose loops slide with the roll.
  - Deep: skipped (the coil hangs by gravity; spilled guts would float).
- **Text:** the sfx word stays. Only the stamp moves.
- **Gore ladder** (this is an organ kill, so its lower levels need a whole crafted replacement for the coil):
  - the belly torn open by three shards; the guts slide out and freeze into a rigid red-glass coil:
    - H: the coil is a dark red-black frozen rope with no gut detail. It still breaks like glass.
    - M: no organs. The three shards freeze his belly, and a **skirt of long icicles** grows down from the frozen patch in the same rigid coil shape, white ice. Every beat after this stays.
    - L: the icicles, no dark patch.
    - VL: the icicles glitter.
  - loops snap off: one in his hands, one on the barrel, two shot off like bottles on a fence:
    - H: as built.
    - M / L / VL: the icicles do it, one in his hands, one on the barrel, two shot off like bottles on a fence. The signature motion stays whole.
  - the last loop twisted off at the root, the warm guts gush out steaming, and he folds face down into them:
    - H: a dark mass gushes at 60%.
    - M: Faris twists the last icicle off at the root, his belly frost cracks, and he folds face down among the broken icicles. A thread of steam rises from his mouth.
    - L: the same, out cold.
    - VL: the icicles burst into sparkle, then the puff.

## ice.the-first-step · THE FIRST STEP · EPIC
- **Built on** the saloon floor.
- **Needs:** a FLOOR run ≥ 4 m toward Faris (the trail of pieces to his boot).
- **range** close-mid. The head rolls ~3 m; with a gap up to ~6 m it rolls further. At pointBlank Faris steps back a pace as he folds his arms. · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Temple Steps: the head bounces down the tiers to Faris waiting at the foot (a crafted variant: one bounce per step, slowed).
  - Pirate Ship: the head rolls with the roll, and Faris stops it with his toe.
  - Kitchen: it rolls along the counter and stops against a giant crumb.
  - Retro Desktop: it rolls along the taskbar.
  - Clock Tower: with a pendulum near, the last beat waits for its swing to pass.
  - Deep: skipped (gravity breaks him; pieces wouldn't stand under water).
- **Text:** RAAAGH— (the jaw drops on it) and the FROZEN word stay. Only the stamp moves.
- **Gore ladder:**
  - the first step snaps the knee, and the shin stays standing in its boot:
    - H: as built.
    - M: no snap. The step cracks the ice on his knee, it buckles, and he drops onto it hard with a dark crack mark. The stiff leg won't bend back.
    - L: it buckles with no mark.
    - VL: it buckles with a sparkle.
  - the hand thrown out to catch him snaps off and stays propped:
    - H: as built.
    - M / L / VL: the hand slams down and the arm's ice coat bursts off in plates; the arm stays, and he's down on one elbow.
  - the scream drops his jaw off:
    - H: the jaw drops as dark-red ice, with no teeth or bone detail.
    - M / L / VL: the scream cracks the frost on his face into a web and lets out a puff of frozen breath; the jaw stays.
  - the crawling arm snaps:
    - H: as built.
    - M / L / VL: its ice coat cracks off in plates, and he crawls on.
  - lifting his head to glare breaks the neck, and the head rolls to Faris's boot:
    - H: as built.
    - M: the ice round his neck cracks with a sharp CRACK (the sound), his head drops to the floor facing Faris's boot, and he lies still. Faris nudges his cheek with his toe and steps over him.
    - L: the same.
    - VL: the same, then the puff.
- **Final image:** XT-H, the trail of pieces to the head at Faris's boot. M-VL, a trail of broken ice plates to the still face at Faris's boot.

## ice.safe-passage · SAFE PASSAGE · EPIC
- **Built on** the rooftop gap in the rain.
- **Needs:**
  - a GAP (two standable surfaces with a drop between), or a DROP edge ≥ 4 m deep inside 4 m of her. She must fall long enough for the blades to pass her.
  - a FLOOR at the edge to stand on.
- **range** close-mid · **hazard** fall · **air** no · **victims** 1.
- **Adapts:**
  - The span reaches whatever is across: a roof (Monsoon Rooftops), the pit (Crate Canyon), the oasis arch (Desert Forts), a watchtower to the bunker roof (Military Base), the pyramid from a cliff (Temple Steps), between galleries over the pendulum (Clock Tower), between title bars over the taskbar (Retro Desktop), counter to shelf over the floor (Kitchen), a mid deck over the bottom hall (Sunken Lab).
  - A bare DROP with no far side: the bridge reaches out toward the next lower stage. Backyard: off the island's edge it is a bridge into the sky, and she falls with the glitter into the clouds.
  - Pirate Ship: from the rail out over the sea. The blades plunge into the waves round her first, and her pieces sink in the churned water.
  - What the bridge is made of:
    - rain maps (Monsoon Rooftops, Pirate Ship): frozen raindrops, as built;
    - dry maps: frost condensing out of the air along each shard's trail, crystal by crystal, like breath on glass;
    - Sunken Lab: the ceiling drips, frozen;
    - Kitchen: the kettle's steam, frozen.
  - Clock Tower: the falling blades pass the swinging pendulum, and one rings off it.
  - Deep: skipped.
- **Text:** "after you." stays: it's the gentleman's beat the bridge turns on. Only the stamp moves.
- **Gore ladder:**
  - the bridge bursts into long spinning blades that fall faster than she does: all levels (ice, not gore).
  - they pass through her neck, waist, thigh and arm, and she comes apart in the air:
    - H: as built (ice-sealed dark-red faces, no bone).
    - M: no cuts. Each blade that passes freezes where it touches her (neck, waist, thigh, arm: dark frost-burn bands), and she falls whole, frost-banded.
    - L: the blades pass close; a frost puff at each pass.
    - VL: a sparkle at each pass.
  - the pieces go down with the glitter: M / L / VL she goes down whole with it.
  - the stub of bridge on the edge drips, then lets go: all levels (the final image).

## ice.glacial · GLACIAL · LEGENDARY
- **Built on** Monsoon Rooftops in the rain.
- **Needs:** a FLOOR (he charges on foot). Works anywhere.
- **range** close-mid (he charges, and Faris strolls round him) · **hazard** none · **air** yes (the bubble holds a leaping victim at 1/14, and Faris walks under him; he comes down at 1/14) · **victims** 1.
- **Victim weapon:** built with a pistol taken from his slowly closing hand. Any held weapon is taken the same way, melee too. An unarmed victim's fist is opened, and Faris slots the flicked cap into it.
- **Adapts:** what crawls inside the time bubble is whatever that map has, plus the kill's own frost motes everywhere:
  - rain (Monsoon Rooftops, Pirate Ship);
  - dust motes in the light (saloon, Desert Forts, Crate Canyon);
  - embers off the braziers (Temple Steps);
  - the pendulum, barely moving (Clock Tower);
  - kettle steam (Kitchen);
  - tank bubbles (Sunken Lab);
  - the crowd's phone flashes, each one hanging (The Cage);
  - the KO lights' sparks (Pinball);
  - the hourglass cursor's sand (Retro Desktop);
  - Atrium: the downlight dust.
  - **Deep (adapts):**
    - His charge becomes a swim stroke at 1/14, and Faris swims round him.
    - The bubbles crawl up at 1/14, and the flicked cap rises through the water at 1/14.
    - The prisms bloom from his head as built. The red mist is a slowly unspooling cloud.
    - At the end he drifts down, as slowly as he would have knelt.
- **Text:** the sfx word and the replay bug (HIS SECOND) stay; the ruling names the replay bug as concept text. Only the stamp moves.
- **Gore ladder:**
  - the shard enters, crawls through the skull and takes root:
    - H: the path is a dark frozen line.
    - M: the shard stops at the skin of his temple and frosts over. From that point the prisms grow OUT over his head like frost flowers; nothing goes in.
    - L: the bloom spreads as clear frost; he's out.
    - VL: the bloom sparkles, then the puff.
  - prisms pierce out of his head one after another, with rings of blood at their roots and a slow red mist:
    - H: dark rings, 60% mist.
    - M: they grow out of the frost on his skin, with no piercing and no blood, in a slow white frost mist.
    - L: the same.
    - VL: a sparkle mist.
  - the body takes seconds to begin to kneel: all levels.

## ice.whiteout · WHITEOUT · LEGENDARY
- **Built on** the backyard.
- **Needs:** a FLOOR (he kneels, and the drift buries him). Works anywhere.
- **range** close-mid (Faris circles in the white) · **hazard** none · **air** no · **victims** 1.
- **Victim weapon:** built with a pistol; the gun-hand shard knocks any held weapon away; an unarmed victim takes the shard through his raised hand.
- **Adapts:**
  - Indoors (Atrium, Tower Block, Sunken Lab, The Cage), the blizzard is the kill cam's cold blast filling the room: ice crystals glinting in the downlights, frost blowing in through the slit windows.
  - The drift builds against whatever is behind him: a wall, the cage mesh, a crate, the toaster (Kitchen).
  - The footprints press into the floor's new snow on any surface.
  - Pirate Ship: sea spray drives through the blizzard, and the roll shifts the drift.
  - Deep: skipped (an underwater whiteout would be silt; the drift needs weight).
- **Text:** "WHERE ARE YOU—" stays: it's the blindness, said aloud. Only the stamp moves.
- **Gore ladder:**
  - a shard in the thigh, one through the gun hand:
    - H: 60%.
    - M: frost blooms on the thigh, and the gun-hand shard knocks the gun away in a frost burst.
    - L: frost puffs.
    - VL: sparkles.
  - one shard into the base of the neck, and the cold takes him where he kneels (fingers black, frost ferns):
    - H: as built (the frostbite black stays).
    - M: the fingers frost white, not black; the ferns stay.
    - L: the ferns only.
    - VL: sparkling ferns.
  - his praying forearms snap off, still clasped:
    - H: as built.
    - M / L / VL: no snap. He tips forward onto his frozen clasped hands.
  - the blizzard buries him; it clears on a drift with two clasped frozen hands sticking out and red soaking up through it:
    - H: 60% red.
    - M / L: the same silhouette (the hands on his arms), no red.
    - VL: the drift collapses flat in a puff of snow, empty.
  - at the exit the snow melts off him: M-VL, it shows him lying frost-white with his eyes closed.

## ice.ice-maiden · THE ICE MAIDEN · LEGENDARY
- **Built on** the castle; the maiden is cast in gold ink from Faris's hand (castInk 'trace').
- **Needs:**
  - a FLOOR;
  - 2.6 m of headroom;
  - ~1 m behind the victim. A WALL there is fine: the maiden is inked against it.
  - Skipped under a lower ceiling (the Temple tunnel's 2.3 m).
- **range** close-mid (the shard knocks him back into it) · **hazard** spikes (the kill's own prop) · **air** yes (a victim knocked back in mid-air is caught off the ground and the doors close on him there) · **victims** 1.
- **Adapts:**
  - Any map: the maiden is the kill's own cast prop, never a copy of map architecture.
  - The light inside the ice takes the map's light: moon, dusk, neon backbox, kitchen lamp.
  - Pirate Ship: it stands on the deck and sways with the roll.
  - Clock Tower: a bell strike during it shivers frost off the maiden.
  - **Deep (adapts):**
    - It is cast standing on the seabed or a deck.
    - The shard pushes him back into it slowly against the water, and the doors slam slower behind a burst of bubbles.
    - The blood spreads inside the ice like smoke (as built) and also leaks from the seams into the water in threads.
    - Because ice floats, the frosting maiden lifts off the bottom at the end and rises with him inside: the final image becomes a white coffin rising toward the light.
    - At the exit it un-draws in gold, and he drifts out full of holes.
- **Text:** the knock word stays. Only the stamp moves.
- **Gore ladder:**
  - skewered from both doors at once, seen through clear ice:
    - H: the spikes go in, 60%.
    - M: no spikes go in. The doors slam and every spike stops a finger's width from his skin, so he is held rigid in a bed of points. Frost spreads off each tip onto him, and the cold kills him; he goes still, frost-white.
    - L: the same.
    - VL: the same, glinting.
  - his hand pressed bloody on the inside of the door:
    - H: 60%.
    - M / L / VL: a handprint of white frost on the inside of the door.
  - the blood spreading inside the ice like smoke:
    - H: 60%.
    - M / L / VL: his last breath spreads inside the ice as a white cloud of frozen bubbles.
  - it frosts over from the bottom up: all levels.
  - at the exit it un-draws (castInkOut 'claw') and he drops out onto the stones full of holes:
    - H: as built at 60%.
    - M: he drops out whole and frost-white, with dark frostbite dots where the points touched.
    - L: he drops out unmarked and lies still.
    - VL: he drops out and puffs.

## ice.freeze-thaw · FREEZE-THAW · MYTHIC
- **Built on** the backyard lawn.
- **Needs:** a FLOOR ≥ 6 m (the burst spreads across it). Works anywhere.
- **range** mid (Faris stays put and fires the game's eight-in-a-second burst three times; she staggers 3-6 m away) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The frost and the final lake are crafted per floor:
    - grass: hoarfrost blades, as built;
    - boards: frost in the grain, and the lake runs along the seams;
    - stone: rime;
    - metal: it frosts fastest, in ferns;
    - canvas (The Cage): it frosts and drinks the lake;
    - Kitchen: the lake runs to the sink;
    - Temple Steps: the lake runs down the tiers.
  - Pirate Ship: the roll sloshes her water-bag body and then the lake.
  - The season gels are screen-space.
  - Deep: skipped (a water bag bursting in water doesn't read).
- **Text:** "poke" and the three FROZEN words (one per winter) stay. Only the stamp moves.
- **Sound:** `amb.forest` no longer exists; SOUND-2 has rebuilt the bed. P2.1 keeps to ice / shared ids.
- **Gore ladder:**
  - every thaw she comes back worse, the frostburn bruises blooming darker, blood coughed:
    - H: the bruises stay (they aren't gore); blood coughed at 60%.
    - M: the bruises become purple-grey frostburn blotches. She coughs vapour, not blood, and shivers harder each spring.
    - L: she weakens and shivers, unmarked.
    - VL: the same.
  - sagging, wobbling, crawling: all levels (the soft-body wobble is the signature).
  - the last thaw: a skin of water with her heart bobbing inside:
    - H: the heart is a dark shadow bobbing.
    - M / L / VL: clear water sloshing behind her skin, and nothing inside.
  - the poke bursts her across the lawn into a red lake, and her empty wrinkled skin lies flat in it:
    - H: a dark-red lake at 60%, with the skin.
    - M: no burst. At the poke she slumps like a deflating water balloon, flat into a spreading puddle of clear meltwater that steams on the frozen grass.
    - L: she slumps out cold in the meltwater.
    - VL: the poke, and she goes up in steam.

## ice.the-still-city · THE STILL CITY · MYTHIC (death realm)
- **Built on** Monsoon Rooftops in the rain; THE STILL CITY is self-contained.
- **Needs:** a FLOOR (the return melts him on the real floor). Works anywhere.
- **range** close-mid (the freeze at the end of the lead-in) · **hazard** none · **air** yes (the frozen breath hangs where his mouth was; in the city he thaws standing) · **victims** 1.
- **Adapts (the return):**
  - "One drop of the real rain" is literal on rain maps (Monsoon Rooftops, Pirate Ship in the storm, Sunken Lab's dripping ceiling).
  - On dry maps the drop is real meltwater off his own frozen chin: the game's own thaw reaching into the still city. The ring of reality opens from it.
  - Back in the arena, where there's no rain to melt him, the thaw does it where he stands. The warmth is crafted per map: dusk heat (Desert Forts, Military Base, Temple Steps), the stove's glow (Kitchen), the lamps (saloon, Atrium downlights), the crowd's lights (The Cage), plain air elsewhere.
  - **Deep (adapts, with a crafted variant):**
    - His last breath leaves his mouth as bubbles that freeze into a cluster of ice beads; the crossing pushes into them, and their crystals are the city's hanging snow.
    - The return is one bubble rising through the still city, the only thing moving upward, and reality comes back in the ring of its wobble.
    - Back in the Deep, the white statue, being ice, lifts off and rises toward the light as it melts, shedding a pink cloud while his bones drift down.
- **Text:** the FROZEN word stays; the "..." bubble was cut for tone (KIT-WORLD: comic in a dread beat), not for the text rule. Only the stamp moves.
- **Changes already in code** (made before the pause from KIT-WORLD's review; the render check was cut off by the pause, so P2.1 verifies it first):
  - the crowd drained to frost-white and grey, with blue-black shadows and frost-burned screaming faces; the far rows sink into the dark;
  - the comic "..." bubble cut;
  - TIME STOPPED leaned on: a pigeon fixed mid-wingbeat, steam stood still over a grate like plaster, a dropped bottle hanging a foot above the pavement with its spill in the air;
  - reframed: the frozen people are "everyone who was out in the cold the night time stopped", no longer "everyone the ice took" (the 4th-use trap).
- **Check render (24 Oct 14:28, `/Volumes/Workspace/Scratch/killpages-h/city2.jpg`):**
  - 0 errors, and the frost crowd, the steam, the pigeon and the falling drop all read.
  - P2.1 fixes: the last camera sits too high on the real floor, so the melt puddle lies on the bottom edge and reads as red capsules. It gets reframed low on the floor, and the puddle is recrafted as slush with the bones surfacing.
- **Change planned for P2.1 (my own check):**
  - The hook "every frozen head turns to look at him" is close to knife.the-interval, whose realm has 9 grey frozen copies of the victim that turn their heads.
  - New hook: **nobody in the still city ever moves**, which is stronger for TIME STOPPED.
    - A hard cut reveals that every frozen figure in the street was caught mid-flight, all running from the same direction, every face turned back over its shoulder in terror at the same point.
    - From that point, Faris walks out among them.
  - The head-turn, the neck-crack cues and the pigeon's turning head go. The reveal is ONE hard cut with no camera move and no slow turn (KIT-WORLD), so it never reads as the interval's head-turn. The ledger line changes with the build.
- **Gore ladder:**
  - frozen for good among the frozen: all levels (the realm keeps its horror at every level).
  - in the rain he melts from the head down into a blood-slush puddle with his bones surfacing:
    - H: dark slush, no bones.
    - M: what melts is the white snow-statue coat. It sloughs down off him and shows him beneath, grey-blue and still; he sinks to his knees and lies in clear slush.
    - L: the coat melts, and he lies still.
    - VL: the snow statue melts into a clean puddle, and he goes up in steam.

---

# ICE PLANS (new rules)

## A · THE REMAINING 9 ICE KILLS: 7 skins (BUILT) + 2 underwater films (to build)

**BUILT 24 Oct** in `58k_w_ice_skins.js` (keys `ice.skin-<type>`). Ledgered before the build, every `skin-<type>` line grepped. Probe 22/22 ready + 5 mids, 0 errors, no overflow at 390 / 768 / 1440. Every skin branches on s.gore (M / VL checked in renders).
1. **skin-classic · JACK FROST · COMMON** (replaces the planned COLD SHOULDER)
   - Why the swap: an arm snapping off frozen was a limb-snap death, which STILL LIGHTNING, THE FIRST STEP and WHITEOUT already use.
   - The carol line taken literally: unseen frost jaws take scalloped crescent bites out of the frozen man (nose tip, head, fingertips, shoulder, side, thigh, calf). At the thaw he looks down at himself, bitten like a cookie, and the last bite (CHOMP) takes his middle.
   - Death: CORRODE as frost bites (the body is drawn with the bites cut out; frost rims, red flesh).
   - M: blue-bruised crescents of tooth marks in frost. VL: glittering crescents.
2. **skin-taped · COOLANT LEAK · RARE** · the tape torn off the cracked tank on purpose
   - The leak's heavy fog rolls along the floor, overtakes the crawler, and freezes his lungs as he breathes it: frost out of the mouth, the chest whitening from inside, a frozen pink cough at XT.
   - Final image: Faris's thumb over the leak.
   - (Changed from "frozen into the floor under a crust", which was too close to laser UNDER THE ICE.)
3. **skin-camo · BIRD STRIKE · EPIC** · "misses" freeze the rain into a clear pane
   - He sprints into it face first, his neck snaps back, and a bloody face print and two handprints hang in empty air.
   - M: frost prints and out cold.
4. **skin-cartoon · SNOWBALL EFFECT · EPIC** · Faris kicks the statue and it rolls, growing into a snowball with limbs.
   - Shards keep it rolling; SPLAT on the tower wall with boots and a hand in the splat.
   - M: he pops out dazed with an ice lump.
5. **skin-ice · PERMAFROST · LEGENDARY** · a gold-inked glacier and a time-lapse
   - It swallows him and calves him out at Faris's boots: a slab of clear ice with the man pressed inside like a flower.
   - Death: PAPER (rusty halo at XT). M: preserved grey. VL: an empty slab.
6. **skin-neon · LIT · LEGENDARY** · Christmas lights wound round the frozen man
   - Meltwater reaches the plug, he cooks in his own decorations as the bulbs pop, and he dies standing in the refrozen puddle.
   - Death: ELECTROCUTION (spiral welts at XT).
7. **skin-gold · GOLDEN HOUR · MYTHIC** · the last sunset of the year, focused through an ice lens
   - The spot crawls belt to heart and burns through, a gold beam out of his back. The sun sets; an ember hole is left in the blue dark.
   - Death: BURN as a focused sunbeam. M: a scorched star on his coat, out cold in the dark.
8. **BRINICLE · LEGENDARY · underwater (made for The Deep)**
   - High concept: the finger of death. Under sea ice, sinking brine freezes into a hollow white finger that reaches down to the sea floor and kills everything it touches, and the ice gun makes one.
   - Hook: Faris fires up into the water above the victim. The shards slow in the water, freeze, and a thin white thread starts down from them.
   - Arc:
     - The victim swims away at a crawl (every hit slows him).
     - The finger grows down its own slow, straight, unstoppable line, and he can't get out from under it.
     - It closes round him as a hollow tube of ice and freezes him inside.
     - It touches the seabed and spreads a white web over the sand, freezing the starfish and crabs.
   - Final image: a white column from the water above down to the sea floor, him frozen inside it, a white web spreading round its foot.
   - Death: CRYSTALS (PREFERRED), entombed.
   - Ladder: XT red threads freeze into the tube wall; M white threads.
   - Needs: UNDERWATER + a floor below (seabed or a deck) · range mid · victims 1.
   - It isn't an icicle impale (pistol skin-ice owns that): the brinicle encases and never pierces.
9. **ANCHOR ICE · EPIC · underwater (made for The Deep)**
   - High concept: ice that forms on the sea floor rises when it gets big enough, and it takes whatever it is frozen to.
   - Hook: Faris's shards go into the sand round the victim's feet, and white anchor ice blooms up his legs.
   - Arc:
     - Slowed by every hit, he can't kick free.
     - It grows into a fat block round his legs, a rock, a starfish and an urchin, creaking against the seabed.
     - One last shard into its base: it rips free and rises, and takes his legs at the hips.
   - Final image: the block drifting up into the light with his legs standing in it next to the starfish, while he lies on the sand below in a red cloud.
   - Death: TENDONS STRETCH (PREFERRED), through `s.tendonRip` legF + legB with dir up. The tear is the buoyancy's, which is the whole concept.
   - Ladder: M rips off only his boots and the crust of ice round his legs, and he lies frozen to the waist with frost burns.
   - Needs: UNDERWATER + seabed / deck · range close-mid.

## B · MID-ROUND SMALL KILLS (5 per weapon × ≤ 3 s, single victim, no realms, no map-changing casts)
They play inside the black-magic zone, only on medium / big maps. Each has a concept, hook, arc and final image, and a gore ladder. Ledger-checked 24 Oct. FLOOR is the only need unless stated.

### ICE (BUILT 24 Oct in `58k_w_ice_mid.js`, keys `ice.mid-<id>`, ledgered under ICE GUN · MID-ROUND)
Every death is distinct from the page's frost deaths (whiteout's gangrene, the first step's snapping, cold-hands' heartbeat jets) and from the other mid sets (laser.mid-coat-hook's collar hang, beam.mid-dehydrated's husk, pistol.mid-hollow-point).
1. **TRIGGER FINGER** (COMMON, 2.95 s) · TENDONS (PREFERRED)
   - The 8th shard freezes him mid-aim. He squeezes anyway, and the frozen finger snaps off inside the guard with a dry click.
   - At the thaw the gun drops with the finger curled on the trigger, and the finger keeps its tendon: a pale cord unspools out of his forearm between them as he backs away, opening a red groove from wrist to elbow, until it snaps.
   - Final image: the gun, the finger, the tendon trailing from it.
   - M-VL: the gun stays frozen to his hand, and a last shard blooms frost on his chest.
   - Own tendon drawing, so it doesn't reuse pump.mid-out-of-his-boots' look.
2. **SNOWFLAKE** (RARE, 2.85 s) · CRYSTALS. A six-armed dendrite grows from the 8th shard and drinks him red from its heart outward. M: it stays white and drinks his warmth. VL: it floats off.
3. **FREEZER BURN** (EPIC, 2.95 s) · PEEL / FLAY. The game's thaw shatters the coat into curved plates lined with his skin, leaving a raw striated body with a lidless face. M: clear plates and frostburn crazing.
4. **BURST PIPES** (RARE, 2.9 s) · ARTERY as one steady three-seam pour
   - Three seams bang open with red ice bulging out (seams and bulges, never spikes, so not knife RED ICE).
   - At the thaw the seam ice melts in place, and he empties in one steady pour like a burst pipe: no heartbeat and no plugs, so not COLD HANDS.
5. **HOARFROST** (LEGENDARY, 2.95 s) · STUFFING
   - Frost feathers sprout out of every pore, and the next shard bursts him open across the chest like a pillow. Red-tipped stuffing spills out of the tear for the rest of the kill.
   - M: the feathers puff from his pores and mouth.
   - Replaced the planned black-frostbite reveal: it was too close to whiteout's gangrene, and a dried-husk version would have hit beam.mid-dehydrated.
   - Not pump.dollhouse's burlap seams.
- The plan's TENDONS for ANCHOR ICE (underwater) is re-picked at build time so the page doesn't use TENDONS twice.

### GLUE (game: 6 rds/s arcing globs with a drip strand; a hit glues for 1.3 s, velocity zero, no knockback, he can still aim)
1. **SEALED** · suffocation (DROWN / SINK family, OPEN)
   - Concept: one glob, and he can't breathe out.
   - Hook: a glob over his mouth and nose sets into a glossy membrane.
   - Arc: every breath out balloons it, every breath in sucks it flat to his face. The balloons get smaller and slower. On the last one he claws at it, and his fingers stick to it too.
   - Final image: on his knees, both hands glued to his face, the membrane hanging still, half blown.
   - Ladder: XT it fills pink with what he coughs and bursts red at the end; M it's clear and just stops moving; VL it pops in a puff.
   - Checked against pistol.bubble-gum (a swelling head): this is a membrane over the airways.
   - Deep: adapts (it blows one wobbling glue bubble up, then nothing).
2. **CURED** · SHRINK-WRAP / VACUUM (PREFERRED, 0 uses)
   - Concept: glue shrinks as it cures, and so does he.
   - Hook: a burst of globs runs together over him into one glossy coat.
   - Arc: as it cures it creaks tighter and tighter, vacuum-packing him, his scream pressed flat against the inside, then his shape crushed smaller.
   - Final image: a glossy vacuum-packed man on his side, the scream pressed into the film.
   - Kit: `s.shrinkWrap` with film 'clear' tinted glue, style 'vacuum', end 'mummy'.
   - Ladder: XT blood squeezed to the seams inside; M a tight fit with no crush; VL the film pops and he puffs.
   - Deep: adapts.
3. **DEAD STOP** · SPINE (OPEN), whiplash
   - Concept: the glue stops his body dead, but his insides keep going.
   - Hook: the game's own rule: a glued fighter's velocity drops to zero instantly, and he was at a flat sprint.
   - Arc: his body stops in one frame, and his head whips down to his chest with a crack. A jet of blood leaves his mouth and keeps flying on along the line he was running, landing yards ahead.
   - Final image: glued upright mid-stride, head hanging at a broken angle, a long strand of blood and glue from his lips to the splash far ahead.
   - Ladder: M has no jet; his cap and gun keep flying and land yards ahead, and he hangs out cold in the glue. VL: the cap flies, then a puff.
   - Deep: skipped (a swimmer is too slow for the stop to read).
4. **NOWHERE TO GO** · a ring wound (the concept's own death)
   - Concept: glued, he can't be knocked back, so Faris's kick has nowhere to go but through him.
   - Hook: glued still, he braces for the kick; the game's no-knockback means he doesn't move an inch.
   - Arc: the kick lands, and a ring-shaped shock visibly ripples through his torso like a stone dropped in water, then tears out of his back as a ring of blood.
   - Final image: still standing in the glue, a ring-shaped exit wound in his back, then the glue lets go and he folds.
   - Ladder: M the ripple bursts out of his back as a ring of dust off his clothes, out cold; VL a ring of sparkles.
   - Needs Faris's kick (TF-KILLS question 2).
   - Deep: adapts (the ring shows as a ring of bubbles).
5. **NO HANDS** · SPINE (OPEN)
   - Concept: he needed his hands to fall.
   - Hook: two globs glue his arms to his sides mid-run.
   - Arc: he trips on the next step and goes full length onto his face at full speed with nothing to stop him, and his neck folds under him.
   - Final image: face down, arms glued at his sides, legs still running weakly.
   - Ladder: XT a red burst; M a dust burst, out cold; L stars; VL stars and a puff.
   - Deep: skipped.
   - DEAD STOP and NO HANDS share SPINE but not the image: whiplash upright versus face-first full length.

### PORTAL GUN (game: 2.4 bolts/s, 26 m/s; a bolt on a fighter does 13 + a shove; a bolt on a static surface opens orange #FF8A1F, then blue #3FA9FF; fighters and projectiles transit with momentum turned to the exit normal; ~10 s life)
1. **RETURN TO SENDER** · BULLET HOLES (RESTING; the concept is the death, and it looks unlike every use: his own burst, straight down through him from above)
   - Concept: every shot he fires at Faris comes back down on his own head.
   - Hook: he opens fire. Faris sidesteps and puts the blue oval on the wall behind himself, and the orange on the ceiling right over the victim.
   - Arc: the burst goes into the blue and comes out of the orange pointing straight down (the exit normal), raining his own rounds onto his head and shoulders. He keeps firing a beat too long, so his own gun keeps feeding the rain.
   - Final image: he sinks to his knees under his own downpour, his gun still smoking in his hand, the holes running top to bottom through him.
   - Needs: the victim holds a projectile gun, a WALL / PILLAR behind Faris on the firing line, and a CEILING / PLATFORM underside above the victim.
   - Kept clear of KILLPAGES-E's planned beam.PORTAL (the victim's own escape portal sends the killer's beam into his back). Here the portals are Faris's, the shots are the victim's own, and they come down from above, never into the back.
   - Ladder: M dark marks down his shoulders with no exits; L puffs of dust off his shoulders, out cold; VL sparks raining.
   - Deep: adapts (the bubble trails draw the path through the two ovals and down onto him).
2. **NO EXIT** · SPINE (OPEN)
   - Concept: you can't run from a man who makes doors.
   - Hook: he runs. Faris drops through a blue at his own feet.
   - Arc: Faris comes out of an orange in the wall ahead of the runner, sideways at his falling speed, boot first. The runner's own sprint breaks his neck on the boot.
   - Final image: the runner flat on his back, head at a wrong angle, Faris landing beside him as both ovals close.
   - Needs: a FLOOR under Faris and a WALL / PILLAR ahead of the runner inside ~6 m, plus Faris's kick (question 2).
   - Ladder: M out cold; VL stars.
   - Deep: skipped.
3. **TRAPDOOR** · the map's own hazard
   - Concept: the oldest gag there is, and the floor is gone.
   - Hook: a blue opens under his feet.
   - Arc: he drops out of the orange over the nearest hazard on that map:
     - the spike ball's arc (castle);
     - the blender's vortex (Kitchen);
     - the drain into the trough (Pinball);
     - the storm sea (Pirate Ship);
     - the lift shaft (Tower Block);
     - the jellyfish (Deep).
   - Final image: per hazard, crafted.
   - Needs: FLOOR under V + a hazard element (SHARP, HOT, ELECTRIC, deep LIQUID, CREATURE or a MOVING crusher) with a static surface over it. With none it is skipped (owed), never swapped for a plain high drop (that belongs to INFINITE FALL).
   - Ladder: per hazard family.
4. **BLIND SIDE** · the bolt into a face-first slam
   - Concept: you can't block a portal.
   - Hook: he raises his guard (the game's BLOCK) against Faris's bolts.
   - Arc: Faris fires into an orange beside himself; the bolt comes out of a blue behind the victim and hits him between the shoulders, and the shove drives him face first into the floor.
   - Final image: face down with both arms still up in his guard.
   - Ladder: XT a burn hole and a red splash from the face; M a burn mark and dust; L stars; VL a puff.
   - Needs: FLOOR + a surface behind V.
   - Deep: adapts.
5. **TWO DOORS** · CRUSH (OPEN)
   - Concept: Faris is the thing that falls.
   - Hook: an orange opens in the floor under Faris's own feet, and a blue opens in the ceiling over the victim.
   - Arc: Faris drops through his own floor and comes out of the ceiling boots first onto the victim's head. His falling weight drives the head down between the victim's shoulders.
   - Final image: the victim folded down into himself, the top of his skull level with his collarbones, as Faris steps off him.
   - Needs: a FLOOR under Faris and a CEILING / PLATFORM underside above V.
   - Ladder: M he's driven to his knees and out cold; L stars; VL a puff.
   - Deep: skipped (no fall).
   - TF-KILLS answer 1 (24 Oct): crates, barrels, loose weapons and corpses never transit portals, so the earlier SPECIAL DELIVERY idea is dropped. Fighters, projectiles, pocket throwables, hitscan shots and beams do transit.

## C · UNDERWATER FILMS FOR THE DEEP (≥ 2 per weapon, new big films)
- **ICE:** BRINICLE (L) and ANCHOR ICE (E), in section A.
- **GLUE:**
  1. **STUNG** (E): glue holds him still, and a jellyfish never hurries.
     - Faris glues him in the drift path of one of the Deep's jellyfish (persistent: they always drift round their homes). It comes slowly, pulsing, and its tentacles drape over him. Sting after sting: he convulses, and welts lace his skin. Faris re-glues each time he twitches free.
     - Final image: the jellyfish drifting on, glowing, his body hanging in the water laced with red welts.
     - Death: ELECTROCUTION (OPEN), as venom.
  2. **BROADSIDE** (E, hazard-tagged: explosion): glued in front of the wreck's end gun port, he hangs still in the water (the game's glue pins a fighter in place).
     - Faris swims round to the breech side and kicks the cannon. TF-KILLS: a kick fires it exactly like a punch, but only if that kick touches no fighter, so Faris must stay clear of the victim.
     - The ball leaves the port at 12 m/s and goes off within 0.5 m of him: the game's underwater blast, a bubble shockwave (radius 1.25 m, 34 damage, no owner).
     - The blast bursts out of him as a sphere of silver bubbles, and the glue holds what's left in place until it wears off.
     - Final image: the glued remains hanging in the settling bubbles before the glue lets go, and the port smoking bubbles.
     - Because the cannon owns the kill (an environment kill), this is a hazard-tagged film. Death: EXPLODE (RESTING; the cannon is the whole concept, and the bubble sphere looks unlike every earlier use).
     - Replaces SCENIC ROUTE. TF-KILLS answer 3: a glued fighter is pinned in place and never rides the turtle.
- **PORTAL GUN:**
  1. **THE BENDS** (L): an orange on the seabed of the abyss and a blue on the reef just under the surface send him up 28 m in no time at all, and the gas in his blood boils.
     - He fizzes: bubbles froth out of every pore, and his skin blisters with them.
     - Final image: him floating at the reef in a column of pink froth.
     - Death: LIQUEFY (boil; PREFERRED).
     - That's why the ice page doesn't use a too-fast ascent: the bends belong to the portal.
     - Cleared with KILLPAGES-E on 24 Oct: E's gravflip underwater film had the same idea, so E renamed it WRONG WAY UP and gave this one to the portal page. The under-skin 'fizz' bubble style E asked KIT-BODY for transfers to this kill when the portal page is built.
  2. **THE LURE** (L, hazard-tagged: creature): in the pitch-black abyss, the only light is the anglerfish's.
     - It plays only while the Deep's anglerfish event is live. TF-KILLS: the angler exists and bites only then, as a 2.2 s lure, then a 4 s pull within 9 m, then ONE chomp on everything within 1.9 m of the mouth (40 damage).
     - During the lure phase Faris puts an orange beside the victim and a blue on the abyss floor right under the rising light. Shoved through, the victim comes out into total dark with only the lure swaying in front of him.
     - Blind, he swims toward the only light there is. The pull takes him the last metres, and the chomp lands as it ends.
     - Final image: the lure light swaying in the black over a red cloud as the angler sinks back into the dark.
     - The chomp is the kill, so this is a hazard-tagged film: the KO is the creature's after Faris's portal put him there. Mid-round TRAPDOOR's Deep hazard is the jellyfish, so the anglerfish belongs to this film alone.
     - Replaces CANNONADE, because the wreck's cannon now belongs to glue BROADSIDE (no two kills on one core).

## D · MULTI-VICTIM
- **Ice:** none built, so there's nothing to trim, and none is added. The ice page stays at 0.
- **Glue / portal** (Layer 3 pages, designed later): at most 1 each. Proposals:
  - glue BONDED (two victims glued to each other and dragged down by each other);
  - portal CROSSFIRE (each man's burst comes out behind the other).

## E · OLD FINISHER REMAKES (`38_fin_kills2.js`)
- **ice SHATTER (EXISTING)** → **BREAK SHOT** (big film, EPIC):
  - The game's own ice execution played as the break in a game of pool. The frozen statue is the rack, and one point-blank shard into its centre is the cue ball.
  - He breaks into chunks that slide out across the frosted floor in every direction, bank off the walls, and drop one by one into the map's pockets: DROP edges, GAP, a drain, the sink (Kitchen), the trough (Pinball), the sea (Pirate Ship).
  - The head rolls last and stops on the lip of the last pocket, wobbling. Faris blows on it, and it drops.
  - Final image: the empty frosted floor and the last pocket.
  - Needs: FLOOR + at least one pocket; with none it is skipped (owed).
  - Frozen-and-shattered alone is too generic and RESTING; the break into the pockets is the concept.
  - M: the ice coat breaks off as the "balls" while he lies dazed in the middle of the table.
- **ice BRAIN FREEZE (NEW)** → not remade: ar.skin-ice owns BRAIN FREEZE.
- **glue STUCK (EXISTING)** → **FLYPAPER** (big film, RARE):
  - A burst of globs pins him spread-eagle to the nearest WALL like a fly on flypaper, where he struggles and buzzes, strands stretching from every limb.
  - Faris's kick swats him flat into the wall.
  - Final image: a fly-squash silhouette on the wall, one leg still twitching.
  - Needs a WALL / PILLAR / BIG_PROP side. Deep: adapts (the wreck hull or a rock face; a slow swat; a cloud).
- **glue RIPPED OFF (NEW)** → **GLUE TRAP** (big film, EPIC):
  - One glob glues his hand to the floor. Like a rat on a glue board, he gnaws through his own wrist to get free while Faris crouches and watches.
  - He gets free and crawls, and bleeds out from the gnawed wrist before he reaches anything.
  - Final image: the hand palm-down in the glue with bite marks, a red crawl trail from it to him.
  - Death: the concept is the death (self-amputation), then ARTERY.
- **portalgun INFINITE FALL (EXISTING)** → **INFINITE FALL** (big film, RARE):
  - Portals on the floor and the ceiling. He falls through again and again, faster each lap: his clothes tear in the wind, his scream rises and falls with each pass, the blood from his nose streams upward.
  - On open-sky maps the first exit is from the clouds, which folds in **HIGH DROP (NEW)**.
  - Faris moves the floor oval to the wall with one bolt, and he comes out horizontally at terminal velocity into the opposite wall.
  - Final image: the full-length smear on the far wall.
  - No halving: transit is instant in the game, and SLICE is RESTING.
  - Death: CRUSH / FLATTEN (OPEN).
  - Its loop differs from smg.nowhere's void wrap (a horizontal lap in a realm, a limb per lap).

## F · TF-KILLS ANSWERS (24 Oct) AND WHAT THEY CHANGED
1. **Props through portals: no.** Only fighters, projectiles (pocket throwables included), hitscan shots and beams transit. Glued, down, grabbed or dead fighters don't, and each pass back and forth is a little slower. SPECIAL DELIVERY became TWO DOORS.
2. **Kick with the glue / portal gun: yes.** KICK is always a kick with any held gun. FLYPAPER, NOWHERE TO GO, NO EXIT and BROADSIDE stand.
3. **Glued rider on the turtle: no.** A glued fighter is pinned in place. SCENIC ROUTE became BROADSIDE.
4. **Hitscan through portals: yes** (up to 3 passes; beams 2). The shot must hit the portal's surface inside the opening, and it exits along the exit normal. RETURN TO SENDER works for hitscan and projectile guns alike: a ceiling exit points straight down.
5. **The freeze under water: yes.** 8 hits give FROZEN for 1.4 s in The Deep, with no swim-jump and no air control.
   - The Deep variants that let ice rise (frozen arms, plates, the maiden, the still city's statue) happen after the kill moment, when the film owns the body. They never touch the 1.4 s gameplay freeze.
6. **The anglerfish** (24 Oct): it exists and bites only during its scheduled event (lure 2.2 s, pull 4 s within 9 m, one chomp within 1.9 m of the mouth). THE LURE is gated to that event and tagged as a creature hazard.
7. **Kicking the cannon** (24 Oct): a kick fires it like a punch, but only if the kick hits no fighter. The ball blasts within 0.5 m of a fighter (an environment kill). BROADSIDE keeps Faris at the breech, clear of the victim, and is tagged as an explosion hazard.
