# CONVERSION SHEET · LASER RIFLE (`58k_w_laser.js`, KILLPAGES-E) · 22 kills (15 new + 7 skins)
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.

**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 laser rifle fires single bolts in a fast stream (11 per cell, 3 cells = 33, then a CELL SWAP). Each bolt shoves (knockback) and burns (cauterising).
- **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.
- **Deep** = The Deep (underwater all match). **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Mirror:** the engine mirrors every kill. Text, numbers and the gold plate never mirror; the notes say where order or text must stay readable.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| wallpaper | C | castle tower | WALL \| PILLAR behind V | pointBlank | none | yes | 1 | adapts |
| stuckup | C | castle walkway | PLATFORM \| CEILING over V (thin) | close | none | yes | 1 | adapts |
| missed-the-jump | R | backyard deck | PLATFORM corner at jump height | mid | fall (short) | **required** | 1 | skip |
| air-con | R | rooftop AC unit | SHARP spinning (fan / blender / propeller) behind V | close | spikes | no | 1 | adapts if a propeller |
| hold-on | R | saloon balcony | PLATFORM edge + DROP ≥ 3 m + a lower stage | mid | fall | no | 1 | skip |
| four-corners | R | saloon | 4 anchors in 4 quadrants round V | close | none | no | 1 | adapts |
| headwind | E | castle floor | FLOOR run ≥ 8 m | mid → pointBlank | none | no | 1 | adapts |
| strike | E | saloon barrels | EXPLOSIVE ×3 (or BREAKABLE run) along a FLOOR lane | far → close | fire | no | 1 | skip |
| keepy-uppy | E | backyard | FLOOR ≥ 6 m | close-mid | none | yes | 1 | adapts |
| ten-count | E | castle | FLOOR ≥ 5 m (cast ring) | close | none | no | 1 | skip |
| metronome | L | castle spike ball | HANGING_HEAVY that swings + PLATFORM under its arc | mid | spikes | yes | 1 | adapts if a chain-weight |
| lightning-rod | L | rooftop antenna | CLIMBABLE pole / ELECTRIC rod + open sky | mid | electric | no | 1 | skip |
| scarecrow | L | backyard | FLOOR (ground) + open sky | close | none | no | 1 | skip |
| prism | M | castle | FLOOR | mid | none | yes | 1 | adapts |
| the-last-ring | M realm | castle | FLOOR | close | fall (realm) | no | 1 | adapts |
| skin-classic STAR KO | C | rooftops sky | open sky \| CEILING to burst | pointBlank | none | yes | 1 | adapts |
| skin-taped DUCT TAPE | R | saloon | FLOOR | close-mid | none | no | 1 | adapts |
| skin-camo PAINTED RED | E | castle | FLOOR (+ WALL for prints) | mid | none | yes | 1 | adapts |
| skin-cartoon ACCORDION | E | castle tower | WALL \| PILLAR | pointBlank | none | yes | 1 | skip |
| skin-ice UNDER THE ICE | L | backyard lawn | FLOOR (cast pond) | close | liquid (cast) | no | 1 | skip |
| skin-neon GLOW STICK | L | roof edge | DROP edge (≥ 3 m) | close | fall | no | 1 | skip |
| skin-gold MINTED | M realm | saloon | FLOOR | mid | none | no | 1 | adapts |

**Multi-victim:** none on this page, so the 1-2 trim needs nothing. The plan below adds one (UNDERTOW, a 2-victim underwater film).
**Works anywhere** (FLOOR only): keepy-uppy, prism, the-last-ring, DUCT TAPE, PAINTED RED, MINTED, headwind (wide floors), ten-count. Eight kills, enough for feature-poor maps.

---

## laser.wallpaper · WALLPAPER · COMMON
- **Built on** the castle tower face.
- **Needs:**
  - a WALL or PILLAR behind the victim, inside 4 m, clear for a full body;
  - a FLOOR between them.
  - A BREAKABLE_LIGHT pane is not a wall for this kill, so take the next one.
- **range** pointBlank · **hazard** none · **air** yes (an airborne victim is slammed in mid-air and hangs in the crater) · **victims** 1.
- **Adapts by surface (one crafted crater per material):**
  - stone / brick (castle, Temple Steps, Desert Forts, Tower Block): the built crater, cracks radiating.
  - wood (saloon walls, Pirate Ship hull, crates): a splintered body-hole; boards spring out round him and snap back as he peels out.
  - metal (Military Base containers, Sunken Lab, The Cage posts): a man-shaped dent that bulges the plate. Rivets pop, and blood squeezes out round the edges of the dent.
  - chain-link (The Cage walls): the mesh takes him like a net. A diamond pattern is pressed into his flesh, blood squeezes through the wires, and the mesh springs back and throws him off.
  - Kitchen: the tile backsplash cracks in his outline; the grout lines run red.
  - Retro Desktop: a window frame (taken as it is at the start, it keeps drifting); the imprint stays in the window and moves with it.
  - Deep: a rock face or the wreck hull. He drifts back into it slowly, silt blooms instead of dust, blood unspools in threads from the print, and he peels out floating instead of slapping the floor.
- **Gore ladder:**
  - ribs folding (x-ray):
    - H: unchanged (bones are already x-ray only);
    - M: no bones. A white shock-silhouette ripples off his body into the crater on impact.
    - L / VL: the shock silhouette only.
  - blood squeezed round the silhouette:
    - H: 60%;
    - M: a thin dark rim;
    - L: a dark dust ring puffs out round him;
    - VL: a dust ring and a few stone chips.
  - red body-print dripping:
    - M: a dark scorch print, no drips;
    - L: a soot print;
    - VL: a clean pale dent with dust trickling out of it.
  - peels out stiff, slaps the floor:
    - all levels: same.
    - L: he slaps down and lies dazed, with stars and a twitch.
    - VL: puff fade after the slap; the print stays as the final image.

## laser.stuckup · STUCK UP · COMMON
- **Built on** the castle walkway (one-way planks).
- **Needs:**
  - a PLATFORM or CEILING directly over the victim, 0.3-1.2 m above his head;
  - thin (plank / grating / glass), not solid stone;
  - Faris level or lower, close.
- **range** close · **hazard** none · **air** yes (an airborne victim under the planks is driven up the same way) · **victims** 1.
- **Adapts:**
  - wood planks (castle walkway, saloon balcony, Pirate Ship deck from below, Clock Tower floors): as built.
  - metal grating (Military Base catwalks, Sunken Lab, Tower Block scaffolds): the head goes through a torn square of grating. The bent grating teeth ring his neck like a collar, and the trophy reads even better.
  - glass (Atrium galleries): the pane stars and holds his neck. A ring of glass teeth; blood runs along the cracks.
  - solid stone or no thin platform: skipped (owed).
  - Kitchen: up through a drawer bottom / the underside of a shelf (BIG_PROP); Faris climbs the drawer handle to sit beside him.
  - Deep: up through the wreck's deck planks. The body hangs below in slow drift and the blood rises up through the hole as a cloud round the head. Faris swims up and sits on the deck.
- **Gore ladder:**
  - head punched through to the neck:
    - M: the head pokes through intact with a dark scuffed ring of splinters round the neck.
    - L: same, no blood. His eyes roll and his tongue lolls (knocked out).
    - VL: same, with a puff of splinter dust; at the end the whole body fades in a puff and leaves the broken planks.
  - splinters + blood raining down:
    - M: splinters only, a few dark drops;
    - L / VL: splinters and dust.
  - dangling body pumping a red string to the floor:
    - M: the legs kick, then hang still, and a dark drip line falls;
    - L: the kicks slow into a limp dangle;
    - VL: same, then the puff.

## laser.missed-the-jump · MISSED THE JUMP · RARE
- **Built on** the backyard top deck.
- **Needs:**
  - a PLATFORM with an exposed corner or edge 1.5-3 m above the take-off;
  - the victim leaping at it.
  - It owns the trap "a leap cut short by one mid-air shot".
- **range** mid · **hazard** fall (short) · **air: required.** It only plays when the victim is airborne going up, or the film owns his leap from a running start. · **victims** 1.
- **Adapts:**
  - any platform corner: a deck, a crate stack (Crate Canyon), a temple ledge, a ship's rail (Pirate Ship), a desk edge (Retro Desktop window top).
  - A moving platform (Retro Desktop, Clock Tower hand): the planned arc is drawn to where the edge WILL be. The red re-route still lands on the corner, and that makes it better.
  - Kitchen: the counter's edge or a cutting board's corner.
  - Deep: skipped (no leaps or falls).
- **Gore ladder:**
  - corner catches the throat, head snaps back, throat tears and pumps:
    - VH: same.
    - H: the tear is seen and pumps at 60%;
    - M: the corner hits the throat with a dark welt and a choke; no tear. The head snaps back over the edge.
    - L: the impact flash (manga frame) only; he folds over the edge, out cold.
    - VL: the same frame with sparks and a stars ring.
  - hangs, then head-first into the grass:
    - all levels: the fall stays.
    - M: a dark smear on the edge;
    - L: dust;
    - VL: dust, then the puff when he lands.

## laser.air-con · AIR CON · RARE
- **Built on** the Monsoon Rooftops AC unit fan.
- **Needs:**
  - a SHARP element with spinning blades within 3 m behind the victim: a fan, the Kitchen blender, a ship's capstan or propeller, a vent fan.
  - The camera re-frames to the unit's real exhaust direction.
- **range** close · **hazard** spikes (blades) · **air** no · **victims** 1.
- **Adapts:**
  - rooftop AC fan: as built (rain mist).
  - Kitchen blender: he is shoved back up and over the jug's lip and fed into the blades at the bottom. The jug turns into a red smoothie and the head is spat out of the spout onto the counter. The giant-prop scale makes it better.
  - Military Base / Tower Block vent fans: as built, dry; the mist blows out of the vent grille.
  - Pirate Ship: none, unless the export tags a capstan / prop.
  - No spinning SHARP: Faris's own prop. He stamps a gold floor fan up out of the boards with one hand (castInk 'slam') a beat before the bolt. That keeps the story, since a rooftop unit isn't map architecture copied.
  - Deep: a wreck propeller if tagged; otherwise skipped.
- **Gore ladder:**
  - fed in back-first, arms reaching:
    - all levels: same.
  - red mist + meat out of the exhaust, a hand and a shoe spat out, blades go red:
    - H: mist + the shoe; no meat chunks, the blades dark-red.
    - M: dark smoke puffs out of the exhaust in pulses. The shoe and his hat are spat out; the blades judder.
    - L: grey puffs and the shoe.
    - VL: sparks off the blades + dust, and the hat.
  - head spat up, rolls to Faris's boot:
    - VH / H: same.
    - M: no severed head. His hat is spat out and lands on Faris's boot, and the fan grinds to a stop with a clunk. He is gone inside. The final image is the hat on the boot.
    - L / VL: the same hat beat; at VL the unit coughs a puff of dust.

## laser.hold-on · HOLD ON · RARE
- **Built on** the saloon upper balcony over the lower balcony.
- **Needs:**
  - a PLATFORM edge she can teeter on and hang from;
  - a DROP ≥ 3 m below onto a lower PLATFORM or FLOOR;
  - Faris on the far side, mid range.
- **range** mid · **hazard** fall · **air** no · **victims** 1.
- **Adapts:**
  - any balcony, ledge, roof edge, crate top or ship rail with a drop.
  - The landing surface changes the landing beat: boards (as built), stone (Temple Steps), deck (Pirate Ship), the counter top (Kitchen, from a shelf), grating.
  - Clock Tower: she hangs from a gallery PLATFORM edge in the tower (the nearest clock.platform with a DROP under it), over the turning gears (clock.event.gears) far below; the landing beat is the gear teeth instead of boards. Never the clock's hands: hanging from the hands is portalgun STRANDED's (built), so the hands keep turning in the background, untouched.
  - No drop: skipped.
  - Deep: skipped.
- **Gore ladder:**
  - back forearm burnt off at the elbow (save 1 answered):
    - H: off, cauterised stump;
    - M: the bolt sears the forearm (a dark burn) and the arm goes dead and limp, still attached.
    - L: a puff, and the arm drops limp.
    - VL: sparks and the limp arm.
  - last bolt takes the front wrist, she drops:
    - M: the wrist is seared and her grip fails;
    - L / VL: the bolt pings off the lip by her fingers and she lets go.
  - shins snap through the skin on the lower balcony:
    - H: shins snap (a skin tear, no bone);
    - M: she lands hard and crumples, with a dark bruise flash;
    - L / VL: she lands and lies out cold.
  - severed forearm still gripping the lip, Faris grinds his heel on the fingers:
    - VH / H: same.
    - M: no severed hand. Her scarf / hat snagged on the lip holds on, and Faris's heel grinds it free. It flutters down onto her face.
    - L / VL: the same scarf beat.

## laser.four-corners · FOUR CORNERS · RARE
- **Built on** the saloon: two balconies + the barrels at each end.
- **Needs:**
  - four anchor elements in four quadrants round the victim (upper left, upper right, lower left, lower right), each inside 10 m.
  - Allowed anchors: PLATFORM, WALL, PILLAR, CONTAINER, EXPLOSIVE, BIG_PROP.
  - Fewer than 3 quadrants filled: skipped.
  - With exactly 3, the fourth limb is shoved into the floor at Faris's feet. That lands on the "clock" as 12-3-6-9 and stays crafted.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Mirror:** the limb order follows the clock, so mirroring keeps it reading (TL → TR → BR → BL from Faris's view). The four-corner split screen keeps its quadrants unmirrored.
- **Adapts:**
  - Backyard: deck, deck, fence posts.
  - Crate Canyon: crates.
  - Military Base: containers / catwalks.
  - Kitchen: the toaster, the knife block, the kettle, the sink rim.
  - Deep: the limbs drift out to the four compass points of open water, each trailing a red thread. The heart floats up between them, still beating, and the split screen still holds.
- **Gore ladder:**
  - four limbs burnt off and shoved to the corners:
    - H: as built;
    - M: no limbs off. Each bolt shoves a WEAPON or piece of gear of his to a corner: the pistol, the hat, a boot, the belt / bandolier. Each limb that is hit goes dead with a dark burn and he sags further each time. He kneels on, limp-armed, begging.
    - L: the same, with puffs.
    - VL: the same, with sparks.
  - torso on its stumps begs, chest bursts, the heart lands still beating:
    - H: the chest opens as a dark wound; the heart beats inside it (no organ out).
    - M: the fifth bolt in the chest knocks him flat on his back in the middle of the four corners. His last gasp makes a little cloud above the HUD-free centre. The split screen shows the four pieces of gear and him.
    - L: same, out cold.
    - VL: the puff in the centre, and the gear stays in the corners.

## laser.headwind · HEADWIND · EPIC
- **Built on** the castle courtyard floor.
- **Needs:** FLOOR run ≥ 8 m (he gains ground through three cells). It owns the trap "layer-by-layer strip to the skeleton".
- **range** mid → pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - any long floor: Desert Forts, Atrium, Military Base yard, Pirate Ship deck (the deck's roll keeps moving; he leans uphill on the roll), Tower Block roof.
  - Floors under 8 m: the cell swaps are shortened by fast-forward cuts so he still gains ground. Under 5 m: skipped.
  - Deep: he swims into the stream instead of walking. Each layer drifts back behind him as a cloud, and the skeleton sinks slowly instead of falling and comes apart into a drift of bones. Crafted, and stronger.
- **Gore ladder:**
  - anatomy peel per cell (face to skull, arm to bone; torso + arm; legs):
    - VH: same.
    - H: skin and muscle strip, organs show as dark cavities, bones show only in x-ray flashes on each bolt.
    - M: no layers off. Each bolt scorches a layer of his CLOTHES and HAIR away instead:
      - cell 1: the hat and sleeves burn off;
      - cell 2: the jacket, shredded, the face blackened with soot;
      - cell 3: the trousers in tatters, the hair smoking.
      He still gains ground, singed and smoking.
    - L: the clothes peel with puffs only.
    - VL: the clothes peel off in sparks.
  - red mist + chunks sprayed behind him:
    - M: smoke and cloth scraps;
    - L: grey smoke;
    - VL: sparks and dust.
  - skeleton falls, finger bones on the boot, flicked to pieces:
    - H: as built (the skeleton is the end state, shown as bone);
    - M: he falls full length in rags, with one blackened hand on Faris's boot. Faris flicks it off and it flops.
    - L: the same, out cold.
    - VL: the hand on the boot, then the whole body puffs away.

## laser.strike · STRIKE · EPIC
- **Built on** the saloon floor with its three explosive barrels.
- **Needs:**
  - three pins along one FLOOR lane ahead of the victim inside 12 m;
  - pins: EXPLOSIVE (barrels, gas tanks) first, then BREAKABLE_LIGHT / HEAVY (crates, bottles, pots);
  - at least 2 pins.
- **range** far → close (Faris bowls from far) · **hazard** fire (barrels) · **air** no · **victims** 1.
- **Mirror:** the score stamps X X X stay unmirrored, read left to right.
- **Adapts:**
  - barrels (saloon, Military Base, Pirate Ship powder kegs): as built.
  - crates (Crate Canyon): the pins burst into planks, and the three beats become impacts. Crate 1 snaps the legs, crate 2 an arm with nails in it, crate 3 bursts the chest on a corner. The fire layer is swapped for flying planks and a spill of the crate's contents (canned goods, straw).
  - Kitchen: three spice jars / bottles, with glass and spice dust.
  - Pinball Arcade: the bumpers ARE the pins. He bowls into three BOUNCY bumpers in a row, flashing and dinging, each one throwing him into the next.
  - 2 pins: a SPARE (X then /), still crafted.
  - Deep: skipped (no rolling).
- **Gore ladder:**
  - barrel 1 takes the legs:
    - M: the blast throws him on, legs blackened, still attached.
    - L: a puff and soot.
    - VL: sparks.
  - barrel 2 tears an arm, sets him alight, guts unspool:
    - H: the arm off, no guts (a dark wound), burning;
    - M: alight and spinning, the clothes burning, no wound;
    - L: smoking and spinning;
    - VL: smoking with sparks.
  - barrel 3 bursts the chest, the burning head bowls on alone:
    - H: the chest a dark crater, the head bowls on;
    - M: he bursts through the third barrel and his flaming HAT bowls on alone down the boards. He lands face down behind the barrel line, smoking. The X X X stamps stay.
    - L: the hat, smouldering;
    - VL: the hat, with sparks.

## laser.keepy-uppy · KEEPY-UPPY · EPIC
- **Built on** the backyard lawn.
- **Needs:** FLOOR ≥ 6 m. It works anywhere.
- **range** close-mid · **hazard** none · **air** yes (the victim may start airborne; the head goes up anyway) · **victims** 1.
- **Mirror:** the touch count stays unmirrored.
- **Adapts:**
  - Any map. A low CEILING (Sunken Lab, Atrium inner rooms) caps the kicks. The head bounces off the ceiling once, and that becomes a crafted touch of its own (a "header" off the ceiling).
  - Moving maps: the body stumbles with the deck's roll.
  - Deep: the head rises slowly on its own. Each bolt nudges it in a lazy arc while the body swims after it with its hands out. The neck unspools a red ribbon and the head ends balanced on the muzzle in a slow spin.
- **Gore ladder:**
  - head off:
    - H: as built.
    - M: no decap. The first bolt knocks his HAT off and him senseless (eyes to spirals, a dark scorch on the brow).
  - neck pumps while the body chases:
    - M: no neck wound. The concussed body chases its hat with its hands out, staggering, always a touch late.
  - every touch scorches the head (hat burns, ear, cheek):
    - M: every touch scorches the HAT: it smokes, catches, a hole burns through the crown.
    - L: the hat only smokes.
    - VL: sparks off the hat.
  - body falls face-first short of the head balanced on the muzzle:
    - M: he falls face-first a step short of his hat, which sits balanced on the muzzle, smoking.
    - L: he falls out cold.
    - VL: he falls, puffs away, and the hat stays on the muzzle.

## laser.ten-count · TEN COUNT · EPIC
- **Built on** the castle floor; Faris sweeps a boxing ring in (castInk 'sweep').
- **Needs:** FLOOR ≥ 5 m (the cast ring needs the space). It works anywhere with ground. It owns counting (the trap).
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Mirror:** the count numbers and the bell stay unmirrored.
- **Adapts:**
  - Any floored map. The cast ring fits the real floor width (the ropes run to the nearest WALL / PILLAR if inside 4 m, otherwise to its own corner posts).
  - On The Cage the ring IS the cage. There is no cast; the cage walls are the ropes, and Faris referees from inside.
  - Deep: skipped (he can't be knocked down or get up there).
- **Gore ladder:**
  - face smashed into the floor:
    - M: he goes down face-first with a dark smear and a dazed groan;
    - L: down with a thud;
    - VL: down with a dust puff.
  - kneecap bursts, leg folds the wrong way (x-ray):
    - H: x-ray only, no skin tear;
    - M: the bolt to the knee drops him onto it, with an x-ray-free buckle (the leg stays straight) and a dark burn.
    - L / VL: the knee buckles, with a puff.
  - the reaching hand burnt off:
    - H: as built;
    - M: the hand is seared, smoking, pulled back under him.
    - L: smoking;
    - VL: sparks.
  - throat torn open:
    - H: a dark wound;
    - M: a bolt to the collarbone flattens him;
    - L / VL: a bolt to the floor beside his head flattens him with the shock.
  - at nine the last hand rises, shakes, falls:
    - all levels: same. This is the signature image.

## laser.metronome · METRONOME · LEGENDARY
- **Built on** Spike Castle's spiked pendulum ball over the walkway.
- **Needs:**
  - a HANGING_HEAVY that swings (pendulum) or that one bolt can set swinging;
  - a PLATFORM / FLOOR under its arc where she stands;
  - Faris mid range.
  - SHARP on the weight makes the skewer; a blunt weight changes the beats (below).
- **range** mid · **hazard** spikes · **air** yes (she hops the ball; the lead may start mid-hop) · **victims** 1.
- **Adapts:**
  - Spike Castle ball: as built.
  - Saloon chandelier: bolt 1 knocks it swinging, and the chandelier's iron arms do the work. Pass 2 hooks her by the leg, pass 3 rakes her back, pass 4 a candle spike goes through her, and she rides it.
  - Clock Tower: the bell clapper / the pendulum in the tower. Each pass is a bell stroke, so it keeps the metronome tick.
  - Pirate Ship: a swinging block / lantern on the boom, which keeps swinging with the ship's roll.
  - Crane hooks (Military Base, Tower Block): a hook does the skewer.
  - Blunt weights (a lamp, a bell): pass 2 snaps the leg, pass 3 spins her, pass 4 pins her against the weight's rim as it carries her. Still crafted.
  - No HANGING_HEAVY: skipped.
  - Deep: a chained anchor or buoy weight if tagged swings slowly in the current; otherwise skipped.
- **Gore ladder:**
  - leg ripped off at the hip:
    - H: as built;
    - M: the ball clips the leg out from under her and the leg flops (dead, dark bruise).
    - L / VL: she's clipped and tumbles.
  - back raked open:
    - H: a dark furrow;
    - M: the jacket is torn open with a dark welt;
    - L: torn cloth;
    - VL: cloth and sparks.
  - skewered, spike out of the chest:
    - H: the spike through, a dark wound;
    - M: the spike snags her by the jacket / the belt and she is CARRIED, limp, head down, unharmed-looking but out cold.
    - L / VL: the same carry.
  - rides the swing flinging blood arcs, red curve under the swing:
    - H: 60%;
    - M: her dropped headphones swing on their cord and the curve on the floor is drawn by her trailing scarf.
    - L: the scarf curve;
    - VL: a dust curve.

## laser.lightning-rod · LIGHTNING ROD · LEGENDARY
- **Built on** the Monsoon Rooftops antenna.
- **Needs:**
  - a tall CLIMBABLE pole / ELECTRIC lightning rod / mast;
  - open sky above it (the storm).
  - Indoor maps with no sky: skipped.
- **range** mid · **hazard** electric · **air** no (he climbs) · **victims** 1.
- **Adapts:**
  - Pirate Ship main mast: storm at sea; the rod is the masthead spike, and Faris's umbrella is a sail flap.
  - Clock Tower spire.
  - Desert Forts flagpole, with a desert dry storm (the monsoon becomes a black dust storm with lightning).
  - Military Base radio mast.
  - Temple Steps: a bronze finial on the top step.
  - The storm is the kill's own atmosphere layer on any outdoor map.
  - Deep: skipped.
- **Gore ladder:**
  - skewered on the rod through the belly:
    - H: as built;
    - M: impaling is out. The bolt drops him onto the rod's crossbar and he hangs folded over it, belt hooked on the spike.
    - L / VL: the same.
  - strike 1: skeleton through the skin, smoking:
    - H: x-ray strike (bones are allowed in x-ray);
    - M: an electric outline, hair on end, smoke;
    - L: hair on end;
    - VL: sparks.
  - strike 2: eyes boil, hat burns:
    - H: dark sockets;
    - M: the hat burns off and his eyes go to white glowing spirals;
    - L / VL: the hat flies off smoking.
  - strike 3: limbs blown off, charred ribcage + skull hissing:
    - H: limbs off, a char body (no ribcage on show);
    - M: a charred black silhouette hangs on the rod, smoking in the rain; no pieces.
    - L: a smoking silhouette;
    - VL: the third strike leaves a puff, and the rod glows empty in the rain.

## laser.scarecrow · SCARECROW · LEGENDARY
- **Built on** the backyard lawn under the moon; Faris slams the post up (castInk 'slam').
- **Needs:**
  - FLOOR (ground he can slam a post into);
  - open sky (the crows).
  - Indoor maps: crows come through an OPENING if one is tagged inside 15 m, otherwise skipped.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any outdoor floored map. Desert Forts gets vultures instead of crows (same beats, bigger birds).
  - Pirate Ship: gulls, and the post becomes the ship's own yardarm if tagged CLIMBABLE.
  - Kitchen: a cocktail stick in a cake, and flies.
  - Deep: skipped (no birds; fish would change the concept).
- **Gore ladder:**
  - post spike out through the chest, palms burnt to the bar:
    - H: as built;
    - M: no impaling. Bolts weld her WRISTBANDS and BELT to the post and crossbar; she hangs strapped like a real scarecrow.
    - L / VL: the same.
  - crows take an eye on its nerve:
    - VH: same;
    - H: the eye is pecked to a dark socket (no nerve);
    - M: the crows peck her hat away and tug at her hair and buttons.
  - crows peck the cheek and fingers, tear the belly and drag the guts:
    - H: dark wounds; the belly is a dark wound with no guts;
    - M: they tear her jacket to straw-like rags, and she screams and kicks at them.
    - L: they mob her; she slumps.
    - VL: feathers everywhere, and she fades in a puff of feathers.
  - she slows and hangs still in the straw hat under the moon:
    - all levels: same.

## laser.prism · PRISM · MYTHIC
- **Built on** the castle; the prism is Faris's hand prop (spun from the free hand).
- **Needs:** FLOOR. It works anywhere.
- **range** mid · **hazard** none · **air** yes (the slices hang in the air anyway) · **victims** 1.
- **Adapts:**
  - Any map; the slices scatter on the real floor.
  - Kitchen: the prism is a sugar crystal / a glass salt shaker held up.
  - Deep: the light refracts twice, through the prism and through the water. The seven slices drift apart slowly in seven colours, each trailing its own coloured cloud, and as the colours cool the clouds turn red. Stronger.
- **Gore ladder:**
  - seven cuts scalp to knees, each glowing in its colour:
    - VH: same;
    - H: the cuts stay, faces dark (no organs at the cut faces).
    - M: no cuts. He is split into seven coloured LIGHT bands: seven stripes of colour cross his body like a stained-glass silhouette, and he hangs in the light, stunned.
  - slices hang apart, drop, scatter:
    - M: the seven colour bands slide apart like a split shadow, then snap back together as he drops in one piece, out cold.
    - L: the bands flicker and he drops.
    - VL: the bands burst into seven coloured sparks and he fades in a rainbow puff.
  - colours cool, every cut face opens and bleeds:
    - H: dark faces;
    - M: the stripes fade from his body one colour at a time (red last).
    - L / VL: the same fade.

## laser.the-last-ring · THE LAST RING · MYTHIC (death realm)
- **Built on** the castle (the gameplay); the realm is self-contained.
- **Needs:** FLOOR (the cut disc is cut from whatever floor they stand on). The return needs a sky or a ceiling to fall out of.
- **range** close · **hazard** fall (realm-only) · **air** no · **victims** 1.
- **Adapts:**
  - Any floored map. The cut lines follow the real floor material (planks, stone, grating, tiles); it's that disc that floats over the throat.
  - Return indoors: the half-digested corpse drops out of the ceiling's shadow (a beat of darkness above first), and Faris looks up at the ceiling instead of the sky.
  - Deep: the crossing works (the water clears round the disc). The return is the corpse sinking down from the surface into the light of Faris's lamp. It does not fall, it settles.
  - Realm horror stays full at every gore level.
- **Gore ladder:**
  - a row of fangs takes the arm:
    - H: off;
    - M: the fangs tear his sleeve and his gun away;
    - L / VL: the gun only.
  - the walls clamp and swallow:
    - all levels: same (realm horror).
  - falls from the sky half-digested, melts into bile with bones surfacing:
    - H: no surfacing bones; a dark slurry;
    - M: he falls out of the sky wrapped in a glistening caul of throat-slime and lies still, steaming.
    - L: the same, no gloss;
    - VL: the caul puffs to steam.

## laser.skin-classic · STAR KO · COMMON (classic skin)
- **Built on** the night sky over the rooftops.
- **Needs:** open sky, or a CEILING / roof to burst through first. It owns the trap "launched to a twinkle in the sky".
- **range** pointBlank · **hazard** none · **air** yes · **victims** 1.
- **Adapts:**
  - Day skies: the red star is a red glint in the blue, pulsing.
  - Indoor maps: he punches up through the CEILING leaving a man-shaped hole, the camera rides up through it, and the star hangs in the hole's patch of sky.
  - Kitchen: up through the extractor hood.
  - Deep: he's launched up to the surface; a red light at the surface beats like a heart and goes out.
- **Gore ladder:**
  - burning hole through the chest, bolt out of the back:
    - H: as built;
    - M: no hole. A white-hot scorch on the chest and a puff out of the back of the jacket.
  - ribbon of blood rains on the roof:
    - M: a ribbon of smoke and a falling shoe;
    - L: smoke;
    - VL: a trail of sparks.
  - red star beats like a heart and goes out:
    - all levels: same (it's light). At VL the star is white.

## laser.skin-taped · DUCT TAPE · RARE (taped skin)
- **Built on** the saloon.
- **Needs:** FLOOR. It works anywhere; the victim needs a reloadable gun (pistol from the lead-in).
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - The split-screen race keeps its halves unmirrored (Faris's hands left).
  - Deep: the race plays in slow drift; the tape floats in loops as he tapes.
- **Gore ladder:**
  - first bolt takes the gun hand off at the wrist, pistol still in it half-racked:
    - H: as built;
    - M: the bolt blasts the PISTOL out of his half-racked hands, and his hand is seared and smoking.
    - L: the gun flies, puff;
    - VL: sparks.
  - second burns through the face:
    - H: a dark wound;
    - M: a bolt to the chest knocks him flat;
    - L / VL: the same, out cold.
  - the hand a step away still holding the gun:
    - M: the pistol lies a step away, still smoking, slide half back.
    - VL: the gun stays after he puffs away.

## laser.skin-camo · PAINTED RED · EPIC (camo skin)
- **Built on** the castle; the tower takes the handprints.
- **Needs:** FLOOR. A WALL / PILLAR within 4 m adds handprints (optional).
- **range** mid · **hazard** none · **air** yes · **victims** 1.
- **Adapts:**
  - Any map. Without a wall, the prints go onto the floor as he crawls.
  - Deep: each graze bleeds a red cloud that clings to the shimmer, and a whole red man made of clouds swims at Faris. That's the most beautiful version.
- **Gore ladder:**
  - each bolt paints him red (forearm, shoulder, face, chest, legs):
    - M: each bolt SCORCHES the invisible man black instead. Soot clings to him, and a sooty black man runs at Faris. The prints are soot.
    - L: grey ash;
    - VL: GLITTER. The bolts throw glitter that clings and outlines him, and a sparkling man runs at Faris.
  - last bolt bursts him, a man-shaped stain with nobody in it:
    - H: the stain stays;
    - M: he falls; a man-shaped soot shadow is left on the stones with nobody in it.
    - L: an ash shadow;
    - VL: a glitter outline that blows away.

## laser.skin-cartoon · ACCORDION · EPIC (cartoon skin)
- **Built on** the castle tower face.
- **Needs:** WALL or PILLAR behind the victim inside 3 m.
- **range** pointBlank · **hazard** none · **air** yes · **victims** 1.
- **Adapts:**
  - Any wall material: stone, wood, metal (a clang note to start the tune), chain-link (The Cage: he's squeezed through the mesh and comes out pleated in diamonds), Kitchen tiles.
  - No wall: skipped.
  - Deep: skipped (no stamp).
- **Gore ladder:**
  - squashed flat, peels off in folds:
    - all levels: same (cartoon).
  - every squeeze plays a note and squirts blood out of the folds:
    - H: 60%;
    - M: every squeeze puffs DUST out of the folds and a hat pops up on each note;
    - L / VL: dust.
  - ribs poke between the pleats:
    - H: x-ray only;
    - M: no ribs, just wobbling pleats.
  - last stamp: pleated pancake, blood jets, teeth spray like piano keys:
    - H: no teeth;
    - M: the pancake with dust jets, and his buttons spray out like piano keys.
    - VL: he puffs away as an accordion wheeze.

## laser.skin-ice · UNDER THE ICE · LEGENDARY (ice skin)
- **Built on** the backyard lawn; the ice rifle freezes a pond into it (castInk).
- **Needs:** FLOOR (ground or deck), at least 3 m wide for the pond.
- **range** close · **hazard** liquid (the cast pond) · **air** no · **victims** 1.
- **Adapts:**
  - Any floored map; the pond takes the floor's colour at its rim.
  - A real LIQUID element inside 6 m (Sunken Lab pools, a Kitchen sink, Pirate Ship deck water): Faris freezes THAT, with no cast.
  - Deep: skipped (already underwater).
- **Gore ladder:**
  - bolt in the face, nose broken, red cloud:
    - H: as built;
    - M: the bolt hits the ice by her face and the shock knocks her back under, with a dark cloud of silt.
    - L: silt;
    - VL: bubbles.
  - the hole freezes round her wrist, the hand claws, frost locks it:
    - all levels: same (the signature).
  - frozen fingers snap off one by one, red at the cores:
    - H: as built;
    - M: no fingers off. Faris taps the frozen hand with the muzzle and the whole hand's frost CRACKS in a web. The fingers stay; a last bubble rises under the ice.
    - L / VL: the frost webs; at VL it sparkles.

## laser.skin-neon · GLOW STICK · LEGENDARY (neon skin)
- **Built on** the rooftop edge over the dark alley.
- **Needs:** a DROP edge ≥ 3 m (roof edge, balcony rail, cliff, ship rail).
- **range** close · **hazard** fall · **air** no · **victims** 1.
- **Adapts:**
  - Any drop. The light pours down whatever is below: an alley, a cliff, the sea (Pirate Ship: he lights the water pink as he sinks), the floor of the Atrium well.
  - Kitchen: over the counter edge, down onto the floor tiles.
  - No drop: skipped.
  - Deep: skipped.
- **Gore ladder:**
  - spine snaps over the edge, bone spur, pink light leaking:
    - H: the snap, no spur, the glow;
    - M: no snap. The bolt slams him over the edge on his back and the pink GLOW starts in his jacket's seams, as if he swallowed the light.
  - every shake breaks something, glowing blood sprays:
    - H: 60%;
    - M: every shake brightens him, glowing DUST shakes out of his sleeves.
    - L: glow only;
    - VL: sparks.
  - cracked in two at the waist, neon pink pours, halves fall glowing:
    - H: as built;
    - M: Faris cracks him like a glow stick over his knee with a SNAP of light (no halving) and drops him, whole and glowing, down into the dark.
    - L / VL: the same.

## laser.skin-gold · MINTED · MYTHIC (gold skin, death realm THE MINT)
- **Built on** the saloon (the gameplay); THE MINT is self-contained.
- **Needs:** FLOOR (the return coin rolls on it).
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map. The crossing "melts like wax in gold drips" uses the real map's colours dripping.
  - Return: the coin rolls on the real floor to Faris's boot. On a sloped / moving floor it rolls with the slope or roll and is stopped by his boot.
  - Deep: the coin sinks slowly, rocking, and settles in the silt at his boot.
- **Gore ladder:**
  - lowered head first into molten gold, thrashing, screaming:
    - all levels: the realm horror stays.
    - M: no burning flesh; the gold climbs her like a coat.
    - L / VL: the same, without the spatter.
  - poured and struck, a coin with her screaming face:
    - all levels: same (it's gold).
  - a drop of blood seeps out of the rim:
    - M: a dark drop;
    - L: none;
    - VL: a glint.

---

---

## CONVERSION CODE TASKS (P2.1, after P0.4 / P0.6 / P0.7 / P1.1 land; nothing applied yet)
1. **Def fields on all 22:** `needs` (the kinds above), `range`, `hazard`, `air`, `victims`, exactly as the summary table.
2. **Elements:** every hard-coded plate position (the tower x, the barrels, the balconies, the spike ball, the antenna, the AC unit, the roof edge) is replaced by `s.el(kind, {near, side})`, with the per-kill fallbacks above (own cast prop → skip owed → normal death). The camera re-frames from the element's real position.
3. **Kill-cam UI text moves to the recap (brief §4, coordinator ruling 24 Oct).** Only the KILL-CAM UI text goes after the film: the KILL CAM stamp, the title / name cards, the victim line, rarity cards. A kill's own story text stays where it's integral: dialogue, sfx words, in-world text, and the concept overlay the kill is built on.
   - The title cards (`KE.card`) in wallpaper, stuckup, missed-the-jump ('MISSED!') and air-con are removed; their lines become the recap card's line.
   - missed-the-jump: the 'BULLET TIME' / 'CRACK' / 'THUD' sfx words STAY (story text).
   - keepy-uppy: the gold touch count STAYS (the concept overlay). Added as an upgrade, not a replacement: each touch's chime rises one semitone, so the count is heard as well as seen.
   - ten-count: the referee's stamped count STAYS as its own device. It must never become a finger count (pump.countdown owns the finger count and the held-up hand).
   - strike: the 'FRAME 10' and X X X frame marks STAY. The scorched X marks on the boards are added under them only if the side-by-side reads better; never as a downgrade.
   - four-corners: the numerals 1-4 STAY.
   - skin-cartoon: the ♪ glyphs STAY.
4. **Gore ladder:** wire every beat above to `K58.gore` (P0.4). Each lower-level variant gets its own crafted code path, never just an alpha cut.
5. **Mirroring:** check that every kill reads mirrored, with its numbers and story text unmirrored (KEEPY-UPPY's count, TEN COUNT's count, STRIKE's marks, FOUR CORNERS' numerals) and the gold plate never mirrored.
6. **Sound:** keep every cue; the per-level dry layers follow P0.12.


# LASER PLANS (new rules)

## A · MID-ROUND SMALL KILLS (5 × ≤ 3 s, single victim, no realms, no map-changing casts)
They play inside the black-magic zone, only on medium / big maps. Every one works anywhere with a FLOOR, or adapts to The Deep. Ledger-checked 24 Oct: none of these cores, hooks or final images is taken.

1. **COAT HOOK** · death HANG / NOOSE (OPEN, 4)
   - Replaces SIGNAL LOST: thammer's STORM CHASER already breaks a victim up into dead video feed, so the glitch read was too close.
   - High concept: hung up like a coat.
   - Hook: one bolt shoves him back against the WALL and the next welds his collar to it, high, above his head.
   - Arc: his feet leave the floor and the collar takes his weight at the throat. He kicks and claws at the welded cloth, and the kicks slow.
   - Final image: him hanging flat against the wall from his own smoking collar, toes a hand above the floor, like a coat on a hook.
   - Needs: a WALL / PILLAR / any vertical solid inside 2 m behind him.
   - Gore ladder:
     - XT: the face purple, a nosebleed, the collar cutting in;
     - M: the face reddens, no blood;
     - L: eyes to X, out cold, hanging;
     - VL: hanging with stars, then a puff, and the empty collar stays welded to the wall.
   - range close. Deep: he hangs in drift, with the collar welded to a rock or the wreck hull.
2. **BURNT PAGE** · death PAPER / PAINT (OPEN, 5)
   - High concept: he burns like a page of a book.
   - Hook: the bolt's hole has a glowing ember rim that grows.
   - Arc: as the rim widens across him he goes flat and thin as paper, curls at the edges, and black flakes peel off and float up.
   - Final image: a man-shaped curl of black paper ash rocking on the floor before it crumbles.
   - Gore ladder:
     - XT: the rim is blood-red and the page bleeds at the edges;
     - M: brown scorch;
     - VL: the paper whitens and blows away.
   - range mid. Deep: the paper soaks and dissolves instead of burning, in a crafted variant (ink clouds).
3. **HICCUPS** · death: the diaphragm (organ moment)
   - Replaces LAMPSHADE: no current plate has a hanging lamp to drop, and KIT-BODY flagged its crush as RESTING.
   - Concept: the bolt goes through his diaphragm and he hiccups himself to death.
   - Arc: one bolt to the belly. He straightens up, unhurt, and hiccups: a jerk of the whole body, with a puff of smoke out of the hole on each one. Faster, then slower, then the last one never comes.
   - Final image: him folded on his knees, a last thin wisp rising from the hole.
   - Gore ladder:
     - XT: a red cough with each hiccup;
     - VH: 80%;
     - H: dark specks;
     - M: smoke puffs only;
     - L: the puffs, and he passes out;
     - VL: sparkle puffs, then he fades.
   - Works anywhere. Ledger: no hiccup anywhere.
4. **PRATFALL** · death SPINE (OPEN, 12)
   - High concept: slapstick with a broken neck.
   - Hook: one bolt to the floor under his front foot as he runs at Faris.
   - Arc: the foot shoots out like on a banana peel, he goes fully horizontal in mid-air for a held beat (the camera holds the comedy), then comes down on the back of his neck.
   - Final image: his feet still twitching above him as he lies folded on his own neck.
   - Gore ladder (KIT-BODY: no x-ray, X-RAY is RESTING):
     - XT: a dark bruise ring at the nape, a red trickle from the nose;
     - VH: the same;
     - H: the bruise only;
     - M: a dull thud and out cold;
     - L: stars;
     - VL: stars and a puff.
   - range close. Air: he may start mid-stride or jump. Deep: skipped (needs a fall).
   - A one-beat slip, not the trap "a leap cut short by one mid-air shot".
5. **CALLED SHOT** · death EYE / SOCKETS (OPEN, 12)
   - High concept: the laser sight is a promise.
   - Hook: a red sight dot crawls up his body; he swats at it like a fly, it hops, and it settles on his eye. He goes cross-eyed trying to see it.
   - Arc: one bolt through the eye exactly where the dot was.
   - Final image: he topples straight back with a smoking socket. The dot stays on the wall behind where his head was, then winks out.
   - Gore ladder:
     - XT: a red socket, steam;
     - H: a dark socket;
     - M: the bolt sears his brow; he drops cross-eyed with a black scorch dot on his forehead;
     - L: a dot of soot;
     - VL: a spark and a puff.
   - range mid-far. It doesn't use the eye-on-its-nerve trap (no nerve).

## B · MULTI-VICTIM TRIM
- The laser page has no multi-victim film, so nothing is cut.
- One is added in the underwater plan (UNDERTOW, 2 victims). That keeps the page at 1, within 1-2.

## C · UNDERWATER KILLS FOR THE DEEP (≥ 2, new big films)
1. **ANCHORED** · LEGENDARY · single victim · death DROWN / SINK (OPEN, 6)
   - Replaces BUBBLE NET: the sawed-off sheet plans an identical BUBBLE NET, and I give it to them.
   - Concept: the laser cuts the one thing holding a ton of iron up.
   - Arc:
     - Above the victim a HANGING_HEAVY hangs on a chain: the wreck's anchor, a buoy weight, a crane hook (with none, Faris's own anchor is cast from his hand, 'slam', a beat earlier).
     - Faris cuts the chain with a short run of bolts. The anchor drops through the water slowly, which is worse, because he sees it coming and still can't swim fast enough. A fluke pins his leg into the sand.
     - The camera holds him on the seabed in a shaft of light from above: hair waving, tugging at the iron, reaching up toward the light.
   - Final image: his reaching hand going slack in the light shaft, the last bubbles leaving his lips, and a small crab stepping over the anchor's shank.
   - It is not WRONG WAY UP (gravflip: swimming down into the dark); here he's held in the light, pinned.
   - Gore ladder:
     - XT: the fluke crushes the shin, a red cloud;
     - H: a dark cloud;
     - M: the fluke pins the trouser leg, no wound;
     - L: the same;
     - VL: the bubbles become sparkles and he fades.
   - range mid.
2. **UNDERTOW** · EPIC · **2 victims** (the page's one multi-victim film)
   - Concept: the laser boils the sea, and a boiling sea moves.
   - Arc:
     - Faris holds the stream in one place below the two of them. The water boils into a roaring column of rising steam and bubbles: an upwelling.
     - It sucks both victims in and spins them round each other up the column like leaves in a chimney. They grab each other, and their own tangled bodies, gear and blood whirl round.
     - At the top the column breaks the surface. The camera stays below, looking up at the bright ceiling of the sea, as their silhouettes are thrown out and splash back down limp.
   - Final image: two bodies sinking slowly side by side through the settling bubbles.
   - Gore ladder:
     - XT: scalded skin peeling in the boil (PEEL), clouds;
     - M: they spin out cold, no peel;
     - VL: they puff away at the top.
   - range mid.

## D · OLD FINISHER REMAKES (`38_fin_kills2.js`: laser STAR KO (EXISTING), LASER CUT (NEW))
- **STAR KO (EXISTING):** already remade. laser.skin-classic STAR KO is the remake, and it changes the old firework burst into the original never-comes-down red star. The old one retires once this page ships (K4.9). No new film is needed.
- **LASER CUT (NEW proposal): NOT REMADE (coordinator ruling 24 Oct).**
  - The old idea is one slow sweep and a delayed slide. It isn't game-feasible: the laser fires bolts and doesn't sweep. It also hits owned traps: the sabre's delayed damage, and SLICE RESTING.
  - The bolt-made version, PERFORATION (a line of holes the body separates along), is smg.tear-along-the-dotted-line's core, so it's dropped.
  - The laser's remake count is therefore STAR KO only.
