# PORTAL GUN PLAN (`58k_portalgun.html` + `58k_w_portal*.js`, builder M = KIT-WORLD) · 15 new + 7 skins + 6 mid-round + 1 remake
Written 24 Oct (21:40) against the current brief and rulings (to 21:15). It takes over H's portal notes in `conv/ice.md` §B-§F, re-checked against the whole ledger, TRAPS, DEATHS and REALMS today.

**Stage 1 (this report):** the real move, the deaths approach, 11 big films and the INFINITE FALL remake, for the coordinator's clash check.
**Stage 2 (next):** the last 4 big films, the 7 skins and the 6 mid-round kills.

Page order: a 15-film ODD weapon (K58.ORDER after the beam / shrink / gravflip group). The library counts the underwater and multi-victim films inside the 15 (933 = new + skins); the remake is extra.

**Fixed rule (brief §0):** every adaptation (another map, a lower gore level, a mirrored side, The Deep) is crafted to the same length, detail and craft as the EXTREME original. Quality only goes up.

## Legend
- **Range** in fighter heights (1 FH = 65.5 page u on the export plates):
  - pointBlank ≤ 0.8 FH;
  - close 0.8-2.2;
  - mid 2.2-5.5;
  - far > 5.5.
- **Gore lines:** XT is the build. H / M / L / VL are each crafted per beat.
  - VH = all anatomy at ~80% blood, stains fade, no lens splatter; it is listed only when it changes more than that.
  - Common to every kill: MEDIUM pools fade fast; LOW / VERY LOW keep the atmosphere and realm layers at full strength; every VERY LOW body ends in the shell's puff fade unless the kill keeps it.
- **Element kinds** are from `58k_ELEMENTS.md`, read with `s.el` from the export. Every kill is written in export coordinates (`coords: 'export'`, a real export home) and uses `def.stage58` to stage on any arena or skip with the real missing kind (the OWED card).
  - New for this page: `s.el('PLATFORM', { rail })` / `s.rail(E)` for railed edges.
  - The portal surface rules are below: a portal needs a STATIC face.
- **Mirror:** the engine mirrors every kill. The portal colours keep their slot (orange is always the first shot), and text never mirrors.

## The real move (read from the game today: `Weapons/WeaponDefs.cs` id `portalgun`, `Weapons/Portals.cs`, `Core/TuneAbilities.cs`, `Weapons/WeaponRoster.cs`, `Core/FinisherNew2.cs`, `Core/SkinKillPortal.cs`)
- **The gun:**
  - **12 bolts per pickup** (6 pairs). No magazine, no reload beat: the "one pickup per film" rule means ≤ 12 bolts.
  - 2.4 bolts/s. Each bolt flies at 26 u/s (35 FH/s), lives ≈ 1.15 s (30 u), recoil 0.3.
  - A muzzle swirl in the slot's colour; sound `portal_shoot` (orange pitched low, blue high).
- **A bolt on a foe:** 13 damage, a shove of 6.5 along its line + 2 up, 0.25 s hitstun, a 0.04 s hitstop and the `PortalHit` swirl. It opens nothing.
- **A bolt on STATIC level geometry** (walls, floors, ceilings, the TOP of a one-way plank):
  - **Colours:** it opens the shooter's next slot, orange `#FF8A1F` first, then blue `#3FA9FF`, alternating.
  - **Size and fit:** width 0.92 u (≈ 81 page u ≈ 1.24 FH). The whole opening must lie flat on one face with fighter room in front, and it slides along the face to fit.
  - **Refused surfaces:** crates, ice blocks, moving platforms or anything with a rigidbody. Those make it FIZZLE (sparks, a ring, `portal_fizzle`).
  - **Timing:** it opens in 0.15 s and lives 10 s. Re-firing a slot closes that slot's old portal (it shrinks away unlinked in 0.22 s), and a portal also closes if its surface goes away.
- **Transit:** the pair is linked once both are open.
  - **Who goes through:** a fighter moving into an opening, or standing on a floor one.
  - **What comes out:** he leaves the partner with his momentum turned onto the exit normal:
    - exit speed capped at 14 u/s (19 FH/s), at least 3.6 out;
    - each back-and-forth pass within 1.5 s ×0.85;
    - a 0.3 s re-entry cooldown, and the portal he came out of stays shut to him until he steps clear.
  - **The exit:** anyone standing in it is shoved aside (4 u/s + 2 out, no damage). An exit with a wall in it refuses the transit.
- **Never transit:** down, glued, grabbed / grabbing, executed or dead fighters (TF-KILLS answer 1), and props, crates, barrels, loose weapons and corpses.
- **Do transit:** projectiles (pocket throwables too), hitscan (up to 3 passes, along the exit normal) and beams (2). **A portal bolt never passes a portal:** a bolt on a portal's face just re-places a portal.
- **Faris keeps his KICK** with any held gun (TF-KILLS answer 2). The body comes through in one piece, scarf too.
- **Look:**
  - an edge-on oval sunk in the surface: ink edge, bright rim, dark core `#141225` with the slot's haze and a slow swirl;
  - the owner's colour dot on the rim's far end;
  - an unlinked rim greyed;
  - bolts are a white-cored dot with a slot-coloured tail;
  - sounds `portal_open` / `portal_enter`.
- **Old content:** `portalgun.high-drop` (LEGENDARY finisher) and `portalgun.infinite-fall` (EPIC, KillSig PortalLoop); the skin effects `portalgun.classic / taped / camo / cartoon / ice / neon / gold` retire when the page's 7 are in.
- **Under water** (58k_water.js): fighters and bolts transit as on land.
  - **Victim:** the water drag bleeds a transit's speed in about a second.
  - **Faris:** swims; no floor to brace on.

## What portals can and can't do in a film (the feasibility gate every concept below passed)
- Portals only go on static faces, and a bolt that meets a fighter opens nothing. Every placement in a beat therefore names its face.
- **No halving:** transit is instant. Half-of-him-arrives is also `knife.the-interval`'s core.
- **No telefrag:** arriving inside a man is `knife.telefrag`'s.
- No props, corpses or water through a portal. Bubbles, sound and light crossing a portal are FILM DECORATION only, and never a mechanism a kill depends on.
- No bolt through a portal (H's BLIND SIDE fails here and is dropped).

## Rejected or changed from H's notes and my own drafts (checked 24 Oct)
- **THE BENDS:** revolver.the-bends owns decompression (coordinator 21:30).
- **THE LURE:** the anglerfish is C's (minigun plan).
- **TWO DOORS:** Faris dropping onto him from above is `tpdagger.no-hang`. CRUSH is also RESTING.
- **NO EXIT:** SPINE is RESTING and I found no open death that fits the boot. Parked.
- **BLIND SIDE:** a portal bolt can't pass a portal.
- **RETURN TO SENDER:** its core, his own rounds sent back into him through Faris's portals, is the same as THE MAN IN THE SCOPE below. I keep only the stronger one, the scope.
- **My own drafts dropped:**
  - WRUNG OUT (`fists.mid-wrung-out`);
  - THE MATADOR (`smg.matador`);
  - MATE IN SIX (`pistol.checkmate`);
  - a portal duel ending in his own trap (`ar.own-pit`);
  - ONE BREATH AWAY (the surface / one breath = `handcannon.breach`, `pistol.last-bubble`, `thammer.cavitation`);
  - COPY OF A COPY (same arc as THE DOORWAY EFFECT).
- **TRAPDOOR** (H) is folded into THE GRAND TOUR as its last stop. One hazard-relocation film per page, never two endings on the same spike ball.

## Deaths: the approach
- Portals kill by WHERE they put a man and HOW FAST he arrives, so the natural deaths are falls and impacts. Those families (CRUSH, SPINE, SKULL, KNEES) are all RESTING.
- **Rule for this page:** each film takes a different OPEN family, chosen by the concept. A RESTING family appears only where the death IS the concept, and then it looks unlike every earlier use.
- **Families used in stage 1 (after the 21:55 rulings):**
  - HOLLOW HUSK, GLITCH, WAX, FROSTBITE, LIQUEFY, JIGSAW, SHRINK-WRAP, PETRIFY (THE DIVE: the page's one petrify), PAPER (the remake) and the hazard families of THE GRAND TOUR;
  - two concept exemptions: SKULL (the scope) and BULLET HOLES (CROSSFIRE).

## Summary (stage 1)
| kill | rarity | home (export) | needs | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| excuse-me | C | rooftops | a high PLATFORM edge (DROP ≥ 4 FH) + a WALL / PILLAR face behind V | close | fall | no | 1 | skip |
| stranded | R | clock | the highest static ledge on the map (≥ 6 FH over the floor) | far | fall | no | 1 | skip |
| the-dive | R | forts | LIQUID with a static floor + a PLATFORM ≥ 4 FH over it + FLOOR | mid | none | yes | 1 | skip |
| crash-test | R | base | FLOOR run ≥ 6 FH + WALL / PILLAR / BIG_PROP + a static face high up | mid | none | no | 1 | adapts |
| the-doorway-effect | E | atrium | any 2 static faces | close | none | no | 1 | adapts |
| the-haunting | E | sunken | ≥ 3 static faces + LIGHTs to shoot out (BREAKABLE_LIGHT, else the map's dark) | mid | none | no | 1 | adapts |
| crush-depth | E | deep | UNDERWATER + the deep floor + a static face near the top | far | liquid | yes | 1 | **only** |
| crossfire | L | deep | UNDERWATER (or any arena) + 2 static faces behind the 2 victims | mid | none | yes | **2** | **made for it** |
| the-man-in-the-scope | L | base | V on a high perch with a sight line to Faris + a WALL / PILLAR on the line near Faris + a static face behind V's head | far | none | no | 1 | adapts |
| the-grand-tour | L | castle | ≥ 3 stops (a view, a height, an element) + ≥ 1 hazard element (SHARP / HOT / ELECTRIC / LIQUID / CREATURE / MOVING crusher) | mid | per the last stop | no | 1 | adapts |
| the-original | M realm | sunken | FLOOR + 1 static face | close | none | no | 1 | adapts |
| infinite-fall (remake) | E | tower | FLOOR + CEILING (or open sky) + a WALL across | close | none | no | 1 | skip |

---

## portalgun.excuse-me · EXCUSE ME · COMMON
- **CORE:** a gentleman never pushes. He simply arrives where you're standing.
- **HOOK:** the victim crouches on a high ledge, taking potshots down at Faris, back to the wall.
- **ARC:**
  1. Faris puts a blue on the wall right behind the victim's back and an orange on the wall beside himself.
  2. He straightens his collar and walks through.
  3. He steps out of the blue exactly where the victim is crouched. The real exit shove (4 u/s + 2 out, no damage) puts the man over the edge.
  4. Faris, now on the ledge, tips his cap and says "excuse me" in a speech bubble.
  5. The victim falls the full height without windmilling (sawed-off's NUDGE owns the windmill): stiff, astonished, still in his crouch, still aiming at where Faris was.
- **FINAL IMAGE:** from the ledge, looking straight down: the burst body laid out flat in its crouched shape on the floor below, the gun still in its hand, and Faris's polite little wave.
- **DEATH:** LIQUEFY / WATER BAG (OPEN). The skin holds and everything inside goes liquid on impact, so he lands with the slap of a dropped water balloon and spreads.
- **MOTION:**
  - Faris: 2 bolts (one pair), the walk-in and the real shove;
  - the victim: a held crouch-aim, the shove's sideways slide, a stiff fall.
- **CAMERA:**
  - a two-shot from below on the potshots;
  - a close on Faris's collar;
  - the exit from behind the victim's head (the blue opening behind him, Faris filling it);
  - the fall from straight above, the body shrinking into the floor;
  - the slap felt as a shudder through the frame.
- **GORE:**
  - XT: the slap sprays out in a ring and the body flattens and settles like a bag; a seam splits along the back and the liquid runs out; the face sags.
  - H: the same at 60%, no split seam, a dark ring.
  - M: the body lands heavily and deflates only a little; a dark stain spreads.
  - L: he lands, bounces once, out cold; a dust ring.
  - VL: a dust ring, stars, the puff.
- **ADAPTS:** any arena with a high PLATFORM edge and a face behind V.
  - A railed edge (`s.rail`): the shove tips him over the rail at the hip, a crafted variant.
  - Deep: skipped (no fall).

## portalgun.stranded · STRANDED · RARE
- **CORE:** a door that only opens one way, and only for ten seconds.
- **HOOK:** the victim runs at Faris. Faris opens an orange on the floor in his path, and he runs in. The blue is on the top of the highest static ledge on the map: the clock tower's crown, the tower block's roof spire, the castle tower top, the temple's apex, the cage's light truss.
- **ARC:**
  1. He comes out 30 m up on a ledge as wide as his boots.
  2. Behind him Faris re-fires the orange somewhere else, so the blue goes grey and shrinks away (the real slot replacement).
  3. He is alone in the wind. His cap blows off and he watches it fall, and fall, and land very small.
  4. Faris sits down on the floor far below and waits.
  5. A time-lapse, the round's own night sky turning: the clouds stream, the moon crosses, he presses flatter to the wall, frost creeps over him as the night gets colder up there.
  6. Dawn.
- **FINAL IMAGE:** sunrise. A man frozen white to the top of the tower, still gripping the stone, frost feathered on his eyebrows, icicles from his nose. Far below, Faris lies asleep on the floor with his hat over his face, beside the fallen cap.
- **DEATH:** FROSTBITE / LIMBS SNAP (OPEN): frozen on the ledge.
  - Unlike `ice.whiteout`: no fingers snap off, and no blizzard.
  - Unlike `ice.skin-ice` and the still city: no ice block and no stopped time.
  - The cold comes slowly, with altitude and the night.
- **MOTION:**
  - Faris: 3 bolts, a seat on the floor, a nap;
  - the victim: the run, the arrival, the wobble, pressing to the wall, the slow freeze.
- **CAMERA:**
  - a dizzying top-down from the ledge;
  - the cap's fall followed all the way down;
  - the time-lapse wide of the whole map, the sky moving;
  - the dawn close-up of the frost.
- **GORE:** the cold, not blood, is the gore here.
  - XT: frost-blackened lips and ears; the skin of the hands cracks and bleeds frozen red threads into the stone.
  - H: frost and black lips, no cracks.
  - M: white frost and blue lips.
  - L: frost; he dozes off sitting on the ledge, out cold.
  - VL: frost sparkles and a snore, the puff at dawn.
- **ADAPTS:** whatever the map's highest static ledge is.
  - Indoor maps (Kitchen, Sunken Lab, The Cage): the highest shelf or truss under the roof, cold air from the AC or ceiling vents.
  - Deep: skipped (no height in the same sense).
- **NOTE:** the 10 s life and the slot replacement are the mechanism. No cast.

## portalgun.the-dive · THE DIVE · RARE · victim role: the high diver
- **CORE:** a perfect dive, perfectly entered, just not into water.
- **HOOK:** the victim, a show-off in trunks, cap and goggles, stands on the highest board above the map's pool (LIQUID). He stretches, waves to an imaginary crowd and springs into a swan dive.
- **ARC:**
  1. Mid-air, Faris shoots the pool's floor (static, under the water) for the orange and a wall high above the arena floor for the blue.
  2. The diver knifes into the water clean, reaches the orange at the bottom and comes out of the blue far away, head first, horizontal at his dive speed.
  3. The water falls off him in a sheet. He is in the air again, still in his tuck, 6 m above a hard floor.
  4. He opens into the perfect vertical entry.
- **FINAL IMAGE:** where he went in, a perfect ring of ripples frozen in the stone floor (no splash at all) and his goggles lying at the centre. Faris holds up a gold score card: 10.
- **DEATH:** PETRIFY / STONE (OPEN, the page's one petrify; ruling 21:55: BURIED denied, ice LAWN DART owns head-first-in-the-floor).
  - The concrete takes his second perfect entry like water: no splash. He slips in to the ankles and is gone.
  - The ripple rings spread across the floor and freeze in stone as they go.
  - A perfect dive into the wrong medium: nothing sticks out, and no legs point up.
- **MOTION:**
  - Faris: 2 bolts, the gold score card (`castInk`, Faris's hand);
  - the victim: the stretch, the wave, the swan dive, the clean entry, the second tuck and the perfect pike.
- **CAMERA:**
  - Olympic coverage: a low wide of the board;
  - a tracking side-on of the dive;
  - an underwater cut to the pool floor;
  - a whip to the blue exit;
  - a slow-motion entry into the floor, and the ripples freezing ring by ring;
  - the judges' angle on the card.
- **GORE:**
  - XT: as the stone sets, a thin seam of red wells up through the centre ripple and dries dark; the goggles land with blood inside the lenses.
  - H: a dark seam.
  - M: no seam; the goggles cracked.
  - L: he goes in only to the chest, freezes in the ripples and kicks feebly, out cold. He's set in a ring, not planted head-down: the ripples hold his ribs like a life ring.
  - VL: the floor springs him back out like a trampoline (stars) and he lands sitting in the ripple ring, the puff.
- **ADAPTS:** maps with LIQUID over a static floor and a height: Desert Forts, Sunken Lab, Pirate Ship, Kitchen Counter, Tower Block's water tank. Elsewhere it is OWED (NO POOL). Deep: skipped.

## portalgun.crash-test · CRASH TEST · RARE · victim role: the crash-test dummy · rewind / replay (the page's one)
- **CORE:** safety testing, and he is the dummy.
- **HOOK:** Faris inks a gold clipboard (`castInk`). Every hit on the victim pops a yellow-and-black crash-test target decal onto his head, chest and knees.
- **ARC:** three tests, each a real portal fling, each faster:
  1. TEST 1, 15 km/h: a walk into the orange, out of the blue into a stack of crates (BREAKABLE).
  2. TEST 2, 30 km/h: a fall through a floor portal, out of a wall portal into the next stack.
  3. TEST 3: the full exit speed, 14 u/s ≈ 50 km/h. He drops through a floor portal from the highest static face Faris can reach, and comes out of a wall portal into a WALL / PILLAR / BIG_PROP.
  4. After each test, Faris ticks the clipboard and runs the high-speed replay (KIT-REPLAY): the dummy's face rippling, the decals tracking the deformation.
- **FINAL IMAGE:** the dummy in pieces across the floor like a test that went wrong, every piece still wearing its yellow-and-black target. Faris ticks the last box: FAILED.
- **DEATH:** JIGSAW / PUZZLE PIECES (OPEN). At 50 km/h he comes apart at the joints into clean dummy segments.
  - At EXTREME the segments are meat at the seams. Unlike `fists.mid-up-top`, there is no piece placed on a heap.
  - The replay is the crash lab's own footage and reveals nothing hidden. Unlike `handcannon.10000-fps`, the replay is the test record, not a reveal.
- **MOTION:**
  - Faris: 6 bolts (3 pairs), the clipboard ticks, the replay remote;
  - the victim: three flings, the stagger after each, rising wobblier every time.
- **CAMERA:**
  - lab framing: a locked side-on with a distance scale painted in (in-world);
  - the replay in grainy high-speed;
  - the final impact from three angles, as crash labs show it.
- **GORE:**
  - XT: segments separate at neck / shoulders / hips with red at the joints, bone ends.
  - H: dark joints.
  - M: he's flattened against the wall and slides down, out cold, decals askew.
  - L: crumpled, stars.
  - VL: crumpled, the puff, and the decals left on the wall.
- **ADAPTS:** any map with a floor run and a hard face.
  - The BREAKABLE stacks are the map's own crates / barrels / glass where present (destruction).
  - Without breakables, tests 1-2 use the map's soft DECOR (bushes, curtains, sacks).
  - Deep: adapts. The water drag means test speeds are quoted lower and the impacts are slow and heavy, in silt.

## portalgun.the-doorway-effect · THE DOORWAY EFFECT · EPIC
- **CORE:** walking through a door makes you forget why you came in, and Faris has a lot of doors. (A real effect of memory.)
- **HOOK:** the victim charges Faris, screaming, knife up. He runs into an orange, comes out of a blue, skids to a stop and looks around. Why was he running?
- **ARC:** Faris walks him through door after door: 10 bolts, 5 pairs, each re-placed. Each time he steps out he's lost something, and it stays behind in the doorway as a hanging thought bubble:
  1. who Faris is (he waves at him);
  2. why he's angry (he drops the knife);
  3. his name (a bubble with a name badge);
  4. how to walk (he sits down hard);
  5. how to breathe (he looks puzzled, mouth open).
- **FINAL IMAGE:** an empty husk sitting cross-legged on the floor, mouth open, staring at nothing. Behind him the five thought bubbles hang in the air over five shrinking ovals and pop one by one as each portal dies.
- **DEATH:** HOLLOW HUSK / DRAINED (OPEN). With the last thought gone he settles and dries into a husk: the colour drains, the skin draws tight over the bones.
- **MOTION:**
  - Faris: 10 bolts, gentle hand gestures ("this way"), never touching him;
  - the victim: the charge, then five arrivals, each more vacant, ending sitting.
- **CAMERA:**
  - a locked side-on of the whole floor so every doorway shows;
  - a close on his eyes at each exit as something leaves them;
  - the thought bubbles drawn like comic panels.
- **GORE:**
  - XT: as the husk settles, blood trickles from the nose and ears, the eyes sink, and the dry skin cracks open at the lips.
  - H: no cracks.
  - M: a nosebleed, the eyes roll up.
  - L: he dozes off sitting, out cold.
  - VL: he powers down with stars, the puff.
- **ADAPTS:** works anywhere (any 2 static faces). Deep: the bubbles are real bubbles; he floats cross-legged.
- **CHECKED against** `thammer.curveball` ("he forgets the hammer comes back": one forgetting, not memory loss) and the 'soul leaves the body' cap (this is drying, not a soul).

## portalgun.the-haunting · THE HAUNTING · EPIC · atmosphere
- **CORE:** the house is haunted, and the ghost is a man who can make doors.
- **HOOK:** Faris shoots out the lights (BREAKABLE_LIGHT, destruction), and the map goes black. The only lights left are portal rims.
- **ARC:** an unseen poltergeist:
  1. An oval opens on the wall beside the victim and closes when he turns: a real slot re-fire.
  2. Faris's footsteps cross the ceiling: Faris walking through his own pairs, unseen.
  3. Breathing comes from a floor oval.
  4. A hand-shaped shadow passes in a rim's glow.
  5. Faris's face is seen for a blink in an opening far across the map.

  The victim backs into corners and fires at shadows. His hair goes white in streaks, and he ages: the terror takes decades off him in seconds. It stops at a white-haired, wrinkled, emptied old man; there is no decay and no bones (ruling 21:55).
- **FINAL IMAGE:** the lights come back on. In the middle of the room sits a very old man in the victim's clothes, snow-white hair, eyes wide, dead, staring at the last oval as it shrinks away. Faris stands in the doorway he never needed.
- **DEATH:** WAX (OPEN, per the ruling). The terror drains him: hair to white, skin to the yellowed, translucent, waxen grey of the very old, the face sagging and emptied.
  - No candle and no melting (`beam.votive` owns the candle).
  - No rot or decay (`pistol.mid-black-round`, `handcannon.next-week` and the rest own that).
  - Unlike `ar.mid-stand-off`'s photograph fade, he isn't faded by waiting: he is frightened old.
- **MOTION:**
  - Faris: 12 bolts, mostly re-fires (the opening-and-closing doors), walking through his own pairs, shooting out the lights;
  - the victim: backing, spinning, firing at nothing, sinking to the floor.
- **CAMERA:**
  - lit only by rims (orange and blue pools of light);
  - a slow push in on the victim as he ages between cuts;
  - the face-in-the-portal glimpse framed far and small.
- **GORE:**
  - XT: a nosebleed runs and dries black, the whites of his eyes fill red from burst vessels, his gums bleed and his fingernails split as he claws the floor.
  - H: no nails.
  - M: grey and wrinkled, red eyes.
  - L: white-haired, he faints, out cold.
  - VL: white-haired, snoring, the puff.
- **ADAPTS:** any map with lights to shoot out; others use their own dark (night maps).
  - Deep: the abyss is already dark; the rims light silt.
- **COUNTS** as the page's atmosphere showpiece with a breakable element as a star (the lights).

## portalgun.crush-depth · CRUSH DEPTH · EPIC · UNDERWATER (The Deep) · renamed from THE SQUEEZE (J's tpdagger film has that name; concept check with J sent 21:58)
- **CORE:** the sea's weight, all at once. Every ten metres down the water squeezes harder, and Faris skips the stairs.
- **HOOK:** in the shallow, sunlit top of the Deep, the victim swims up beside the reef. Faris puts an orange on the rock beside him and a blue on the abyss floor, 28 m down.
- **ARC:**
  1. A bolt's shove sends him in.
  2. He comes out on the pitch-black abyss floor.
  3. The pressure hits: his ears pop (a ring in the sound), his chest caves as his lungs crush, and his mask presses into his face.
  4. He claws up toward the far light. Faris re-places the orange beside the bottom so the light above is just a picture.
- **FINAL IMAGE:** on the abyss floor, frozen mid-reach toward the faint blue light 28 m above, his swim mask crushed into his face: the rim printed deep round his eyes and the faceplate glass starred white.
- **DEATH:** SHRINK-WRAP / VACUUM, re-imaged 01:00 with J and H so the three Deep pressure deaths read apart. It's the real MASK SQUEEZE.
  - In one step from the surface to 28 m, the air in his mask is crushed to nothing, and the vacuum pulls his face into it.
  - The rim cuts in round his eyes and cheeks, the eyes are drawn out against the glass, every vessel in them bursts, and the faceplate stars and caves under the sea.
  - No chest-cave or crushed-can read: `ice.mid-absolute-zero` owns the can crush.
  - Not drawn skin-tight and not pushed up into a helmet: J's diver, now H's glue HARD HAT, owns that.
  - Not plastic (`beam.vacuum-packed`). Decompression is A's (THE BENDS).
- **MOTION:**
  - Faris: 4 bolts, swimming above in the light;
  - the victim: shoved in, arriving on his back, the clutch at the ears, the slow claw upward.
- **CAMERA:**
  - a split vertical pan from the sunny reef to the black floor in one move;
  - the pressure as a close on the chest caving;
  - the final shot looking up past his reaching hand to the light.
- **GORE:**
  - XT: the eardrums burst in red threads that unspool in the water; inside the mask the eyes are pulled forward against the glass and burst, filling the mask red; the rim tears the skin round the sockets; a held close-up of the starred glass with the red behind it.
  - VH: the same at 80%.
  - H: the mask fills dark, no burst eyes.
  - M: blood from the nose clouds the mask, and he passes out.
  - L: he passes out and floats, the mask fogged.
  - VL: bubbles, the puff.
- **NEEDS** UNDERWATER (The Deep only, OWED elsewhere).
- **CHECKED against** the Deep's claimed set pieces (TRAPS 20:32 / 21:00): no jellyfish, cannon, shark, turtle, keel, vents or angler. It uses depth itself.

## portalgun.crossfire · CROSSFIRE · LEGENDARY · multi-victim (2) · UNDERWATER (made for The Deep, adapts to any arena)
- **CORE:** two men aim at Faris from either side, and each kills the other.
- **HOOK:** in the Deep, two gunmen hang in the water left and right of Faris and open fire together.
  - Their rounds are real projectiles: they drag in the water and trail bubbles, so each round can be followed.
  - Projectiles transit (`Projectiles.cs` → `Portals.Pass`).
  - **Not spears:** the thrown spear's own step (`WeaponMoves.StepSpear`) never calls `Portals.Pass`, so it would stick in the wall. Spears are out.
- **ARC:**
  1. Faris puts an orange in front of each muzzle and its blue behind the OTHER man.
  2. Each burst crawls through the water on its bubble line, into its orange, out of the blue behind the other gunman, and up his back.
  3. Both keep firing a beat too long, each feeding the stream that kills the other.
  4. They look at each other across the water.
- **FINAL IMAGE:** about the portals (ruling 21:55, kept clear of glue BONDED's two bodies locked together).
  - Two men sink apart on opposite sides of the frame, each in his own blood cloud, each holed by the other's pattern: a tight AR group up one back, a pump's spread across the other.
  - Between them, the two pairs of ovals shrink shut, the last bubble lines still running from each muzzle into an orange that is closing.
  - Faris floats at the centre.
- **DEATH:** BULLET HOLES / RIDDLED (RESTING; the death IS the concept, they shoot each other through Faris's doors).
  - It looks unlike every earlier use: the holes arrive from behind while each man fires forward, slow bubble-lined rounds under water, and each wears the other's pattern.
- **On land:** the same, at full speed, with the trails drawn as heat lines.
- **MOTION:**
  - Faris: 4 bolts (2 pairs) placed in a blur, then hands in pockets;
  - the victims: firing, the jolts, the slow turn of their heads.
- **CAMERA:**
  - a wide symmetric two-sider with Faris at the centre;
  - each burst tracked from muzzle through orange, out of blue;
  - the look between them.
- **GORE:**
  - XT: exit holes bloom out of the chests in red clouds; one burst takes a lung out through the front.
  - H: no organ.
  - M: dark clouds.
  - L: the rounds knock them cold and they drift.
  - VL: sparks off their gear, stars, the puff.
- **CHECKED against:**
  - `ar.human-shield` (no held body);
  - `pistol.crowd-control` (no line-up; each kills the other);
  - the smg multi-kills.
- **Kept clear of THE MAN IN THE SCOPE:** there a man shoots HIMSELF without knowing it; here two men shoot EACH OTHER.

## portalgun.the-man-in-the-scope · THE MAN IN THE SCOPE · LEGENDARY · victim role: the sniper
- **CORE:** the man in his crosshairs is himself.
- **HOOK:** a sniper lies prone on the highest perch: the base watchtower, the forts' battlement, the clock gallery. His scope is on Faris across the map, and he breathes out, ready.
- **ARC:**
  1. Faris steps aside and puts an orange on the wall exactly on the scope's line, and a blue on the face behind the sniper's head.
  2. Through his scope the sniper now sees a man prone on a perch with a rifle, seen from behind. He doesn't know the back of his own head.
  3. He adjusts, steadies, squeezes. Hitscan transits, so the round goes into the orange, out of the blue, and into the back of his own skull.
- **FINAL IMAGE:** the scope's lens, cracked red from the inside, with its last view frozen in it: the back of a man's head with a hole in it, exactly at the crosshair.
- **DEATH:** SKULL / BRAIN (RESTING; the death IS the concept, he shoots himself through his own scope without knowing it).
  - It looks unlike every earlier use: the round enters at the back and the exit is through his own scope.
- **MOTION:**
  - Faris: 2 bolts, a sidestep, a single finger to his lips;
  - the victim: the classic prone sniper routine (breath, adjust, squeeze).
- **CAMERA:**
  - the scope view as the frame (a circular matte);
  - the round followed through both ovals as a bullet-cam (decoration, not a replay);
  - the scope close.
- **GORE:**
  - XT: the exit through the eye bursts into the scope; brain spatters the lens from inside.
  - H: blood on the lens.
  - M: the lens cracks dark.
  - L: the round clips his helmet and knocks him out cold.
  - VL: a spark on the helmet, stars, the puff.
- **ADAPTS:** any map with a perch and two faces. Deep: adapts (the sniper prone on a reef ledge; the hitscan round transits the same way, drawn as a bubble line through both ovals).
- **CHECKED against:**
  - `pistol.mid-curiosity` (drawn into a bullet hole: no);
  - `fists.the-mirror` (reflections: none, this is a view through a door);
  - `handcannon.skin-cartoon` AROUND THE WORLD (Faris's slug the long way round: not his own shot).

## portalgun.the-grand-tour · THE GRAND TOUR · LEGENDARY · victim role: the tourist
- **AS BUILT (25 Oct, coordinator-approved restage):** home the Pirate Ship; the showpiece is the ship's own BROADSIDE event (the castle spike ball is laser METRONOME's, glue SITTING DUCK's and sniper SLING's). Stops: the crow's nest, moonrise over the stern, the end of the bowsprit, then the souvenir photo on the broadside's blinking mark. One door per stop, chained (the way to the next stop is the door he just came out of). Death: THE DECK BLOOMS (the planks tear up in a crown of splinters through him). FINAL IMAGE changed at the coordinator's ruling (the camera-on-the-floor polaroid is rpg SAY CHEESE's payoff): Faris's gold tour flag thrown into the summit of the splinter crown over him, the moonrise polaroid fluttering down onto its jagged tip. The plan below is the original pitch.
- **CORE:** Faris gives him the grand tour of the map. Every door is a stop, and the last stop is the famous one.
- **HOOK:** the victim, a tourist in a sunhat, camera and flower shirt, wanders mid-fight snapping photos. Faris produces a little gold tour flag (`castInk`) and beckons.
- **ARC:** five pairs, five stops, each a real transit to the best views:
  1. the battlement at moonrise;
  2. the top of the tower;
  3. the edge of the drop;
  4. a close look at the map's showpiece element;
  5. the souvenir photo with the guide.

  The tourist delights, takes pictures and poses. On the last pair the "photo spot" is the map's most dangerous element: the spike ball's arc, the blender, the cactus, the antenna, the sea, the kraken's reach, the clock's gears. Faris takes his photo as it happens.
- **FINAL IMAGE:** the camera on the floor, its last polaroid sliding out: the tourist mid-death at the showpiece, Faris's thumb up in the corner of the frame.
- **DEATH:** the showpiece's own family, crafted per hazard and unlike every other use of that element. H's TRAPDOOR mid-round is folded in here, so the page has one hazard film.
  - spike ball: caught on a spike, swung round once in the arc, flung;
  - blender: liquefied in the jar;
  - cactus: pinned among the arms;
  - antenna: a crown of sparks;
  - sea: taken by the wave;
  - gears: drawn in by his flower shirt.

  Each is a crafted variant at full length.
- **MOTION:**
  - Faris: 10 bolts, the guide's flag and patter (speech bubbles);
  - the tourist: snapping, posing, grinning, ending at the showpiece.
- **CAMERA:**
  - postcard framings at every stop, each one a polaroid that develops in the corner;
  - the final death framed as a holiday snap.
- **GORE:** per the showpiece's family at every level.
  - XT brutal;
  - VL: the tourist is knocked flat and his hat flies off, puff.
- **ADAPTS:** every map that has ≥ 1 hazard element: castle, Military Base, Tower Block, Temple Steps, Desert Forts, Sunken Lab, Pirate Ship, Kitchen Counter, Clock Tower, Pinball Arcade, The Deep (the showpiece there is the current, not the claimed creatures). Otherwise OWED (NO HAZARD).

## portalgun.the-original · THE ORIGINAL · MYTHIC · DEATH REALM
- **CORE:** every trip through a portal kills you, and something else walks out.
- **HOOK:** the victim has used Faris's portals all fight long to escape him. He dives through an orange one more time.
- **ARC:**
  1. CROSSING: the frame SPLITS into two identical side-by-side panels with a hard white divider.
     - In the right panel the arena carries on: his copy steps out of the blue, perfect, and walks on.
     - In the left panel the original never arrives. That half sinks, and the realm is all that's left of it.
  2. THE REALM is THE DISCARDED, a vast cold dark where the originals end up.
     - Grey, featureless people sit and stand in rows to the horizon: everyone who ever went through a portal.
     - Each has reverted to the blank default figure: no face, no colours, no hair, jointed like a test model.
     - Their mouths seal over as they settle.
  3. The victim, still himself, runs among them. His colours drain, his face smooths over mid-scream, and his hair is gone.
- **RETURN:** the divider slides across and squeezes the realm panel out to a sliver and away. In the arena only the copy is left, and it turns to Faris with no face at all, just smooth skin where a face should be, and topples like a dropped mannequin.
- **FINAL IMAGE:** in the real arena, a perfect copy of him in every detail but one, lying where it fell with a smooth, blank face. The blue shrinks away behind it.
- **DEATH:** GLITCH / PIXELS (OPEN): reverted to the default model (the original erased in the realm, the copy blank in the arena).
- **REALM ENTRY** for `58k_REALMS.md`:
  - THE DISCARDED: the cold dark of the originals, rows of blank default figures;
  - CROSSING: the frame splits into a two-panel split screen and the original's panel sinks away;
  - RETURN: the divider squeezes the realm panel to a sliver; the faceless copy left in the arena topples;
  - dread: you were never the one who came out.
- **NOT a portal crossing:** no hole, slit, oval or rift opens onto the realm. The split screen is the crossing, which keeps it off the portal-like crossings the registry already counts (the slit in the air, the cut lines, the RIFT zone look).
- **CHECKED against:**
  - the registry (no doll, mirror, reflection, between-frames limbo, or 'everyone Faris killed': the discarded are strangers);
  - `pump.dollhouse` (copies as dolls): here one copy only, and a blank default figure is not a doll of him;
  - `handcannon.no-clip` (inside geometry): no.
- **MOTION:**
  - Faris: 1 bolt (the dive was the victim's own); he waits in the arena;
  - the victim: the dive; in the realm, running, slowing, smoothing over.
- **CAMERA:**
  - the split screen held long, the two halves out of step;
  - the realm in deep perspective;
  - the copy's turn to camera.
- **GORE:**
  - XT: in the realm his face tears as it smooths, blood seeps from the sealing mouth, and his fingernails slough off.
  - H: no tearing.
  - M: the smoothing only, a dark seep.
  - L / VL: the smoothing as a painless fade, puff (the realm keeps full dread).

---

## REMAKE · portalgun.infinite-fall · INFINITE FALL · EPIC (the old EXISTING finisher, its loop kept; HIGH DROP folded in; the death re-crafted)
- **CORE:** a portal under him, a portal above him. He falls forever, faster every lap, until Faris decides where he lands.
- **HOOK:** an orange opens under his feet and a blue in the ceiling directly above.
  - On open-sky maps the first exit is from the clouds (the old HIGH DROP): he falls out of the sky first.
- **ARC:**
  1. He falls through again and again, faster each lap, until the real damping (×0.85 per pass, capped 14 u/s) holds him at terminal speed.
  2. His clothes tear in the wind. His scream rises and falls with each pass (Doppler). His nosebleed streams upward.
  3. Faris walks over and re-fires the orange onto the wall: the real slot replacement.
  4. He comes out horizontally at 14 u/s across the whole map into the opposite WALL.
- **FINAL IMAGE:** the full-length print of him on the far wall, a man-shaped poster.
- **DEATH:** PAPER / PAINT (OPEN): he hits so fast that he's flattened like a wet poster. He hangs on the wall a beat, then peels off it from the top, folds over himself and drops in a soggy flat sheet.
  - Unlike `laser.wallpaper` (a crater), `pump.walled-in` and `fists.freight-train`: no crater, no knockback impact, just a poster of a man peeling away.
- **MOTION:**
  - Faris: 3 bolts;
  - the victim: the fall laps, the arms windmill in the wind (falling, not at a lip), then the horizontal flight.
- **CAMERA:**
  - a locked vertical frame of the loop with the speed lines growing;
  - a cut to the clock (laps counted on the soundtrack, never on screen);
  - a whip pan with the flight;
  - the poster held.
- **GORE:**
  - XT: the print is wet red; the peel drags strips of skin.
  - H: dark.
  - M: he slams, slides down, out cold.
  - L: slides down, stars.
  - VL: bounces off, the puff.
- **ADAPTS:** maps with a floor, a ceiling or open sky, and a far wall. Deep: skipped.

---

## STAGE 2 · the last 4 big films (written 22:10)
**Rarity, final:**
- C: EXCUSE ME, NO EXIT;
- R: STRANDED, THE DIVE, CRASH TEST, THE LADY OR THE TIGER;
- E: THE DOORWAY EFFECT, THE HAUNTING, CRUSH DEPTH, THE CENTRIFUGE;
- L: CROSSFIRE, THE GRAND TOUR, THE LABYRINTH (realm 2);
- M: THE MAN IN THE SCOPE (promoted from L: the page's showpiece), THE ORIGINAL (realm 1).

Realms 2, the cap for a 15-film weapon.

## portalgun.no-exit · NO EXIT · COMMON (H's idea, the death re-crafted)
- **CORE:** you can't run from a man who makes doors.
- **HOOK:** the victim turns and sprints for the far side of the map. Faris steps off a ledge into an orange in the floor below it.
- **ARC:**
  1. Faris comes out of a blue in the wall ahead of the runner, sideways at his falling speed (≤ 14 u/s), boot first.
  2. The runner's own sprint meets the boot: a combined speed of ≈ 20 u/s.
  3. The boot stops his chest dead, but his legs keep running. They swing up and over, heels to the back of his head, and he folds BACKWARDS over the boot like a scorpion.
- **FINAL IMAGE:** the runner lying folded backwards in a scorpion shape, heels at his ears. Faris lands lightly beside him as both ovals close.
- **DEATH:** TENDONS STRETCH (OPEN): hamstrings, hip flexors and the long tendons of the back all snap as he folds.
  - Unlike `speedsabre.mid-deckchair` (three forward folds) and `fists.mid-jackknife` (snapped shut forward): this is backwards over a boot.
  - Unlike `pump.mid-out-of-his-boots`: no boots are left behind.
- **MOTION:**
  - Faris: 2 bolts, the step off the ledge, the flying side kick (KICK, any held gun), the landing;
  - the victim: the sprint, the fold.
- **CAMERA:**
  - a side-on chase that holds the wall in frame so the blue opens in shot;
  - the impact in a two-frame hold;
  - the fold in real time.
- **GORE:**
  - XT: his trousers split at the backs of the knees with the tendons standing out like cables and blood spreading, and a vertebra pops through the skin of his lower back.
  - H: no vertebra.
  - M: the fold, dark seams.
  - L: he's flattened by the kick, out cold.
  - VL: stars, the puff.
- **NEEDS:** a FLOOR run, a WALL / PILLAR ahead of V inside 6 FH, and a ledge or high face for Faris's drop (≥ 3 FH).
- **ADAPTS:** most arenas. Deep: skipped (no fall to build speed).

## portalgun.lady-or-the-tiger · THE LADY OR THE TIGER · RARE
- **CORE:** two doors, one with the lady and one with the tiger. But a portal pair is only one door seen twice.
- **HOOK:** Faris opens an orange on one wall and a blue on another and bows: choose. The victim, gun up, studies the two glowing doors.
- **ARC:**
  1. He picks the orange, steps through and comes out of the blue, facing where he started. He tries the blue and comes out of the orange.
  2. Each door is the other door. There is no lady and no tiger.
  3. He laughs, relieved, and turns to Faris.
  4. Faris re-fires the blue (the real slot replacement) onto the face of the map's highest ledge, so it now looks out over the open void.
  5. The victim, laughing, strolls back through the orange one more time to show he isn't scared, and steps out over nothing.
- **FINAL IMAGE (00:05 ruling: a crafted landing, very brutal):** on the arena's lowest surface, a heap of collapsed storeys of a man with his head sitting intact on top, eyes open, still mid-laugh. The two ovals shrink shut high above.
- **DEATH:** IMPLODE (OPEN, new to the page): the building implosion.
  - He lands feet first from the full height and comes down like a demolished tower, storey by storey: shins into thighs, thighs into the pelvis, the pelvis into the ribs.
  - A puff of dust and blood bursts out at each storey line, like the charges in a controlled demolition.
  - The head stays on top, intact. It is not driven into the chest (`thammer.skin-classic` HEADS DOWN owns that), and nothing is pulled into a point or bead (`thammer.obliterated` owns that).
  - It reads unlike CRUSH DEPTH's caved chest at a glance: one is a vertical collapse on land, the other a front-to-back cave-in under water.
- **STAGING:** `stage58` finds the highest face over a DROP whose bottom is a real surface (the arena's lowest floor, deck or ground) and stages the landing there. A map with no drop is OWED (NO DROP). The fall's bottom must be a surface: a void edge never counts.
- **MOTION:**
  - Faris: 3 bolts, a host's bow and patter (speech bubbles);
  - the victim: the walk through each door, the double-take each time (one take, not repeated as a rule of three), the laugh, the stroll.
- **CAMERA:**
  - a theatre framing with the two doors either side like a game show stage;
  - a cut through each transit;
  - the final top-down.
- **GORE:**
  - XT (the showcase):
    - each storey collapses with a crunch: the femur heads punch out through the hips, splintered ribs fan out through the shirt like rebar, and a pressed jet of blood leaves each storey line;
    - the pool spreads from under the heap and stays; lens splatter on the impact;
    - a lingering close-up on the face sitting on the heap, still laughing, as the blood rises round it.
  - VH: the same at 80%, no lens splatter.
  - H: no bones break the skin; dark bursts at each storey.
  - M: no collapse. He lands feet first, his legs buckle, he folds to his knees and topples, a dark stain under him.
  - L: he lands in a sitting heap, out cold, a small dark puff.
  - VL: the cartoon accordion is laser's, so instead he lands in a dust cloud, sits up dazed with stars, and the puff.
- **NEEDS:** 2 static faces + a high face over a DROP with a real surface at its bottom (Monsoon Rooftops' street, Temple Steps, Desert Forts, Clock Tower, Tower Block, Military Base, Pirate Ship's lower deck, The Deep skipped). Otherwise OWED (NO DROP).

## portalgun.the-centrifuge · THE CENTRIFUGE · EPIC · victim role: the astronaut cadet
- **CORE:** he wanted to go to space, so Faris gives him the training.
- **HOOK:** the victim, a cadet in a flight suit with a G-suit and a helmet under his arm, struts.
- **ARC:**
  1. Faris puts an orange on the floor and a blue on the wall beside it at 90°, a portal corner.
  2. A bolt's shove tips the cadet in. He comes out of the wall sideways, gravity curves him back down into the floor portal, out of the wall again: a tight circle.
  3. The real loop keeps his speed as high as the cap allows. It's the centrifuge.
  4. His face pulls back with the G's. His G-suit inflates to keep the blood in his head, as G-suits do, and it keeps inflating.
  5. He blacks out. Faris times the laps on a gold stopwatch (`castInk`).
- **FINAL IMAGE:** Faris re-fires the orange and the cadet tumbles out across the floor and stops: a man in a hugely ballooned G-suit like a parade float, his face purple and swollen above the collar, a gloved hand twitching. Faris clicks the stopwatch.
- **DEATH:** INFLATE / POP (OPEN), without the burst (`fists.seven-points` owns swell-and-burst). The suit inflates, not him: it squeezes him to death round the middle while the G's pool his blood in his face.
- **MOTION:**
  - Faris: 4 bolts, the stopwatch;
  - the cadet: the strut, the loop (a fixed tucked spin), the tumble out.
- **CAMERA:**
  - a locked frame on the portal corner so the loop reads as a wheel;
  - a close on his face in the G's (the cheeks pulled back);
  - the stopwatch insert.
- **GORE:**
  - XT: the burst vessels web his face red, his eyes fill with blood and his nose streams, and when the suit finally splits it lets go a red spray from where it had been crushing him.
  - H: no split.
  - M: a purple face, a nosebleed.
  - L: he passes out dizzy, the suit deflating with a whine, out cold.
  - VL: a cartoon dizzy spin, the puff.
- **LOOP NOTE:** INFINITE FALL (the remake) is a vertical drop loop with a horizontal exit; this is a tight 90° wheel with no exit, killed by G-force. NOWHERE's void lap is a horizontal walk.
- **ADAPTS:** any arena with a floor meeting a wall (a corner). Deep: adapts (in water the wheel is slower and the bubbles spiral).

## portalgun.the-labyrinth · THE LABYRINTH · LEGENDARY · DEATH REALM (2)
- **CORE:** he went through so many doors that he can never find the way back.
- **HOOK:** the victim has been fleeing through Faris's doors. He dives through one more.
- **CROSSING (not a portal):** as he lands, the floor's seams (the planks, tiles or stones of whatever arena it is) rise out of the floor around him into tall walls, and the arena is gone behind them.
- **THE REALM:** THE LABYRINTH.
  - Black stone corridors that turn and turn under a sky with no stars, lit by guttering wall lamps.
  - At the dead ends the lost sit with their backs to the wall: strangers, every one of them, who stopped looking for the way out.
  - A ball of red thread lies unwound along the floor and leads in a circle.
  - Something huge breathes behind the walls and never arrives.
- **ARC:**
  1. He runs, he turns, he runs. Time passes oddly: the lamps burn down and are new again.
  2. He walks and walks, and the black stone erodes him like water erodes stone: his boots wear through, then the soles of his feet, then his shins, rubbed down against the floor until he walks on raw knees.
  3. The red thread runs ahead of him in its circle, and he follows it.
  4. No ageing, no white hair (00:05 ruling): only erosion.
- **RETURN:** the maze walls sink back down into the arena floor as its seams. In the real arena he's found on his knee-stumps at the centre of a maze pattern scratched into the floor all around him: his own fingernail tracks, the way he walked.
- **FINAL IMAGE:** that scratched maze on the arena floor seen from above, and him crawling at its heart.
- **DEATH:** CORRODE / ACID HOLES (OPEN), read as EROSION: stone-worn flesh, rubbed down to the knees.
  - No ageing and no white hair: HAUNTING is this page's old man, and `pistol.mid-black-round` owns aged to death.
  - No rot.
- **REALM ENTRY:**
  - THE LABYRINTH: black stone corridors, the lost strangers at the dead ends, a red thread that leads in a circle;
  - CROSSING: the floor's own seams rise into maze walls around him;
  - RETURN: the walls sink back as the seams; a maze scratched into the real floor around him;
  - dread: you will stop trying.
- **CHECKED against the registry:**
  - no immurement (the lost sit free; nothing sets over them);
  - no mirrors, no void, no 'everyone Faris killed';
  - the crossing is neither wood covering the frame nor anything falling away.
- **MOTION:**
  - Faris: 8 bolts (the doors he flees through), then nothing; he's absent from the realm;
  - the victim: the run, the turns, the slowing walk, the crawl.
- **CAMERA:**
  - a top-down of the maze as he runs it (the walls as ink lines);
  - low side-on shots in the corridors;
  - the slow wear as cutaways of his feet.
- **GORE:**
  - XT: the worn stumps leave a red trail on the stone, and the knees grind to raw, bloody pads.
  - H: a dark trail.
  - M: torn boots, a dark smear.
  - L / VL: he wears only his boots through and sits down exhausted (puff); the realm keeps its full dread.

## STAGE 2 · the 7 skin kills (revised 00:20 per the coordinator's 00:00 rulings)
1. **CLASSIC · SHOW HIM THE DOOR** (C). The idiom, with a new death:
   - Faris politely opens a door (an orange on the wall), bows ("after you") and KICKS him through it.
   - He flies out of a blue high on the far wall and lands far across the map.
   - Death: the second classic KO idiom made literal, OUT LIKE A LIGHT (HOLLOW, repeated with a different image from DOORWAY's dried husk). As he lies there, the light goes out of him like a lamp switched off: a click, his eyes dim like cooling bulbs, the colour drains from the skin outward from the boot print on his back.
   - XT: the kick's boot print is stamped deep into his spine, blood runs from his ears, nose and the corners of his eyes as they cloud, and the back of his skull is caved where he landed, pooling.
   - Not CRUSH / FLATTEN and not laser ACCORDION (00:00 ruling); not a rag doll (fists KNOCK THE STUFFING OUT and pump DOLLHOUSE own those).
   - Classic beat: his cap floats down and settles over his face as the last of the light goes.
2. **TAPED · THE SELECTOR** (R). The worn gun's slot switch is taped down, so every shot is ORANGE.
   - Unlinked portals are grey and harmless (the real rule). He mocks Faris and stands on one.
   - Faris peels the tape off the switch with his teeth. The next shot is blue, high over the far side, and he drops the whole height.
   - Death: JIGSAW (the ruling). He lands and breaks into puzzle pieces, and Faris fixes the last piece in place with the strip of orange tape he peeled off with his teeth.
   - XT: the piece seams are wet and red, with organs visible in the gaps.
3. **CAMO · NOW YOU SEE IT** (E). Bright decoy pairs he learns to dodge, while the real pair is camouflaged to the surface. Dodging a decoy, he steps onto a floor that isn't there and is fired out at speed into the map's tightest gap.
   - Death: PAPER / PAINT (the ruling). He is pressed into the surface's own camouflage pattern. His smeared blood becomes part of the texture, only his blinking eyes show, then even they blend away.
   - XT: a brutal smear, flesh and blood worked into the pattern at the edges of the gap.
   - Note: KIT-BODY's 23:59 count puts PAPER / PAINT at 15, RESTING, partly from this page's own INFINITE FALL. Your call whether CAMO keeps it.
4. **CARTOON · HALLWAY CHASE** (E, APPROVED). The two-door hallway chase; both dive in at once and come out as a cartoon fight cloud.
   - He is left tied in a bow: a neat cartoon ribbon bow with his arms and legs as the loops and the tails, read at a glance unlike NO EXIT's backward scorpion fold.
   - Then the bow pulls tight. TENDONS.
5. **ICE · RIME** (L, APPROVED). Each frosted transit rimes him more, until the frost grows out into long crystal spikes all pointing along his run vector, like rime on a fence after a gale. CRYSTALS.
   - Unlike `ar.skin-ice` BRAIN FREEZE (a frozen brain), `knife.skin-ice` RED ICE (spikes of his own blood from the wounds) and the ice page's crystal kills: these are wind-driven rime spikes grown on him from outside, all one way.
6. **NEON · AFTERGLOW** (L, the third neon concept, 00:40; built on the coordinator's direction).
   - The neon skin's portals are rings of hard pink and cyan light. Every time a man passes through one, the ring keeps a glowing neon outline of him, a line drawing in light hanging where he went in, and the real body comes out a little thinner: paler, flatter, the colour drawn out of it into the light.
   - Faris walks him through four pairs. Four neon outlines of him hang in the air across the map, each brighter than the last, while the man himself goes grey and papery.
   - On the last pass only the outline comes out of the exit: a walking neon line drawing of him, bright, perfect, strolling on.
   - The body is left behind in the entry wall: a grey, split-backed shell of a man stuck in the stone where the oval was, like a cicada's shed skin.
   - Final image: the neon outline walking away across the dark arena, the four earlier outlines buzzing in the air, and in the wall behind, the empty shell split down the back.
   - Death: HOLLOW HUSK (a shed shell; the third HOLLOW on the page, each a different image: DOORWAY's dried sitter, CLASSIC's lights-out, this split-backed shell). Your call if three is too many; WAX is the swap.
   - XT (coordinator 00:50): the shed shell's split back is wet and open, the emptied ribcage and organ cavity visible through the split, fluid running down the wall. The outline walking away is the poetry; the shell is the gore.
   - Family: the coordinator kept the third HOLLOW (00:50): the cicada shell is its own image, and WAX would double HAUNTING.
   - Not owned: no float, no inflation, no sign words, no glow stick (laser), and no glowing-like-a-tube from the fingertips (thammer ST. ELMO'S FIRE). The light leaves him as an outline and walks.
7. **GOLD · HEART OF GOLD** (M; the props-never-transit gag kept).
   - Faris drops a gold bar (`castInk`) on an orange in the floor. Props never transit, so the bait stays while the victim dives through it.
   - He comes out of a blue high above. In the air, Faris re-fires the orange away, so the bar now lies on plain floor.
   - He lands chest-first on the bar from the full height, and it punches through his sternum into the place where his heart was.
   - Final image: he rolls onto his back with a gold bar set in his chest where his heart should be, its stamp (FINE GOLD 999.9) reading through the blood. Faris pats it.
   - Death: GOLD / COINS (the gold is what kills him). Not drowning or burial in coins, no payout (fists JACKPOT), and no flesh turning to gold (smg).
   - XT: the sternum splits round the bar, the heart is squeezed out beside it still beating twice, and blood wells up round the gold's edges into the stamped letters.

## STAGE 2 · the 6 mid-round kills (≤ 3 s, single victim, no realms, no map-changing casts; written 00:30)
Every OPEN family is already on this page, so each mid either uses a portal-only mechanic whose death IS the concept (an exemption that looks unlike every earlier use), or repeats a page family with a new image.

1. **THE TURN** · EPIC · 2.9 s. The body makes the turn; the insides don't.
   - He sprints at the wall to flank Faris. Faris puts an orange on that wall and the blue on the same wall beside it, facing the same way, so the momentum is turned 180° (the real exit rule).
   - He comes out running back the way he came at full speed. His body has turned, but his insides kept going.
   - His belly and chest bulge forward against his shirt, his face presses outward against itself, and he stumbles two steps.
   - XT: the belly splits and everything that kept going pours out ahead of him in the OLD direction, a long red slide of loops and organs across the floor toward the wall, while he walks back the other way.
   - Death: GUTS (RESTING; the death IS the concept: momentum). No blade, no blast, no hook.
   - VH: the same at 80%. H: dark, no organs. M: he doubles over vomiting, out cold. L: he spins round and drops dizzy. VL: stars, puff.
2. **SCRAMBLED** · RARE · 2.8 s. The door put him back together wrong.
   - He dives through Faris's pair to escape and comes out of the blue reassembled wrong: his feet where his shoulders were, arms from the hips, his face on the back of his head.
   - He tries to run and falls apart into a heap of wrongly joined parts.
   - A film conceit, like THE ORIGINAL's copy; the transit is the real one.
   - Death: GLITCH, repeated with a new image (THE ORIGINAL's is the blank default figure; this is mis-assembly).
   - XT: the wrong joins are raw meat with grinding bones, blood pumping from every wrong seam, and his eyes looking out of the back of his skull. H: dark seams. M: he's merely backwards (head turned round, walking the wrong way), out cold. L: dizzy, stars. VL: puff.
   - Unlike `knife.telefrag` (arriving inside a man), `handcannon.no-clip` and `ar.mid-t-pose`: nobody overlaps, nothing clips, and no animation fails. He is rebuilt wrong.
3. **SLAMMED** · COMMON · 2.6 s. The door is slammed in his face (00:40: a new image, no face print).
   - He sprints for Faris's orange to escape. The step before he reaches it, Faris re-fires the slot elsewhere (the real slot replacement), and the oval shrinks shut in 0.22 s.
   - He hits the bare stone at a full sprint.
   - The stone RINGS like a struck bell: one deep note, with comic shock lines rippling down through him from the face to the boots.
   - He stands frozen a beat, still upright against the wall, then his teeth start falling out of his mouth one by one, tinkling onto the floor like dropped coins.
   - Final image: his teeth in a little scattered heap at his boots, him slumped against the wall above them.
   - Death: JAW / TEETH (RESTING; the death IS the idiom). No print anywhere: `fists.death-mask` and ice BIRD STRIKE own those.
   - XT: the jaw hangs dislocated and slack, blood sheets from the nose and the empty gums over his chin and chest, his eyes fill red, and a last molar drops in a string of blood.
   - The XT jaw dislocation and the gums' sheet-bleeding are a held close-up (coordinator 00:50). The teeth fall slowly and singly after the ring, unlike laser ACCORDION's teeth sprayed like keys.
   - H: dark, fewer teeth. M: two teeth and a nosebleed, he slides down out cold. L: one tooth, stars. VL: a cartoon ring of stars and a single tooth, the puff.
4. **OUT OF HIS SKIN** · EPIC · 2.9 s. The idiom made literal.
   - Faris steps into a blue across the map and comes out of an orange opened in the wall right beside the victim's ear. The real exit shove jostles him, and Faris says "BOO".
   - He jumps out of his skin. His body leaps up and out of it, and the empty skin stands a beat in his clothes, eyes empty, before it slumps.
   - Death: PEEL / FLAY (RESTING; the death IS the idiom). Unlike `knife.flayed` (an anatomy plate) and laser's layer-by-layer strip: one leap, the skin left standing whole.
   - XT: the flayed man lands a step away, all red muscle and staring lidless eyes, tries to run, and folds. H: the skin rips only at the back, a dark wound. M: he leaps, his clothes and hair stay behind, he lands out cold. L: he jumps, faints. VL: he jumps, stars, puff.
5. **GET UP** · COMMON · 2.9 s. Down fighters never transit (the real rule).
   - Two bolts knock him flat onto Faris's open orange. He is safe lying there and realizes it, grinning up.
   - Faris crouches beside him and waits. The moment he pushes himself up to his feet, he drops through.
   - He comes out of the blue in the ceiling directly above and lands back on the orange, down again, safe again, forever.
   - Death (settled with KIT-BODY, 00:55): ROT / TIME-LAPSE DECAY with `s.decay(b, tLand + 0.15, { dur: 1.5-1.8, end: 'bones', grass: false })`. He's safe while he's down, so he stays down forever.
     - He lands on his back on the glowing orange. At XT a wet crack, and blood spreads across the oval from under him.
     - Days pass in seconds: he bloats green, the flies come, the skin splits, the flesh sinks between the bones.
     - The portal glow stays perfectly steady under him the whole time.
   - Final image: his skeleton lying on the glowing orange, perfectly safe.
   - Ladder from the kit: XT the split and the rags; H a dried husk; M and below the overgrown form; VL the puff.
   - Flag for the coordinator: decay to bones touches the rot owned by pistol BLACK ROUND / handcannon NEXT WEEK (your 21:55 HAUNTING note). Here the concept is the rule: safe forever, so he rots in place on the door that will never take him.
6. **THE GRAB** · RARE · 2.8 s. Grabbing fighters never transit (the real rule).
   - He grabs Faris by the throat. They both stand on an orange Faris opened as he lunged, and neither drops while he holds on.
   - Faris taps his wrist ("let go"). The victim understands and holds on harder.
   - Faris peels his fingers off one by one. On the last finger he drops through and out of the blue Faris put on the face of the map's highest ledge, still clutching at the air.
   - Death (settled with KIT-BODY, 00:55): STUFFING with `s.stuffing`. Each finger Faris peels is a stitch giving: the seams start at the first finger and creep up his arms and neck as the fingers come off.
   - He drops on the last finger, still clutching at the air. `burstT` is set to the landing: he hits like a dropped doll and bursts at the seams, and FEATHERS rock down slowly over him for the final image.
   - XT: KIT-BODY's new stuffing XT layer. The stuffing comes out red-soaked, the burst seam tears open over raw meat, and blood drips from the pile and pools.
   - Not a toy and not plush with button eyes (fists KNOCK THE STUFFING OUT and pump DOLLHOUSE own those): this is the grip giving way stitch by stitch.
