# SNIPER PLAN (`58k_sniper.html` + `58k_w_sniper*.js`, builder N) · 25 new + 7 skins + 10 mid-round
Written 25 Oct (01:10) against the current brief (rulings to 23:58), 58k_TRAPS.md, 58k_DEATHS.md (529-kill count), 58k_REALMS.md and all 551 ledger lines, plus every other builder's `_tools/conv/*.md` sheet (591 named kills, digest in `/Volumes/Workspace/Scratch/sniper/plans_digest.txt`).

**Fixed rule (brief §0):** every adaptation (another map, a lower gore level, a mirrored side, The Deep) gets the same length, detail and craft as the EXTREME original. A lower level gets its own crafted beat, never an alpha cut. Quality only goes up.

## Legend
- **Range**: the gap between Faris and the victim at the killing hit, in fighter heights (1 FH = 65.5 u on the export plates):
  - pointBlank ≤ 0.8 FH;
  - close 0.8-2.2;
  - mid 2.2-5.5;
  - far > 5.5.
- **Gore**: XT is the build. Each kill has its own crafted H / M / L / VL line. VH = all anatomy at ~80% blood, stains fade, no lens splatter; it's only listed when it changes more than that.
  - Common to every kill, not repeated below: at L / VL the realm and atmosphere layers keep full strength; VL bodies end in the shell's puff unless the kill keeps them (`b.keep58`).
  - 23:58 GORE ruling: every XT ends on a lingering wound close-up through `s.goreCam`, at a point, framing and timing chosen per kill.
- **Element kinds** are the names in `58k_ELEMENTS.md`, read with `s.el` from the export. Every kill is written in export coordinates (`coords: 'export'`, `def.arena` = an export id), and stands fighters on `s.floorAt(x)`. Element-bound kills stage with `def.stage58`; a map without the kind shows OWED with the real missing kind.
- **Mirror**: the engine mirrors every kill. Text, numbers and the gold plate never mirror.
- **Deep** = The Deep. Under water the game's hitscan has a shorter range (`MapAbyssWeapons.Range`) and draws a **bubble line** instead of the vapour trail.

## The real move (read from the game, 25 Oct)
From `Weapons/WeaponDefs.cs` id `sniper`, `WeaponSystem.FireHitscan / Hitscan`, `WeaponFx.HitscanTrailFx`, `WeaponLooks` FSniper, `WeaponPoses` kick, `GunReloadDrill` (Drill.Bolt), `Projectiles` laser sight, `Fighter.TakeHit`, `CameraView`:
- **Hitscan.** The round is an instant line: no travel time, no drop, no wind. It stops at the first fighter (no pierce) or the first solid, and it damages what it hits (a light breakable takes it). It transits portals and pinball bumpers, and a frying pan swung into it sends it back (none of the page uses those: ricochets are a trap).
- **Headshot = KO.** 85 damage, doubled on the head (170 > 150 HP). A body round leaves a man standing on 65 HP.
- **The red laser gives you away.** A thin red line runs from the muzzle to the first solid, with a blinking dot where it lands. Everybody sees it, all the time.
- **Five rounds a pickup, three in the magazine** (mag 3, ammo 5). Rate 0.9 / s: after every shot the free hand goes back and **works the bolt** (0.3-0.62 s after the shot). The **reload** is the bolt drill, 1.55 s: the gun tips, the bolt lifts and draws back, the magazine changes, the bolt goes home. One pickup per film = at most five rounds and one crafted reload beat.
- **The kick:** recoil 2.8, `heavy`: the stock drives Faris's shoulder back, the muzzle rises (kick 0.4) and settles. **Knockback 4.5** on the victim: a solid shove, not a throw.
- **Range 28 m** (38 FH). The game's camera pulls out to its LONG view when a sniper is in hand.
- **Look:**
  - the muzzle: a big white ink spike, the muzzle brake's two side jets with side smoke, a white ring;
  - the line: a white-hot core, a warm red-edged glow and a vapour trail of puffs that **hangs** along the whole line after the shot;
  - the impact: a white star, sparks out the far side ("a hard punch with a spray out the far side"), dust and a ring on a wall;
  - two-handed, a long scope tube, red accent #FF3B3B on dark green #2E3B2E.
- **Sound** (`58k_snd_sniper.js`, KIT-SOUND): a huge supersonic crack with a mountain echo; the bolt; the scope; the breath. Each kill gets its own score in `K58.snd.KILLS['sniper.<id>']`.
- **Camera language for this page:** RANGE + THE SCOPE. The long view; the scope matte (a circular frame with the crosshair, breathing with the shooter's pulse); the red line through haze, rain and dust; the bullet cam; the bolt in close; the vapour trail hanging after the shot; the big brass casing past the lens.

## Ledger + sheets check (25 Oct, N)
Every line below was checked against all 551 ledger lines, `58k_TRAPS.md`, `58k_DEATHS.md`, `58k_REALMS.md` and all `_tools/conv/*.md` sheets.

**The bullet cam is NOT owned** (the coordinator's question). Searches for bullet-cam / bullet-ride / rides the round / follows the round found:
- only `portalgun.the-man-in-the-scope` using a short bullet-cam as decoration through its two ovals;
- `handcannon.hot-lead` (a glowing slug sinking through him, watched from outside);
- `smg.peephole` (a tunnel bored to look through);
- `handcannon.10000-fps` (a high-speed replay of jelly).

So the x-ray-free bullet cam through anatomy is free, and it is the sniper's own old finisher (BULLET CAM, `38_fin_kills.js:538`). It becomes the page's signature remake: THE LONG WAY IN.

**Dropped on the way, because another line or sheet owns them:**
- a laser-grid heist (beam HEIST);
- hiding underwater while the killer waits (rpg THE SAFEST PLACE), so no breathing-reed film;
- a raised glass / toast (sawed-off THE TOAST);
- a door that swings shut on him (pump SWING DOOR, revolver DOOR STOP);
- a frying-pan parry served back (pan SIZZLE);
- a deep-sea brine pool (beam DEAD SEA);
- a gold mine (beam THE MOTHER LODE);
- dazzle and mirage camo (sawed-off, rpg);
- a battlefield cross + bugle note (rpg classic);
- a mime (handcannon sheet);
- a pigeon on a statue (fists MONUMENT);
- a breath-fog betrayal (pistol TOE TAG);
- light outrunning sound (thammer FULGURITE);
- the eye at a keyhole / spyhole (B's reserve for BURST);
- the red dot as a promise (laser CALLED SHOT);
- the scope through a portal (portal THE MAN IN THE SCOPE);
- a binocular split frame (ar WALK IT IN);
- a raised middle finger (rpg);
- crush depth (portal);
- the shark, the anglerfish, the jellyfish, the turtle, the vents, the kelp, the keel, the wreck's cannon and marine snow (other pages' Deep films).

## Deaths: the hitscan trap
A sniper makes one clean hole, and BULLET HOLES, SKULL, HEART and X-RAY are all RESTING. So the hole is never the death on its own. Each film's death comes from its concept:
- **OPEN families, one each:** HOLLOW (ECHO VALLEY), FROSTBITE (THE BAG), CRYSTALS (THE WATCHED), TENDONS (THE BAIT), WAX (THE GUIDE LINE), PETRIFY (PLAYING STATUE, the page's one petrify), ROT (BONE FLOWERS), INFLATE (CRACKLE), GOLD (skin ICHOR).
- **Concept exemptions**, each looking unlike every earlier use:
  - THE LONG WAY IN: the round's path through lung, heart wall and spine, seen only from inside, lit by the round, never x-ray and never an opened chest;
  - BETWEEN BEATS: the heart, felt only as a pulse, never shown;
  - HOLD YOUR BREATH: asphyxia with no rope, no hands and no water;
  - THE GUTTER: the comic page itself (PAPER).
- **Falls** (`hazard: fall`): THE LAST LOOK, THE CLOUD, mid OVER THE RAIL.
- **The hazard's own:** SLING (the spike ball).
- **The round (plain), with a crafted wound per kill and the gag as the concept** (precedent: the hand cannon's batch): the rest. Every one still has an unmistakable XT (the 23:58 ruling): a named wound, the exit, heavy pooled blood, lens splatter and the goreCam hold.

## Summary
| # | kill | rarity | home (export) | death family | hazard | needs (kinds) | range | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | THE LONG WAY IN (remake: BULLET CAM) | M | forts | the round's path (exemption) | — | FLOOR; a solid behind him (else the round flies on) | far | no | 1 | adapts (bubble line) |
| 2 | ECHO VALLEY | M realm | canyon | HOLLOW | — | FLOOR | far | no | 1 | adapts (realm) |
| 3 | THE BAG | M realm | base | lungs + FROSTBITE | — | FLOOR; a perch for Faris (PLATFORM / PILLAR ≥ 3 FH up) if the map has one | far | no | 1 | adapts (realm) |
| 4 | THE WATCHED | L realm | saloon | CRYSTALS (ruby) | — | FLOOR | mid | no | 1 | adapts (realm) |
| 5 | THE BAIT (remake: KNEECAPPED) | L multi | base | TENDONS + the round | — | FLOOR run ≥ 6 FH in the open + cover (WALL / PILLAR / CONTAINER / BIG_PROP) at one end (stage58) | far | no | **2** | skip |
| 6 | THE GUIDE LINE | L Deep | deep | WAX (adipocere) | liquid | UNDERWATER + a deeper floor (the abyss edge) | close | yes | 1 | **Deep only** |
| 7 | PLAYING STATUE | L | temple | PETRIFY (granite) | — | FLOOR | mid | no | 1 | adapts (a coral plinth) |
| 8 | THE GUTTER | L | cage | the page itself (PAPER exemption) | — | FLOOR | far | no | 1 | adapts |
| 9 | BONE FLOWERS | E Deep | deep | ROT (the deep's scavengers) | creature | UNDERWATER + the wreck's broken hull (or any reef PILLAR / WALL cover) | mid | yes | 1 | **Deep only** |
| 10 | THE LAST LOOK | E | clock | fall | fall | a DROP ≥ 4 FH with a landing below (stage58) | close (vertical) | yes | 1 | skip |
| 11 | MASCOT (replaces CRACKLE, ruling 01:20) | E | kitchen | the round through the foam head (nose → sphenoid), the head's seams burst by the cavity | — | FLOOR | mid | no | 1 | adapts |
| 12 | EIGHT BELLS | E | pirate | the round + the drop | — | FLOOR; a PLATFORM edge over a DROP / LIQUID for the evening walk (else the floor) | far | no | 1 | skip |
| 13 | THE LONG SHADOW | E | backyard | the round | — | FLOOR + open sky (no CEILING) | far | no | 1 | skip |
| 14 | HOLD YOUR BREATH | E | rooftops | asphyxia (exemption) + the round | — | FLOOR | mid | no | 1 | adapts (the current stops) |
| 15 | BETWEEN BEATS | E | temple | the heart as a pulse (exemption) | — | FLOOR | far | no | 1 | adapts |
| 16 | THE CLOUD | R | forts | fall | fall | two perches (PLATFORM / PILLAR ≥ 3 FH, ≥ 10 FH apart) + open sky (stage58) | far | no | 1 | skip |
| 17 | SOAP BUBBLE (replaces THE NEST, ruling 01:20) | R | castle | bitemporal transit, the mist kept inside the bubble | — | FLOOR | far | no | 1 | adapts (an air bubble) |
| 18 | SLING | R | castle | the spike ball (hazard's own) | crush | HANGING_HEAVY on a pendulum (castle spike ball, Clock pendulum) (stage58) | far | no | 1 | skip |
| 19 | DRAIN | R | sunken | the round + the water | liquid | a LIQUID CONTAINER he can crouch behind (Sunken tubes, Tower water tank, Kitchen jug) (stage58) | mid | no | 1 | skip |
| 20 | REHEARSAL | R | pinball | the round | — | FLOOR | far | no | 1 | adapts |
| 21 | THE BRASS | R | clock | the round | — | a perch ≥ 5 FH above the victim | far | no | 1 | skip |
| 22 | SET DRESSING | C | base | the round | — | a DECOR prop between them (stage58) | mid | no | 1 | adapts (coral) |
| 23 | WISH | C | backyard | the round | — | FLOOR + open night sky | far | no | 1 | skip |
| 24 | NOON SHADE | C | canyon | the round | — | a PILLAR / WALL / BIG_PROP that casts shade + open sky | far | no | 1 | skip |
| 25 | PAPER PLANE | C | atrium | the round | — | FLOOR run ≥ 10 FH | far | no | 1 | skip |
| S1 | skin-classic THE WINDOW CROSS | C | tower | the round | — | an OPENING (window) or his own cast frame | far | no | 1 | adapts (porthole) |
| S2 | skin-taped ROUND THE CORNER | R | base | the round | — | a WALL / PILLAR corner | close | no | 1 | adapts |
| S3 | skin-camo THE NEW SPOTTER | E | rooftops | the round | — | FLOOR (a perch if any) | pointBlank | no | 1 | adapts |
| S4 | skin-cartoon KALEIDOSCOPE | E | retro | the round, cartoon | — | FLOOR | far | no | 1 | adapts |
| S5 | skin-ice SNOW ANGEL | L | cage | frozen in the snow (the angel image) | — | FLOOR | far | no | 1 | skip |
| S6 | skin-neon LASER SHOW | L | pinball | the round | — | FLOOR | mid | no | 1 | adapts |
| S7 | skin-gold ICHOR | M | atrium | GOLD (bleeds gold) | — | FLOOR | far | no | 1 | adapts |
| m1 | mid-airburst AIRBURST | R | base | his own grenade (EXPLODE, the concept) | blast | FLOOR | far | no | 1 | adapts (fizz) |
| m2 | mid-over-the-rail OVER THE RAIL | E | clock | fall | fall | a railed PLATFORM (`s.el('PLATFORM', {rail: true})`) | far | no | 1 | adapts (Deep p17 rail) |
| m3 | mid-ember EMBER | L | sunken | the round | — | a LIGHT near him (shot out) | far | no | 1 | adapts (the angler's dark) |
| m4 | mid-thumbs-down THUMBS DOWN | R | forts | the round | — | FLOOR | far | no | 1 | adapts |
| m5 | mid-the-hat THE HAT | C | tower | the round | — | FLOOR + wind / a vent / AC unit / ledge gust | far | no | 1 | adapts (current) |
| m6 | mid-two-dots TWO DOTS | E | temple | the round | — | a perch for him | far | no | 1 | adapts |
| m7 | mid-small-target SMALL TARGET | E | atrium | the round | — | FLOOR | far | no | 1 | adapts |
| m8 | mid-shoelace SHOELACE | C | kitchen | the round | — | FLOOR + a WALL behind him | far | no | 1 | adapts |
| m9 | mid-boomerang BOOMERANG | R | pirate | the round | — | FLOOR | far | no | 1 | adapts |
| m10 | mid-megaphone MEGAPHONE | C | clock | the round | — | FLOOR | far | no | 1 | adapts |

Rarity check: films 4 C · 6 R · 7 E · 5 L · 3 M ✓. Skins C R E E L L M ✓. Mid-round: 10 (25-film weapon) ✓, single victim, ≤ 3 s, no realms, no map-changing casts, never on SMALL maps (homes: base, clock, sunken, forts, tower, temple, atrium, kitchen, pirate).

## Page targets (brief §1)
- **Realms 3** (2-3): ECHO VALLEY, THE BAG, THE WATCHED.
- **Map-element kills via stage58: 6 films** (3-6): THE BAIT (cover), THE LAST LOOK (DROP), THE CLOUD (two perches + sky), SLING (HANGING_HEAVY pendulum), DRAIN (LIQUID CONTAINER), SET DRESSING (DECOR). Plus three mids on elements (OVER THE RAIL rails, EMBER LIGHT, THE HAT wind / vents).
- **Underwater ≥ 2:** THE GUIDE LINE, BONE FLOWERS (Deep only), plus 14 films that adapt.
- **Multi-victim 1:** THE BAIT (2).
- **Remakes:** BULLET CAM → THE LONG WAY IN; KNEECAPPED → THE BAIT.
- **Victim roles 6:** the canteen drinker (THE LONG WAY IN), the game (THE BAG), the rescuer (THE BAIT), the enemy sniper (THE CLOUD), the captain (EIGHT BELLS), the rehearser (REHEARSAL).
- **Atmosphere 6:** snow and torchlight (THE BAG), fog moor (THE WATCHED), monsoon (THE BAIT, HOLD YOUR BREATH), sunset (THE LONG SHADOW), cloud shadows (THE CLOUD), seasons (THE NEST), night stars (WISH), noon sun (NOON SHADE).
- **Cast set pieces (≤ 10):** the victim's plinth (PLAYING STATUE), Faris's case (EIGHT BELLS), the comic page (THE GUTTER), the paper plane (a pullOut), the kaleidoscope (skin), the club rig (skin), the cast window frame where a map has none (skin).
- **Rewind / replay 1:** THE GUTTER's page turn back.
- **Death materials 3:** granite (PLAYING STATUE), ruby (THE WATCHED), grave wax (THE GUIDE LINE).
- **Organ moments 4:** lungs, heart wall, spine (THE LONG WAY IN); lungs (THE BAG); the pulse (BETWEEN BEATS); the larynx and breath (ECHO VALLEY).
- **Breakable as the star 2:** DRAIN (the tank), SET DRESSING (the cover that isn't), plus EMBER (the lamp).

## New realms (for `58k_REALMS.md`, after the ruling)
| Realm | Kill | Crossing | Return | Core dread |
|---|---|---|---|---|
| ECHO VALLEY: a black gorge a mile deep, the sky a thin crack far above; the cliff faces on both sides are carved with vast open stone mouths, near to far into the dark, each a cave; the floor a dry riverbed of white stones | sniper.echo-valley | **'the walls rise'**: the canyon's two walls tear upward into the sky with a grinding roar, impossibly tall, until the frame is a gorge and the daylight is a crack | **'the last echo'**: the faintest echo comes back from the farthest mouth, reaches the real canyon as a whisper, and the husk caves in at the sound while the walls sink back to their height | you can't make a sound without it being taken |
| THE BAG: a night forest of black spruce in deep snow; raised wooden high seats on stilts among the trees, each with a still, faceless figure in a loden coat with a rifle across the knees; beaters known only by torches and rattles beyond the trees; a clearing where the bag lies in rows on spruce boughs, men on their right sides with a sprig in each mouth | sniper.the-bag | **'the drive'**: a line of beaters' torches sweeps in from the frame's edge with rattles and a horn, and behind the advancing torch line the arena has become snowy forest | **'the sprig'**: Faris tucks the blood-dipped sprig into his crown and the whole forest is drawn into its needles, leaving the real arena and the green sprig in his crown | hunted, laid out alive with the bag |
| THE WATCHED: a flat black moor of heather and standing stones in low fog, under a night sky where every star is a scope's glint; from every glint a hair-thin red line slants down through the fog onto him, a red loom with nobody behind it | sniper.the-watched | **'the rash'**: red dots multiply over the lens itself until the frame is speckled red, then dim, and the moor is behind them | **'dawn'**: the glints go out one by one like stars at dawn, the grey light rises, and the light comes up on the real arena | exposed to watchers you can never see |

Checked against the registry:
- new signature elements: stone mouths that repeat sound; hunters' high seats + the laid-out bag; a sky of scope glints;
- no arena falling away, no wood over the frame, no object dropping by Faris's boot, no eyes that follow;
- no "everyone Faris killed" (the bag and the moor's lines are strangers / nobody);
- crossings and returns are new: rising walls, a torch line, dots on the lens; an echo whisper, a sprig that swallows the forest, stars going out at dawn.


## XT WOUND TABLE (coordinator ruling 01:20: no "round" deaths; every hit specific, no two alike; goreCam HOLDS ON the final frame)
The sniper's identity is precision plus devastation. Every kill's XT names where the round goes in, what it takes, the temporary cavity and where it leaves, and its final image IS the goreCam close (never a mid-film close that pulls back). No two paths repeat.

| kill | entry → path → exit (what it takes) | the cavity / the image | goreCam on the final frame |
|---|---|---|---|
| THE LONG WAY IN | left 4th rib → left lung, upper lobe → the right ventricle's wall → T5 body + the cord → left scapula; a fist-sized exit | seen from inside by the bullet cam | the exit in his back as he lies face down, froth bubbling, the vapour trail hanging just above |
| ECHO VALLEY | (the first round) right scapula from behind → out under the right collarbone; the arm hangs | the realm hollows him | the husk's stretched mouth and its red-lined hollow |
| THE BAG | side-on behind the shoulder through both lungs (the boiler room); exit off-side the size of a fist | pink froth at the mouth and exit | the frothing exit frozen white, the sprig in his mouth |
| THE WATCHED | the philtrum (under the nose) → the brainstem: the off switch; everything stops at once and the rubies hold him kneeling | the back of the skull opens over the rubies | his face in its ruby crust, the exit spray on the crystals behind |
| THE BAIT | bait: the knee side-on (patella hanging, the leg on its tendons, stretched and snapped by the drag); rescuer: the lower jaw torn away as he screams | the strands singing taut | the leg alone in the rain with its tendons trailing toward cover |
| THE GUIDE LINE | right thigh (femur shattered, quadriceps blown open) into the silt; last round: the wax chest | the wound clouding red in the silt; the wax takes the round like soap | his reaching wax hand on the red line |
| PLAYING STATUE | the frontal bone through the stone brow | red marrow seeping from the stone chip | the weeping chip |
| THE GUTTER | through his raised left forearm (radius and ulna snap, the hand flops) → left cheekbone → out behind the left ear | blown across his panel's art | the hole in the paper soaked red from behind, over the wound |
| BONE FLOWERS | between his own left ribs 6 and 7 (between the wreck's ribs too) → the spleen → out the back | a red cloud in the hull | his ribs and the wreck's ribs flowering with red plumes |
| THE LAST LOOK | under the chin → tongue → palate → nasal cavity → out the crown; his hat jumps off | the top of the skull lifts | his upturned face at the landing, jaw hanging, the crown open on the stones |
| MASCOT | through the mouth mesh → the nose → the sphenoid → out the occiput and the costume's back | the cavity bursts the foam head's seams | the grinning foam head split and leaking, his open eye in the mesh |
| EIGHT BELLS | the suprasternal notch as he lifts his face to the sea air → trachea → aortic arch → out at T2 | the coat balloons for a frame; an arterial jet | floating face up by the hull under the stern lantern, the notch pulsing a red ribbon into the sea |
| THE LONG SHADOW | the solar plexus → the liver (dark venous blood, never bright) → out beside L1 | he folds forward over it | the dark liver-blood pool reaching into the last patch of sun as the shadow covers it |
| HOLD YOUR BREATH | right chest at the nipple line → right lung: a sucking chest wound that whistles in with every gasp | froth blown out of the hole on each breath | the whistling, frothing hole as the laundry snaps in the wind |
| BETWEEN BEATS | left 5th intercostal → the left ventricle at systole; that beat pumps the exit | the jet on the beat, then nothing | the wound's last weak pulse, Faris's own pulse on the soundtrack |
| THE CLOUD | his right elbow as he aims → the armpit (brachial plexus, subclavian artery) → the right lung's apex | the arm goes dead before he falls | the arm folded at an impossible angle under him at the landing, the armpit wound |
| SOAP BUBBLE | right temple → left temple | the mist and fragments kept inside the bubble | the bubble drifting up full of red, and both temples open below |
| SLING | the spike ball's spikes: belly, chest and thigh, carried into the far wall | the ball embedded with him on it | the spikes in him, his boots off the floor |
| DRAIN | the left eye socket; the water has yawed the round, a keyhole wound, no exit (it stays in his skull) | the water sheet turning red round his face | the empty socket in the red water, glass in his cheek |
| REHEARSAL | mid-bow: in at the base of the neck (C7) → lengthwise down the chest and belly → out at the left hip: the bow put his whole body on the line | the long axial wound | him folded in his bow on the floor, the hip exit, the HIGH SCORE board flashing on the blood |
| THE BRASS | from straight above into the left hollow over the collarbone → down through the chest cavity → it lodges in the pelvis: no exit; he bleeds inside | blood rising out of his mouth | the casing standing by his face in the blood from his mouth |
| SET DRESSING | left flank (the kidney, the renal artery) → the bowel → out the right flank | the spray on the painted prop | the painted cover untouched by any hole, dripping his blood, his flank wound beside it |
| WISH | between the brows → out the back of the skull | the pool under his head | his face turned up to the stars, eyes still shut, the neat hole between the brows |
| NOON SHADE | right hip bone (iliac crest) → through the pelvis → out the left hip; his legs won't hold him | he drags himself toward the shade | the pelvic exit in full sun, one hand inside the tiny shadow disc |
| PAPER PLANE | the breastbone, dead centre (split) → out at T7 | he drops straight down | the plane resting on the split breastbone, its MISSED ME wing soaking red |
| skin WINDOW CROSS | the glass yaws the round low: the core into the stomach under the breastbone; glass shards stud his face and chest | the spiderweb window | his face pressed to the cracked glass, shards in it |
| skin ROUND THE CORNER | through his shotgun's receiver: its steel bursts into both cheekbones and the core shatters the upper jaw | | the burst gun across his ruined face |
| skin THE NEW SPOTTER | contact behind the ear (the mastoid) → diagonally across → it blows the opposite eye socket out from inside | the brake's side jets burn two black fans on his cheek | the empty socket and the burned fans |
| skin KALEIDOSCOPE | the belly button: a cartoon see-through hole (real gore inside the hole at XT) | | the arena seen through the hole |
| skin SNOW ANGEL | under the left collarbone: the ice round freezes a crystal channel through the left lung; the exit freezes into a red-ice flower on his back | the cold spreads from the track | top-down: the snow angel with red welling up into its outline |
| skin LASER SHOW | the small of his back (L3) from behind as he turns: his legs stop dancing, his arms keep going | | his hands still twitching to the beat on the floor, lasers crossing over the wound |
| skin ICHOR | the left groin (the femoral): gold jets out on every heartbeat (from the wound only, never the mouth: handcannon SILENCE IS GOLDEN owns the mouth) | the gold pools into a disc | him grey on the hardened gold disc, the groin wound still welling gold |
| mid AIRBURST | his own grenade a metre overhead: scalp torn, shoulders shredded, the throwing forearm off at the elbow | | the forearm on the floor |
| mid OVER THE RAIL | the left shoulder girdle smashed (collarbone and shoulder blade); the landing breaks the neck | | his head at a wrong angle at the landing, the boots still hooked on the rail above |
| mid EMBER | in profile: through the cigarette's ember, his lips and front teeth, out the far cheek | | the ember hissing out in the pool by his mouth |
| mid THUMBS DOWN | round 1: the thumb off; round 2: up the other forearm lengthwise (wrist to elbow, radius and ulna split, the brachial artery opened) | | the split forearm, the thumb on the floor beside it |
| mid THE HAT | bent for the hat: the base of the skull → out through the mouth | | his face down on the hat |
| mid TWO DOTS | his left (support) elbow shattered, so the barrel drops; on into the left lung's lower lobe | his dot slides down Faris and off | the elbow wound, his dot on the floor beside him |
| mid SMALL TARGET | at his size the round is wider than his chest: he is erased in a coin-sized red puff | | his tiny boots in a coin-sized red splat |
| mid SHOELACE | the back of his head → out his forehead → into the same hole in the wall as the first round | | one hole in the wall with red round it |
| mid BOOMERANG | the throwing arm off at the shoulder at the top of the throw; it sails after the boomerang | | the boomerang dropping by the stump |
| mid MEGAPHONE | down the cone: the mouthpiece is rammed through his front teeth and the round goes out the nape | | the megaphone squealing beside his face |

**SNOW ANGEL** stays a snow impression made by his dying limbs, seen top-down, never a wing decal (ruling 01:20).

---

# A · THE 25 FILMS

## 1 · sniper.the-long-way-in · THE LONG WAY IN · MYTHIC · remake of BULLET CAM
- **CORE:** a round that crosses the map in four hundredths of a second is given nine seconds of screen time, and the camera rides it all the way through him.
- **HOOK:** the gameplay ends with Faris prone on the left fort's top battlement and the victim a speck on the far fort's arch, drinking from his canteen. The kill cam doesn't cut to him. It cuts INTO the rifle.
- **BEATS** (scene s; slow-mo on top):
  - 0.00-0.90 **THE CHAMBER.** A cutaway macro of the receiver: the firing pin strikes the primer (white star), powder flash fills the case, the round leaves the case mouth. The camera rides beside it into the bore: the rifling's spiral grooves race past like a tunnel; engraving marks bite into the jacket; the round spins.
  - 0.90-1.40 **THE MUZZLE.** Out through the brake: the two side jets blast past either side of the lens, the white ring of the muzzle blast expands round the camera, daylight. Behind, the vapour trail starts to spin off.
  - 1.40-4.20 **THE CROSSING** (ramp to 1/40):
    - over the battlements with the whole arena below: the oasis, the arch;
    - the round splits a palm frond (DECOR) and its two halves peel apart slowly;
    - it passes through a hanging banner, leaving a neat hole and a smoking ring;
    - falling sand grains part round it;
    - a desert lark flinches in the air;
    - a cutaway from ahead looking back at the round, the trail behind it the length of the map;
    - the speck grows into a man: mid-swallow, eyes closed, unaware, a drip on his chin.
  - 4.20-4.60 **CONTACT.** The shirt's weave fills the frame; the threads part like ropes; skin domes and splits round the nose of the round.
  - 4.60-7.40 **INSIDE** (macro panels, 0.4-0.6 s each, lit only by the round's own glow, flat comic organ art, never x-ray):
    - yellow fat lobules;
    - red striated muscle cables parting;
    - **the rib**: the white cortex cracks and its splinters are swept along beside the round;
    - **the lung**: pink sponge, the alveoli bursting into froth;
    - **the heart wall**: the pericardium tears; the heart is mid-beat and squeezes once, slowly, round the passing round; the round opens the ventricle's wall and a red flood follows it;
    - **the spine**: a vertebral body chips; the cord, a white rope, is cut;
    - the back muscle; the scapula's blade cracks; the skin domes outward and bursts.
  - 7.40-8.00 **OUT.** A comet of red, bone flecks and pink froth follows the round into the light; the round is flattened now, tumbling.
  - 8.00-8.40 **THE WALL.** It mushrooms into the fort wall in a burst of stone chips.
  - 8.40-9.60 **REAL TIME.** A hard snap to a wide at full speed: 0.04 s have passed, he is still standing with the canteen at his lips. Then everything the camera saw happens at once: the back blows out across the wall in a red fan, the canteen drops, he folds.
  - 9.60-11.60 **THE TRAIL.** The camera pulls back along the hanging vapour trail: through the hole in the falling body (he drops out of the line), past the holed banner and the split frond, to Faris working the bolt. The big casing spins up past the lens and rings on the stone.
- **FINAL IMAGE:** the white vapour trail hangs, unbroken, across the arena through the empty air where his chest was; below it, the body.
- **CAMERA:** a receiver cutaway; the rifling tunnel; brake jets past the lens; a flying chase cam with speed ramps (behind, alongside, ahead); macro anatomy panels; a hard real-time snap; a long dolly back along the trail; the brass insert.
- **DEATH:** the round's path (concept exemption on HEART / OPEN CHEST / SPINE): lung, heart wall and spine, seen only from inside, lit by the round. Unlike `handcannon.hot-lead` (a glow sinking, watched from outside), `smg.peephole` (a tunnel bored to look through) and `handcannon.10000-fps` (jelly in a replay).
- **GORE:**
  - XT: the full inside run (fat, muscle, rib splinters, lung froth, the heart wall torn, the cord cut); the exit as a comet with bone and froth; a fist-sized exit fan on the wall; heavy pooling; lens splatter at the exit; goreCam on the exit wound in his back as he folds.
  - H: the inside panels darken (muscle and bone; the organs read as dark red forms); a smaller exit.
  - M: the bullet cam stops at the shirt and the weave parts into dark; real time: a dark exit spray, he folds.
  - L: the round meets a trauma plate under his shirt; the cam ends on the round flattening against the steel; he's slammed flat, KO stars.
  - VL: the round sparks off the plate; he's knocked down in a puff.
- **needs** FLOOR at both ends + a solid behind him (else the round sails on and the trail keeps going over the map) · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts: Faris closes to the underwater range; the bullet cam rides a bubble line; the inside run is the same; the exit blooms as a red cloud.
- **KITS:** own NS.bulletCam (receiver, rifling, brake, flight cam, anatomy panels), own vapour trail (the game's HitscanTrail), own casing, s.slow ramps, s.goreCam, sound score (supersonic whip, a stretched heartbeat, the thump, the crack's echo).

## 2 · sniper.echo-valley · ECHO VALLEY · MYTHIC · death realm
- **CORE:** in the valley of echoes the shot never stops: every cliff answers it, and every answer takes something out of him.
- **HOOK:** one round from across Crate Canyon; the crack rolls off the canyon walls, and it doesn't fade.
- **CROSSING:** deathCrack; then 'the walls rise'.
- **ARC:**
  1. In the gorge he screams for help. The nearest stone mouth repeats his scream back, a beat late, in a voice that isn't his, and the echo **pulls**: his breath is drawn out of his mouth toward the cliff in a pale ribbon.
  2. The next mouth answers, then the next, near to far. Each echo draws something out through his open mouth: his breath, then his voice (a ribbon of sound-light pulled from his throat), then his colour (the red drains from his face), then his insides as a fine red mist siphoned between his teeth into the mouths, which swallow it.
  3. He claws at his jaw to shut it; the drawing holds it open.
  4. Faris walks down the gorge without a sound; his steps make no echo; he is the only silent thing.
  5. He stands before the grey, screaming shell and fires once. Every mouth answers the crack at once, a roar, and the shell cracks along the round's line.
- **RETURN:** 'the last echo'.
- **FINAL IMAGE:** in the real canyon, a grey husk kneels with its mouth stretched open in a scream; from the canyon walls a last faint "…ak" sfx word fades out.
- **DEATH:** HOLLOW (OPEN; s.hollow how 'siphon', to the mouths via his own mouth, end 'crumble'). Unlike `fists.hit-me` (pores, blows away), `thammer.drained` (arcs through the joints), `pistol.mid-hollow-point` (a pinhole), `portalgun.the-doorway-effect` (thoughts) and `scythe.reaped` (siphoned to the blade, end 'crack').
- **GORE:** XT the mist is red and wet, blood threads from his nose and ears as each echo pulls, his lips split, the husk cracks to a red-lined hollow and the shards crumble; the first round's exit is shown in the gorge. VH the same without splatter. H the mist darker, no red lining. M the echoes pull only his breath and colour; he greys and collapses whole. L the first echo knocks him flat, out cold, mouth open. VL a puff of grey dust from his open mouth.
- **needs** FLOOR · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts: the realm is the same; the crossing rises from the reef walls.
- **KITS:** s.deathCrack, own realm painter (gorge, stone mouths, crack of sky, riverbed), own crossing + return, s.hollow + own breath / voice / mist ribbons, a sound score built on echoes (each mouth a delayed, pitched copy).

## 3 · sniper.the-bag · THE BAG · MYTHIC · death realm · victim role: the game
- **CORE:** a driven hunt by torchlight, and he is the game: the beaters drive him to the guns, and at the end of the night he is laid out with the bag.
- **HOOK:** in the real Military Base, Faris is prone on a watchtower (his high seat); the victim breaks cover below; the round takes him through both lungs, the hunter's "boiler room" shot. He runs, because lung-shot game always runs.
- **CROSSING:** deathCrack; then 'the drive'.
- **ARC:**
  1. He runs wheezing through the spruce, pink froth at his mouth; the faceless figures in the high seats turn their heads as he passes.
  2. The beaters' torches close behind; he falls in the snow; his blood trail runs back through the trees.
  3. Faris climbs down from his own high seat and follows the trail; he crouches, touches the blood on the snow and rubs it between finger and thumb: pink, frothy, full of bubbles. A lung. He nods.
  4. He finds him crawling, drags him by the collar into the clearing and lays him at the end of the row, on his right side; he puts a spruce sprig in his mouth, the last bite. He is still alive.
  5. A hunting horn blows the long call for the dead. Frost forms on the bag, and on him: from his fingers and his lips, frost in his lashes; his last breath rises as a plume that freezes and falls back as snow.
  6. Faris dips a second sprig in the blood and tucks it into his own crown, the shooter's sprig.
- **RETURN:** 'the sprig'.
- **FINAL IMAGE:** on the real tarmac, the body laid on its right side with a green sprig in its mouth and frost in its lashes; Faris's crown with a red-tipped sprig.
- **DEATH:** the lungs (organ moment) + FROSTBITE (OPEN; s.frostbite 'ice', from 'ends', slow, no snaps, breath): laid out alive and taken by the frost. Unlike `portalgun.stranded` (frozen alone on a ledge), `handcannon.skin-ice` PARADOX (undressing), `scythe.mid-the-touch` (gangrene) and `ar.mid-extinguisher` (CO2, snaps).
- **GORE:** XT a fist-sized exit from the far side as he runs, pink froth bubbling at the mouth and from the wound, a long trail on the snow, the blood-reading in macro (bubbles between Faris's fingers), frost over the blood on his chin, goreCam on the frothing exit as he lies in the row. H darker blood, no exit shown. M a dark wound, a dark trail; the reading shows dark drops. L the round knocks the wind out of him; he runs dazed and falls exhausted; laid out unconscious, frost in his lashes, KO stars in the frost. VL no blood: the trail is footprints; laid out; the puff.
- **needs** FLOOR; a perch for Faris (PLATFORM / PILLAR ≥ 3 FH up: a watchtower, battlement, mast, balcony) where the map has one, else Faris fires kneeling (not skipped) · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts (the realm; the drive comes through the kelp-dark water).
- **KITS:** s.deathCrack, own realm painter (spruce, snow, high seats, faceless hunters, torch line, the bag rows), own crossing + return, s.frostbite, KIT-BODY lungs (froth), own blood-reading insert, horn score.

## 4 · sniper.the-watched · THE WATCHED · LEGENDARY · death realm
- **CORE:** the sniper's dread made a place: a moor under a sky where every star is a scope, and every one of them is on him.
- **HOOK:** in the saloon street at night he finds Faris's red dot on his chest and slaps at it; a second dot; a third; dozens. He looks up: the sky is full of glints.
- **CROSSING:** deathCrack; then 'the rash'.
- **ARC:**
  1. He runs over the heather; the red lines follow, a loom. Behind a standing stone the dots crawl round its edges onto him.
  2. Where a dot rests, his skin prickles and a red crystal bead pushes out: a ruby, the first laser's crystal. He digs one out with a thumbnail; there's blood under it; three more push out.
  3. The clusters spread along the lines: arms, neck, cheek, glittering red in the dark. He tears at them.
  4. He sinks to his knees under their weight.
  5. Out of the fog walks Faris, the only figure with no line coming from him. Overhead every glint blinks at once, like a held breath.
  6. Faris switches his laser on: one more dot, on the one bare patch of shirt over the heart. He fires.
- **RETURN:** 'dawn'.
- **FINAL IMAGE:** in the real saloon street, a kneeling figure crusted in rubies, a clean hole through the one bare patch; the moon caught in every ruby.
- **DEATH:** CRYSTALS (OPEN; s.crystallize gem 'ruby' with `points` at each laser dot, end 'stay'). Unlike `beam.geode` (cracked open), `fists.kidney-stones` (citrine from the kidneys), `hammer.resonance` (amethyst from a note), `ice.mid-snowflake`, `scythe.reef` and `handcannon.totality`.
- **GORE:** XT the beads push out through split skin with blood beading round each, the dug-out bead leaves a red pit, the final round's exit sprays over the rubies, goreCam on the wound among the crystals. H no pits shown, darker beading. M the rubies grow on his clothes, not his skin; the final round a dark hole. L the crystals hold him rigid; the round knocks him out cold inside them. VL the rubies fall away as glittering dust and he puffs.
- **needs** FLOOR · **range** mid · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts (the realm).
- **KITS:** s.deathCrack, own realm painter (moor, standing stones, fog, glint sky, red loom), own crossing + return, s.crystallize, own laser painter.

## 5 · sniper.the-bait · THE BAIT · LEGENDARY · multi-victim (2) · remake of KNEECAPPED · victim role: the rescuer
- **CORE:** the oldest sniper cruelty: wound one man in the open and let his screams bring out his friend.
- **HOOK:** on the Tower Block roof in the monsoon, the first round takes the knee of a man crossing the open middle. He goes down screaming in the rain; his partner, behind the water tank, shouts at him to crawl.
- **ARC:**
  1. The knee comes apart; the lower leg hangs by skin and tendon. He crawls, dragging it.
  2. Faris does not fire. He works the bolt and waits, prone on the far roof, rain beading on his scope.
  3. The friend can't bear it. He breaks cover, sprints through the rain, grabs the wounded man under the arms and drags him toward the tank.
  4. The shattered leg's boot wedges in a drain grate (a plank gap, a floor seam). The friend keeps pulling: the tendons stretch, one strand after another, singing, and snap. He gets to cover with half a man; the leg stays in the open.
  5. The wounded man dies in his arms. The friend stares at what he saved, then stands up from behind the tank, rifle raised, screaming at Faris. The second round.
- **FINAL IMAGE:** rain; behind the tank two bodies, one missing a leg; out in the open, alone, the leg with its tendons trailing toward cover like reins; the rain carrying the red into the gutter.
- **DEATH:** the bait: TENDONS (OPEN; own strands from the knee to the boot held by the grate, stretched and snapped by his friend's pull). Unlike `pump.mid-out-of-his-boots` (planted boots, his own flight), `pistol.mid-achilles`, `revolver.mid-spurred`, `cluster.divided` (a grip) and `scythe.carousel` (an orbit). The rescuer: the round through the chest as he rises, a fist-sized exit, dropping across his friend.
- **GORE:** XT the knee shattered with the patella hanging, the strands red and wet as they stretch, the blood washed thin in the rain and running, the rescuer's exit spray against the tank, goreCam on the strands. H darker; the strands as dark cords. M nothing comes off: the leg is a dark gash and the friend drags him whole; the rescuer drops on the round. L knocked down, dragged, both KO'd. VL sparks, both puff.
- **needs** FLOOR run ≥ 6 FH in the open + cover (WALL / PILLAR / CONTAINER / BIG_PROP) at one end; stage58 picks the cover, else OWED 'NO COVER' · **range** far · **hazard** — · **air** no · **victims** 2 · **Deep:** skip (the drag needs ground). Multi trigger: finish-the-wounded / the chain window.
- **KITS:** s.tendonRip + own snag, RIF-free own rain, own drain grate, the real bolt between the two shots, stage58.

## 6 · sniper.the-guide-line · THE GUIDE LINE · LEGENDARY · underwater
- **CORE:** in a silt-out a diver follows the line home, and the only line down here is Faris's laser.
- **HOOK:** the killing round, near the seabed, throws up a silt cloud: a total brown-out.
- **ARC:**
  1. Inside the silt: nothing; his own hand gone at arm's length; his blood cloud mixing brown-red.
  2. A red rod of light passes through the murk beside him, solid in the silt. Divers' instinct: a line is the way out. He grabs at it (his hand passes through) and follows it hand over hand anyway, like a guide rope.
  3. It leads down, not out. Lost in the brown-out, he can't tell. The silt thins into black at the abyss edge; he follows it over the lip into the cold; his ears; the pressure.
  4. His air ends. He keeps following. The line ends on the floor of the trench, where he settles.
  5. Time-lapse in the cold: the water keeps him; his skin whitens, swells and turns to grave wax, a pale soap figure of a man reaching up along a line.
  6. Faris drifts down the line and puts a last round through the wax figure; it goes in with a dull thup, like soap.
- **FINAL IMAGE:** on the trench floor, a pale wax man kneeling with one hand reaching up along a red line that comes down out of the dark.
- **DEATH:** WAX (OPEN; adipocere, grave wax: own painter, no wick). Unlike `beam.votive` (a candle), `revolver.moonshine` (burned down), `handcannon.mid-brake` (a face slide) and `portalgun.the-haunting` (aged waxen).
- **GORE:** XT the wound clouding red into the silt, the drowning (bubbles, spasms), the swollen waxy skin splitting at the joints, the last round's wax-plugged hole with a red core, goreCam on his reaching hand. H darker clouds, no splits. M no wound shown; the wax stays white and smooth. L he passes out on the line and drifts down asleep, KO. VL bubbles, the puff.
- **needs** UNDERWATER + a deeper floor (the abyss edge) · **range** close · **hazard** liquid · **air** yes · **victims** 1 · **Deep only.**
- **KITS:** own silt cloud, own laser in silt, s.drown beats, own adipocere painter, time-lapse grade.

## 7 · sniper.playing-statue · PLAYING STATUE · LEGENDARY · the page's one petrify
- **CORE:** hiding from a sniper in the open, he plays statue, and holds so still that he stays.
- **HOOK:** caught in the open at Temple Steps with the red line looking for him, he casts himself a plinth (defensive castInk 'thrust'), hops onto it and strikes a heroic pose.
- **ARC:**
  1. The scope sweeps the steps: the shrine, a torch, the "statue", back. He holds, sweating.
  2. An ant column marches over his foot and up his shin. He holds.
  3. The scope lingers. His eyes dart. He holds. Grey creeps up from the plinth over his toes; he doesn't notice at first, then tries to wriggle a toe and can't.
  4. Stone to the knees, the waist, the chest. Only his eyes move, pleading.
  5. Faris settles the crosshair on the statue's face and fires. The round chips the brow, and red seeps out of the chip and runs down the stone cheek.
- **FINAL IMAGE:** a granite statue on its plinth weeping one line of red from a bullet chip in its brow; the ants still marching.
- **DEATH:** PETRIFY (s.petrify stone 'granite' weathered with lichen, from 'feet', end 'stay'). Unlike `pistol.mid-scared-stiff` (fear), `pump.mid-stuck-the-landing` (a gymnast, a score card), `fists.monument` (mid-air marble), `revolver.mid-hoodoo` (sandstone weathered), `scythe.look-back` (jade), `hammer.the-foundation` (concrete), `handcannon.figurehead` (wood); and unlike `knife.skin-camo` CHAMELEON (the wielder disguised).
- **GORE:** XT the chip bleeds a full red line that pools at the plinth's foot, the stone cracks show red marrow inside, goreCam on the weeping chip. H a darker trickle. M a dark crack, no blood. L he freezes stiff with fright (no stone) and the round knocks him off the plinth, KO. VL the stone crumbles to dust, puff.
- **needs** FLOOR · **range** mid · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts (a coral plinth, sea-grey stone).

## 8 · sniper.the-gutter · THE GUTTER · LEGENDARY · cast set piece: the page
- **CORE:** the film is a comic page; Faris is in one panel, the victim in another, and the round has to cross the gutters between them.
- **HOOK:** the kill cam folds the arena into a page of panels. Top left: Faris, prone. Bottom right: the victim, safe in his own panel, laughing at the white gutter between them.
- **ARC:**
  1. He sees the red line come out of Faris's panel and stop at the gutter's edge. He laughs: it can't cross.
  2. Faris fires. The round tears through the paper of the gutter with a rip and enters the next panel (a different scene: a cat on a fence knocks over a bottle), then the next (rain on a window).
  3. The victim panics and climbs out over his panel border into the neighbouring panel; the round's line follows, tearing across gutters panel by panel.
  4. He runs out of page: the last panel, bottom right.
  5. The round tears through the last gutter into him; the paper round the hole soaks red from behind; the page turns back (a REWIND of the page) to show the torn line running across every panel.
- **FINAL IMAGE:** the comic page, a single torn line running across every panel and gutter from Faris's muzzle to the victim, the hole at its end soaked red through the paper.
- **DEATH:** the page itself (PAPER exemption: the comic page is the world): unlike `pistol.mid-x-ring` (a paper target), `knife.skin-cartoon` (a flip book), `laser.mid-burnt-page`, `ice.skin-ice` (pressed), `portalgun.infinite-fall` (a poster) and `ar.mid-stand-off` (an old photo).
- **GORE:** XT the round's hole in him at full gore inside his panel (the exit blowing red across the panel's art), the paper soaking red from behind, goreCam on the soaked hole. H darker. M the panel's ink runs black. L the round knocks him out of his panel onto the next one, KO. VL ink splats, puff.
- **needs** FLOOR · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts (the page is underwater-tinted).
- **KITS:** s.panels (own gutters, own tear), the replay kit's page-turn rewind (style 'film', a page wipe, logged), own bystander panels.

## 9 · sniper.bone-flowers · BONE FLOWERS · EPIC · underwater
- **CORE:** everything down here eats what falls, in order.
- **HOOK:** under water the sniper's reach is short; Faris swims in close. The victim hides inside the wreck's broken hull, between its exposed ribs. Faris threads the round between two ribs.
- **ARC:**
  1. The bubble line goes through the gap and into him; he sinks to the sand inside the hull, between ribs like a whale's.
  2. Time-lapse: the hagfish come first and knot themselves into him; then the crabs and the amphipods, a seething carpet; then he is bones.
  3. Last come the bone-eating worms: red feathery plumes flowering all over his skeleton like a field of red flowers.
- **FINAL IMAGE:** the wreck's ribs and his own ribs together on the sand, every bone flowering with red plumes.
- **DEATH:** ROT (OPEN; a deep-sea decomposition in stages, own fauna). Unlike `pistol.mid-black-round` (years on his feet), `pump.mid-curtain-call` (rotting standing), `revolver.mid-picked-clean` (vultures in a frenzy, no time-lapse) and `handcannon.next-week` (rot in flight).
- **GORE:** XT the hagfish boring in, the red cloud, flesh stripping in stages, goreCam on the flowering ribs. H the stages darker, no stripping shown in close. M the time-lapse covers him in silt and sand settles over a shape. L he passes out and the fish only nibble at his laces. VL bubbles, puff.
- **needs** UNDERWATER + the wreck's broken hull (or any reef PILLAR / WALL cover) · **range** mid · **hazard** creature · **air** yes · **victims** 1 · **Deep only.**

## 10 · sniper.the-last-look · THE LAST LOOK · EPIC · map element (DROP)
- **CORE:** he shoves Faris off the clock gallery and leans over to watch him fall, and that is the shot.
- **HOOK:** at the Clock Tower, a body check takes Faris over the gallery edge.
- **ARC:** Faris falls backwards; in the fall he rolls, brings the rifle up past his own boots and finds the face leaning over the rail above, grinning down. One round. Faris lands on an awning / a lower platform / the ledge below in a roll; the man above sags over the rail and falls after him, past him, the whole height.
- **FINAL IMAGE:** Faris sitting up on the lower ledge working the bolt, and far below the man in a heap; above, the empty gallery rail with his hat still on it.
- **DEATH:** the fall (DROP). Unlike `handcannon.soft-landing` (firing down at a falling man) and `fists.the-brink`.
- **GORE:** XT the round under the chin from below as he leans out, the impact far below with a burst, goreCam at the landing. H darker. M a dark spray, a dust plume at the landing. L the round knocks his cap off and him out; he falls onto a lower platform, KO. VL puff.
- **needs** a DROP ≥ 4 FH with a landing below for Faris (stage58: OWED 'NO DROP') · **range** close (vertical) · **hazard** fall · **air** yes · **victims** 1 · **Deep:** skip.

## 11 · sniper.mascot · MASCOT · EPIC · victim role: the mascot (replaces CRACKLE: flamer's CRACKLING owns puffed crackling skin, ruling 01:20)
- **CORE:** the mascot's grin is sewn on: whatever happens to the man inside, the big foam face keeps smiling.
- **HOOK:** on Kitchen Counter, the enemy team's mascot (a giant foam cereal-box hero with a huge grinning head, mitts and a cape, his eyes behind the mouth mesh) dances on the counter to taunt Faris, pom-poms, a cartwheel, a big thumbs-up.
- **ARC:**
  1. Faris watches him dance through the scope; the dance gets bigger (he moonwalks past the giant toaster, high-kicks, waggles the big head).
  2. He stops, faces Faris square and leans his big head forward for a mocking stare: the mouth mesh full in the scope.
  3. One round through the mesh. Inside, the round takes the man's nose and goes on through the skull; the temporary cavity balloons the foam head from inside for a frame and its seams burst.
  4. The foam head keeps grinning while the man inside staggers; blood soaks out through the white fur at the mouth mesh like the mascot is drooling red; the mitts flap at the head.
  5. He sits down hard; the head tips forward on its own weight, rolls off and comes to rest face up beside him, still grinning.
- **FINAL IMAGE (goreCam holds on it):** the giant grinning foam head on the counter, split open at its seam and leaking red, and through the mouth mesh his own eye, open.
- **DEATH, XT WOUND:** the round through the mesh into his nose (nasal bones and the septum), straight back through the sphenoid and out the occiput through the back of the costume; the cavity bursts the foam head's seams from inside.
- **GORE:** XT the nose and the back of the skull open inside the head, foam chunks and blood blown out of the burst seam, red soaking through the fur, a pool under him, lens splatter on the burst; goreCam on the head at the final frame. VH no lens splatter, a smaller pool. H the seam bursts with dark fluid, no bone. M the head doesn't burst; a dark stain spreads at the mesh. L the round knocks the head off and him out cold inside the costume, cartoon stars round the foam head. VL the head pops off in a puff of foam stuffing; puff.
- **needs** FLOOR · **range** mid · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts (a waterlogged costume, the head floats up off him).
- **CHECKED:** sawed-off TRICK OR TREAT (a bedsheet ghost), beam SHEETS: different costume and death; flamer CRACKLING: no swelling here.

## 12 · sniper.eight-bells · EIGHT BELLS · EPIC · victim role: the captain · cast set piece: Faris's case
- **CORE:** the assassin's ritual against the target's ritual: every evening at eight bells the captain steps onto his stern gallery, and the case is shut before he lands.
- **HOOK:** on the Pirate Ship, Faris opens a black case on the foredeck (castInk 'trace', his own prop).
- **ARC:** intercut: the rifle assembled click by click from the foam (barrel screwed in, scope mounted, bipod flipped, one round from a velvet slot); aft, the captain's routine (he winds his pocket watch, smooths his coat, opens the gallery door); the ship's bell strikes eight; he steps out to the rail and lifts his face to the sea air. One round on the eighth bell. Faris strips the rifle and lays each part back in the foam while the captain is still going over the rail.
- **FINAL IMAGE:** the case latches shut with a click; a beat later, the splash.
- **DEATH:** the round (plain) + the drop. 
- **GORE:** XT the round through the sternum, the exit across the gallery's carved stern windows, goreCam on the wound as he tips. H darker. M a dark spray. L the round knocks him out against the rail; he slumps, KO. VL puff.
- **needs** FLOOR; a PLATFORM edge over a DROP / LIQUID for his walk (else he drops on the deck) · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** skip.

## 13 · sniper.the-long-shadow · THE LONG SHADOW · EPIC · atmosphere (sunset)
- **CORE:** at sunset Faris's shadow reaches the whole length of the map, and it gets there before the round.
- **HOOK:** the backyard at sunset; Faris stands on the far roof with the sun right behind him.
- **ARC:** his shadow, rifle and all, stretches across the yard and lies over the victim; the victim sees it arrive, a dark shape of a man aiming, laid over his own body. He runs; the shadow follows (it is attached to Faris, who turns); wherever he goes, its rifle is on him. He stands in the last patch of sun; the shadow's muzzle covers it. The round.
- **FINAL IMAGE:** the yard in shadow from end to end, one long dark man aiming; inside the shadow, the body.
- **DEATH:** the round (plain).
- **GORE:** XT the round through the upper chest, the exit blowing into the last sunlit patch, goreCam on him lying in the shadow. H darker. M a dark spray. L KO'd by the round's shove. VL puff.
- **needs** FLOOR + open sky (no CEILING) · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** skip.

## 14 · sniper.hold-your-breath · HOLD YOUR BREATH · EPIC · atmosphere (monsoon wind)
- **CORE:** when the sniper holds his breath, the world holds its breath with him.
- **HOOK:** Monsoon Rooftops, wind and rain; Faris breathes in and holds.
- **ARC:** the wind dies: the rain falls straight down, the laundry hangs limp, the chimney smoke stands up straight. The victim's chest heaves; nothing goes in. He claws at his collar, turns blue, drops to his knees. Faris holds. He exhales: the gust comes back, the laundry snaps, the rain slants, and the victim gasps the first breath of the wind as the round rides it in.
- **FINAL IMAGE:** laundry snapping in the restored wind over the body; Faris's long breath leaving him as a plume in the rain.
- **DEATH:** asphyxia (HANG family exemption: no rope, no hands, no water; the world's breath held) + the round.
- **GORE:** XT the petechiae, a nosebleed, the round through the gasping chest with froth, goreCam on his blue lips. H darker. M blue lips, no blood. L he faints from lack of air and the round knocks him flat, KO. VL puff.
- **needs** FLOOR · **range** mid · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts (the current stops; his bubbles stop).

## 15 · sniper.between-beats · BETWEEN BEATS · EPIC
- **CORE:** a sniper fires between two heartbeats, and the other man's heart stops on the beat Faris's starts again.
- **HOOK:** Temple Steps; the film's metronome is two hearts: Faris's slowing (thud ... thud ...) and the victim's racing.
- **ARC:** extreme close-ups alternate: Faris's neck pulse slowing, the crosshair bobbing with it; the victim's carotid pounding, sweat; Faris exhales; between two of his beats the world goes still; he fires; the victim's next beat never comes.
- **FINAL IMAGE:** the victim still; Faris's pulse thudding on in his neck in close-up.
- **DEATH:** the heart, felt only as a pulse (HEART exemption: never shown). Unlike `handcannon.bedside-manner` (a stethoscope), `timewatch` FLATLINE and `pump.his-heart`.
- **GORE:** XT the round through the chest with the last heartbeat pumping the exit, goreCam on the wound's last pulse. H darker. M a dark spot that spreads. L the round knocks him out. VL puff.
- **needs** FLOOR · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts.

## 16 · sniper.the-cloud · THE CLOUD · RARE · victim role: the enemy sniper · map element (two perches + sky)
- **CORE:** two snipers, one glint each, and a cloud decides it.
- **HOOK:** at Desert Forts each man lies on his own fort's tower; a big cloud's shadow slides across the map.
- **ARC:** both hide in the cloud's shadow, where nothing glints. Faris has read the cloud's speed: he waits on the side the shadow leaves last. The edge passes the victim's tower first; sunlight hits his scope; the glint. One round. The knockback tips him off his perch.
- **FINAL IMAGE:** his rifle left on the battlement, its scope glinting in the sun; the cloud's shadow moving on across the sand.
- **DEATH:** the fall (DROP).
- **GORE:** XT the round through the shoulder and neck root as he aims, the fall's landing burst, goreCam at the landing. H darker. M a dust plume. L KO'd on his perch. VL puff.
- **needs** two perches ≥ 3 FH up and ≥ 10 FH apart + open sky (stage58: OWED 'NO PERCH') · **range** far · **hazard** fall · **air** no · **victims** 1 · **Deep:** skip.

## 17 · sniper.soap-bubble · SOAP BUBBLE · RARE (replaces THE NEST: a bird marking a long wait is cluster THE MINEFIELD's, ruling 01:20)
- **CORE:** he hides inside a soap bubble, and a sniper round goes through a soap bubble without popping it.
- **HOOK:** in Spike Castle's courtyard he pulls a toy bubble wand (s.pullOut, his own prop), blows a bubble big enough to stand in, steps inside and taps the film, grinning: a shield.
- **ARC:**
  1. The red line touches the bubble; the film ripples rainbow; he laughs.
  2. The round goes clean through the film (it closes behind it with a shiver) and through his head.
  3. The mist from both temples sprays inside the bubble and paints its inside red, swirling; the bubble, still whole, lifts off as he drops out of the bottom of it.
  4. It drifts up over the courtyard, slowly turning, a red swirl inside a rainbow skin.
- **FINAL IMAGE (goreCam holds on it):** the body below with both temples open, and the bubble above it, intact, its inside swirling red, drifting up past the battlements.
- **DEATH, XT WOUND:** a bitemporal transit: in at the right temple, out at the left; the mist and fragments are kept inside the bubble.
- **GORE:** XT both temples open, the bubble's inside painted with blood, bone flecks and red mist turning in it, a pool below; goreCam pushes from the bubble down to the temples at the final frame. VH the same, no lens. H the mist inside dark. M the bubble stays clear; a dark wound. L the round pops the bubble and the burst knocks him flat, KO (stars in the soap). VL the bubble pops in a puff.
- **needs** FLOOR · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts (an air bubble he breathes in, with the mist kept inside).

## 18 · sniper.sling · SLING · RARE · map element (HANGING_HEAVY pendulum)
- **CORE:** a sniper doesn't have to hit him: he cuts the chain at the bottom of the swing, and the spike ball becomes a sling stone.
- **HOOK:** at Spike Castle the victim stands on the far battlement, well out of the spike ball's arc.
- **ARC:** Faris times the pendulum; at the bottom of its swing one round cuts the chain; the ball flies off on the tangent across the castle, spinning, and the victim watches it come.
- **FINAL IMAGE:** the empty chain still swinging; across the castle, the ball embedded in the far wall with him on it.
- **DEATH:** the spike ball (the hazard's own, crush / spikes).
- **GORE:** XT impaled on several spikes and carried into the wall, goreCam on the spikes. H darker. M a crush silhouette in dust. L the ball knocks him off the wall onto a lower ledge, KO. VL puff.
- **needs** HANGING_HEAVY on a pendulum (stage58: OWED 'NO PENDULUM') · **range** far · **hazard** crush · **air** no · **victims** 1 · **Deep:** skip.

## 19 · sniper.drain · DRAIN · RARE · map element (LIQUID CONTAINER)
- **CORE:** water stops bullets, so he hides behind a tank of it, and Faris drains his cover.
- **HOOK:** in the Sunken Lab he crouches behind a glass specimen tube full of water; Faris's first round stops dead in it (the round slows in a cone of bubbles).
- **ARC:** Faris's second round goes in near the top: a hole; the water jets out; the waterline drops past his head; he crouches lower; it drops; he lies flat behind the last inch. Faris's last round goes through the glass at floor level, through the inch of water and into him.
- **FINAL IMAGE:** the empty tube with one hole near the top and one at the bottom; a red sheet of water across the floor.
- **DEATH:** the round (plain) + the water.
- **GORE:** XT the round through the forehead as he lies flat, the blood spreading into the water sheet, goreCam on the water. H darker. M dark water. L KO. VL puff.
- **needs** a LIQUID CONTAINER he can crouch behind (Sunken tubes, Tower water tank, Kitchen jug) (stage58: OWED 'NO TANK') · **range** mid · **hazard** liquid · **air** no · **victims** 1 · **Deep:** skip.

## 20 · sniper.rehearsal · REHEARSAL · RARE · victim role: the rehearser
- **CORE:** through the scope Faris watches him rehearse his gloat for when he kills Faris, and lets him finish.
- **HOOK:** at Pinball Arcade, under the HIGH SCORE lights, he thinks he's alone.
- **ARC:** he tries victory poses, a dance, a speech into a fist ("Faris Basha... is no more"), a bow; Faris nods along in the scope; at the best pose of the lot, the round.
- **FINAL IMAGE:** him on the floor; above him the arcade's HIGH SCORE board flashes.
- **DEATH:** the round (plain).
- **GORE:** XT through the chest mid-bow, goreCam. H, M, L, VL as standard per beat.
- **needs** FLOOR · **range** far · **hazard** — · **air** no · **victims** 1 · **Deep:** adapts.

## 21 · sniper.the-brass · THE BRASS · RARE
- **CORE:** his death takes exactly as long as the casing takes to fall from the tower.
- **HOOK:** Faris fires from the top of the Clock Tower at the man at its foot.
- **ARC:** the casing kicks out and falls past every floor (a clock numeral, a gear, a pigeon-free ledge, a hatch), intercut with the man below: hit, staggering, crawling, dying; the casing lands on the stones by his face as his eyes close.
- **FINAL IMAGE:** the casing standing on end by his face, smoking.
- **DEATH:** the round (plain).
- **needs** a perch ≥ 5 FH above the victim · **range** far · **hazard** — · **victims** 1 · **Deep:** skip.

## 22 · sniper.set-dressing · SET DRESSING · COMMON · map element (DECOR)
- **CORE:** he hides behind the scenery, and the scenery is only painted.
- **HOOK:** on the Military Base he crouches behind a jeep / crates / a sign that the map only draws.
- **ARC:** the round passes the "cover" as if it weren't there (because in the game it isn't); he looks at it: not a mark. Then down at himself.
- **FINAL IMAGE:** the painted cover untouched by any hole, dripping with his blood.
- **DEATH:** the round (plain).
- **needs** a DECOR prop between them (stage58: OWED 'NO DECOR') · **range** mid · **hazard** — · **victims** 1 · **Deep:** adapts (coral decor).

## 23 · sniper.wish · WISH · COMMON
- **CORE:** he wishes on a shooting star, and the star is the round.
- **HOOK:** the backyard at night; the glowing vapour trail streaks across the sky like a falling star.
- **ARC:** he sees it, closes his eyes and wishes Faris dead. The round.
- **FINAL IMAGE:** the trail hanging across the night sky above the body like a star's trail.
- **needs** FLOOR + open night sky · **range** far · **victims** 1 · **Deep:** skip.

## 24 · sniper.noon-shade · NOON SHADE · COMMON
- **CORE:** as the sun climbs, his shade shrinks to nothing.
- **HOOK:** at Crate Canyon he shelters in a pillar's shadow from the red line.
- **ARC:** time-lapse of the morning: the shadow shortens; he shuffles to keep inside it; at noon it's a disc under the pillar and he hugs the stone, exposed. The round.
- **FINAL IMAGE:** the noon shadow a small dark pool at the pillar's foot, and him lying outside it in the sun.
- **needs** a PILLAR / WALL / BIG_PROP that casts shade + open sky · **range** far · **victims** 1 · **Deep:** skip.

## 25 · sniper.paper-plane · PAPER PLANE · COMMON
- **CORE:** he sends Faris a taunt by paper plane, and the answer comes back along its line.
- **HOOK:** in the Atrium he folds a plane (MISSED ME on its wings) and throws it the length of the hall.
- **ARC:** it glides to Faris's feet; Faris reads it, refolds it into a better plane and sends it back; as the victim watches it glide home, the round comes along the same line; the plane lands on his body.
- **FINAL IMAGE:** the plane resting on his chest, its MISSED ME wing soaking red.
- **needs** FLOOR run ≥ 10 FH · **range** far · **victims** 1 · **Deep:** skip.

---

# B · THE 7 SKIN KILLS
(Each type grepped across the ledger and every sheet: see the dropped list at the top.)
- **S1 · skin-classic THE WINDOW CROSS · C:** at dusk he stands in his lit window; through the scope the window's cross-shaped frame lines up with the crosshair; one round through the glass at the cross's centre; the curtain stirs, the lamp swings. Final: a single hole at the centre of the window cross with its spiderweb, his hand sliding down the glass. Death: the round. Unlike every classic (handshake, cap, doves, head turn, twinkle, brand, rack, heads down, flippers, armchair, Jack Frost, battlefield cross, thread, siesta, porch, kick me, door, sit on it).
- **S2 · skin-taped ROUND THE CORNER · R:** he waits at a corner with a shotgun for Faris to peek. Faris never peeks: he tapes a shard of mirror (s.pullOut 'mirror') to the barrel with the gun's own tape and slides the rifle round the corner alone. The man stares at the little mirror and sees Faris's eye in it. One round. Unlike every taped (mags, tape-held cuts, bottle silencer, slipping grip, race repair, falling apart, flashlight, yo-yo, car battery, fist, coolant, splint, selector, wobble).
- **S3 · skin-camo THE NEW SPOTTER · E:** an enemy sniper lies prone on the rooftop with his spotter, complaining about Faris; the spotter, in the man's own team camo, answers in grunts and points out targets; at last the sniper looks over. Faris. Point blank. Camo as wearing the enemy's own pattern: unlike the bush, hedge, ghillie, cut-out, copycat, invisible-in-blood, trap, chameleon wielder, clear ice, observer, road crew, dazzle, netted, trench coat, gargoyle, mirage, decoy, night vision.
- **S4 · skin-cartoon KALEIDOSCOPE · E:** the cartoon victim swaps Faris's scope for a toy kaleidoscope while he isn't looking. Faris looks through it and sees eight copies of the man spinning in a flower. He fires at the middle: all eight copies take the round, each with a different cartoon death; as the kaleidoscope stops turning only one is real. Unlike every cartoon (thin air, card fans, a bullet with a face, flip book, accordion, painted tunnel, plugged barrel, crispy, lumps, round the world, snowball, flag BANG, erased, hallway chase, harp, smoke ladder, mime).
- **S5 · skin-ice SNOW ANGEL · L:** the ice round freezes the ground round him to fresh snow; he falls back into it and his dying arms and legs sweep weakly, carving a snow angel; from above, red wells up into its outline from beneath him as he freezes still in it. (Flag for the ruling: the angel outline could read near `pump.cornered`'s blood wings on a wall; here it's a snow impression made by his own dying limbs, seen top-down.) Unlike every ice (carving, curling, icicle, red ice, under the ice, brain freeze, snow globe, still lightning, snowman, paradox, permafrost, death spiral, rime, six frames, winter harvest, golden hour).
- **S6 · skin-neon LASER SHOW · L:** a club's laser show fills the haze with fans, tunnels and sheets of green, red and blue beams; the victim dances inside it; one of the beams is Faris's neon laser sight, and he can't tell which until the tunnel of beams closes round him. Neon as club light: unlike lag, rhythm, targeting, blacklight, glow stick, strobe, moth, St Elmo, night light, the list, lit, afterglow, fireworks, halo, mirror ball, sodium, tube.
- **S7 · skin-gold ICHOR · M:** the gold round makes him bleed like a god: liquid gold jets out of the wound (the wound only, never the mouth), bright, and pools under him; greedy even dying, he scoops at it; he bleeds out gold until he's grey, and the pool hardens beneath him into a disc of solid gold that mirrors him. Death: GOLD (OPEN). Unlike every gold (bribe flesh, the tomb, kintsugi, auction, mint, idol, coronation, bling, egg, silence, golden hour, canary, heart of gold, honeycomb, gilt, phoenix, fleece, mother lode).

# C · THE 10 MID-ROUND KILLS (≤ 3 s, single victim, no realm, no map-changing cast; light / heavy breakables only)
- **m1 · AIRBURST · R:** he winds up to lob a grenade; at the top of the throw Faris's round hits it a metre over his head. Death: his own grenade (EXPLODE as the concept). XT the airburst shreds him from above.
- **m2 · OVER THE RAIL · E:** the round's knockback flips him heels over head over a railing (the tagged rails); his ankles hook the rail and he hangs upside down for a beat; his boots slip. Death: the fall.
- **m3 · EMBER · L:** Faris shoots out the lamp over him; in the dark, panicking, he lights a cigarette; the ember is the only point of light on the map; the round. Final: the ember falling into the red pool and hissing out.
- **m4 · THUMBS DOWN · R:** he gives Faris the arena's thumbs-down verdict across the map; the round takes the thumb; he stares at the stump, switches hands, thumbs down again; the second round.
- **m5 · THE HAT · C:** the wind (or a vent / the AC unit / the ledge's gust) takes his hat out of cover; he scrambles after it; he grabs it as the round arrives. Final: dead, clutching the hat.
- **m6 · TWO DOTS · E:** two snipers, two red lines across the map, each dot on the other man's chest; Faris fires first; the victim's dot slides down Faris's body and off onto the floor as he dies.
- **m7 · SMALL TARGET · E:** he zaps himself tiny with a shrink ray to be a small target; Faris dials the scope's zoom up and up until the speck fills the frame, waving; the round.
- **m8 · SHOELACE · C:** he bends to tie a lace exactly as Faris fires; the round passes over his back into the wall; he stands, sees the hole at head height, laughs and points at it; the bolt is already home.
- **m9 · BOOMERANG · R:** he throws a boomerang at Faris; while it's away, the round; it comes home and drops into his open dead hand.
- **m10 · MEGAPHONE · C:** "YOU CAN'T HIT ME FROM TH—": the round goes down the bell of his megaphone; it squeals feedback on the floor beside him.

(Full beat sheets for every kill are written into this file before each kill is built, per the 23:58 ruling.)

## Build notes (N, batch 2)
- THE BAIT's home is **base** (the sandbag wall for real cover; accepted).
- ECHO VALLEY, after KIT-WORLD's clash checks: the crossing is 'the swallow' carried on TIME (each echo of the crack comes back later; each one a hard jump-cut that sets him deeper); the return is a hard cut on the faintest echo ('...elp' off the real wall). No wall-rise, no rings, no blackout. The death is s.hollow 'pores' with breath / letters / colour / red mist steered into the answering mouths (no mouth siphon).
- THE WATCHED's last round follows the wound table: the philtrum (the one bare patch is his upper lip), not the heart.
- THE BAG: frostbite with no snaps (snapT held off so the kit's limb-landing XT beat never fires).

## Build notes (N, batch 3)
- PLAYING STATUE: the heroic pose points to the horizon (a raised arm hides the face in side view). XT/VH: the round blows a chunk out of the stone face (wet meat, bone rim, one living eye) and blood pours down the stone. H: a dark seep reads as blood. M: the round only clips the pointing finger off and a pigeon lands on the stump. L: frozen with fright, knocked off. VL: a dust drift.
- THE GUIDE LINE: the line is built from Faris's real muzzle (aimed at the trench floor) so the laser and his hand-over-hand path coincide. Grave wax: bloated, mottled, glossy, split over red flesh and bone (XT/VH); H darker and cracked; M clean, and a fish nibbles the wax nose.
- THE GUTTER: the round follows the page's reading order (the carriage return rips the gutter between the rows). The page turn is N's own overlay (KIT-REPLAY's rewind replays the world camera, not the panels). He dies on his knees; the three wounds are painted in the close through the soaked paper hole; H black-red and smaller; M ink-black.

## Build notes · batch 5 re-shoots and batch 6 (25 Oct)
- Batch 5 XT re-shoots (accepted): BETWEEN BEATS XT/VH goes through the carotid (H and below stay in the heart); THE LONG SHADOW's shadow carries the rifle's own shape, XT exit wound + pool into a sun stripe; HOLD YOUR BREATH XT ribs sprung open with pink froth. Each VH now has its own picture (accepted): BETWEEN BEATS the hand clamped on the throat sliding down the step; THE LONG SHADOW on his back framed from the muzzle end; HOLD YOUR BREATH face down in the pink puddle with the last bubble.
- THE CLOUD (forts, night plate, ruling 25 Oct): the cloud crosses the moon; its shadow's trailing edge (multiplied, soft) slides right to left at 300 u/s and crosses the far perch at 1.95, where the scope flares. Perches: platform.22 / .39 at y 218; the knockback sends him into gap.43. The arm fold pins the ragdoll's elbow and hand (P[5], P[6]). VH: a spin in the death so he lands face up, and the rifle plants muzzle-down beside him.
- SOAP BUBBLE (castle): the bubble is my own painter (thin-film rim colours, ripples from every touch). The round's two crossings of the film come from the muzzle-to-temple line. The spray is my own: each drop flies to the film and sticks there, sliding down (the engine's blood would escape the bubble, so none is used inside it). In a side view the transit is drawn as a temple hole plus the far side blown open.
- SLING (castle, ruling 25 Oct): the baked ball and chain are covered with castle_clean.jpg in two clip passes (one combined path cancels where the circle and the chain strip overlap). The swing comes from the export's pendulum data; the cut is at 2.55 (the bottom, moving right); the flight is on the tangent with g 1120. He leans on the far tower's inner wall, and the ball pins him there with the ragdoll's mid / hip / neck and the front hand on the ball.
- Tools: every headless launcher now has the CHROME SENTRY (a detached watcher kills Chrome and rmtrees the literal profile if the script dies) and random ports.

## PAUSED 26 Oct ~02:00 (slot rebalance) · EXACT NEXT STEPS for N on resume
State: every sniper file parses and the probe was clean (21 registered). 58k_w_sniper_6.js holds the PRE-GATE drafts of DRAIN / REHEARSAL / THE BRASS (coded before the 22:35 horror bar; their ladderEnd blocks and painters exist). The scratch masters in /Volumes/Workspace/Scratch/sniper/ match the feedback copies. Tools: nfilm.mjs waits for the plate, accepts spec 'final' (= K58.finalT(def,{gore})); strip.py / fins.py / xtsheet.py sample finals at finalT; every launcher has the CHROME SENTRY.
1. Rework the three drafts in 58k_w_sniper_6.js to the APPROVED horror scripts (coordinator ruling, 26 Oct, scripts in my message to main):
   - DRAIN: add the pale floating specimen in tube 79 (its dead eye level with his); the lab lights flicker and the flood alarm pulses red; round 1 sinks and rests against the specimen's eye; as the fluid drains the specimen slides down until its face is pressed opposite his; the drips count down. XT: the last round tumbles into his left eye socket sideways and blows out the back of his skull (a fan of bone and brain across the floor behind him), the other eye open, glazed and bloodshot, staring at the specimen's eye through the glass, glass in his cheek; close on the socket in the red water with the specimen behind. VH: peeking, the round takes his cheekbone and jaw away, and his ruined face is pressed to the empty glass beside the specimen's reflection (the pins are already in). H: the empty tube + holes + slumped specimen, a black-red sheet sliding out toward us, the hand twitching once, his dead face dim at the tube's edge. M: seen through the last fluid (exists). L: the tube bursts and the specimen lands on him, dazed (dazed58). VL: the last round sparks off the steel base; he faints in the flood, dazed, the spent rounds rolling to his hand (NO empty frame).
   - REHEARSAL: the crosshair dread (a scope beat on each pose: the temple at the flex, the heart at the finger guns, the throat at the dab); the arcade lights die one by one during the speech, leaving only the board; the bow held; one slow clap from the dark; he freezes, sweating. XT: the back split open from neck to hip (the spine bare along the split, the ribs parted), the exit at the hip in bone, held one beat, then he folds face down into the blood, NEW HIGH SCORE on the spine; close on the split back with his face turned to camera (a real dead face, blood from the mouth). VH (CHANGED by ruling: rpg TILT owns the playfield acting on a body): the round throws him back into the HIGH SCORE board; his body crazes the glass and his blood runs down over the scores (pins on the board face, cracks, runs); REMOVE the bumper / plats code. H: GAME OVER fully lit, in red light, the body readable on the bar with a dark pool. M: draped over the bar edge (pins exist); the board text must NOT say TILT (use INSERT COIN). L: the round smashes the board, glass and sparks rain down, he dives flat, dazed. VL: the round clips his headphones off; he faints flat on the bar, dazed, the headphones spinning beside him, the board scrolling TRY AGAIN.
   - THE BRASS: the dread opening (Mikku at the foot looks up at the tiny figure against the moon window, the muzzle pointing down; the clock tick as metronome, the ticks slowing with his heart); he doesn't fall at first (a tiny hole), then drowns inside: coughing blood in gouts, staggering, crawling for a painted tower door. Intercut: the casing past the numerals (one per tick), a gear tooth flicks it, the ledges. XT: he rolls onto his back, the last cough fountains blood that falls back over his face, his eyes on the falling casing, which lands upright in the blood by his face, smoking, as the light leaves his eyes. VH: dead on his knees against the tower door, blood down the wood; the casing lands on his back, clinks, and rolls into the pool. H: the casing rolls through the dark pool to stop against his open hand (exists, tighten). M: a wide down the tower with him readable (about w 500). L: the cobbles crack beside him, the chips knock him down, and the casing BONKs his forehead, dazed. VL: a clean miss; he trips flat, dazed, the casing balancing upright on his nose, smoking.
   Then per kill: the strip (strip.py), the six-level row at finalT, a big XT (about 800 px), the ledger lines (in-place Edit), probe 0 errors, report to main.
2. Re-ladder batch 1 (worst first, from _tools/ladder_lists/N.md): THE WATCHED, THE BAG, ECHO VALLEY, THE LONG WAY IN, THE BAIT, THE LONG SHADOW (brutality FAIL: dark/small). For each: a brutal sniper-specific XT close (the exit wound, skull fragments, the eye) with a real dead face, readable and not dark; VH its own beat; H and M their own closes; L and VL bespoke SURVIVAL endings (dazed58, never an empty frame); locked with s.ladderEnd; sampled at K58.finalT. THE WATCHED's current row: all six are the same crystal figure, and VL is an empty saloon floor. Then the remaining 15 in batches of about 6.
