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

The rulings and plans (the coordinator's rulings, the HIGH STRIKER rework, 5 mid-round kills, 2 underwater kills, the finisher remake, the multi-victim film) are at the end.

**Fixed rule for every adaptation (brief §0):** an adapted version must be as crafted, as long and as gory at EXTREME as the original. Where a map gives a different material, a missing kind, water or a roof, the kill gets its own crafted variant of that beat. It is never a cheaper fallback, and none of the variants below lowers detail, length or timing.

## Legend
- **Range** uses E's bands (laser.md) so every sheet tags alike. The gap is between Faris and the victim at the kill moment:

  | band | metres | page units |
  |---|---|---|
  | pointBlank | ≤ 1.5 m | ≤ 60 u |
  | close | 1.5-4 m | 60-160 u |
  | mid | 4-10 m | 160-400 u |
  | far | > 10 m | > 400 u |

  - **Fixed by the coordinator in fighter heights** (brief §3): 1 FH = 72 page u = 0.74 game u (`Fighter.H`). pointBlank ≤ 0.8 FH, close 0.8-2.2, mid 2.2-5.5, far > 5.5. These are the same as E's metre bands, so the tags here stand.
  - My lane's metre constant `G.M = 88` matches TF-KILLS's export scale (88.49 page u per game m on its own plates, 58k_elements.js); my earlier "9% short" note was wrong. P2.1 takes the scale from `58k_maps.json`.
- **The real move** (Weapons/Magic.cs, MagicWorld.cs, WeaponMoves.cs):
  - Up close, the SWING SMASH: lunge, 0.82 game-m reach, an electric crackle on contact.
  - At range, the THROW: 13 game-m/s for 0.5 s, then it turns and homes back to the hand at 16 game-m/s (CATCH!). It hits on the way out and on the way back.
  - The sky darkens 0.2 s before a throw hits, and a bolt from the sky lands with it (THUNDER!).
  - A block drops it (CLANG!). Walls bounce it.
  - More details (WeaponDefs.cs:462-470, Magic.cs:770-978):
    - the smash fires when a foe is within ~1.17 game-m of the aim line;
    - a hammer hit knocks the foe down at or below half health;
    - 18 uses.
  - Converted to page range: the smash covers pointBlank to close (≤ ~110 u with the lunge); the throw covers close to mid (its out-leg is ~630 u at full scale, but every film here hits well inside that).
  - **Fall deaths** only happen on the open arenas: the closed maps have no ring-outs and no fall damage (Arenas.cs:63, FighterMaps.cs:255-270). Where a film below ends with a drop, the bolt has already killed him; the drop is the body.
- **THE SKY BOLT ON EVERY ARENA** applies to all 22 kills and is not repeated per kill.
  - **What the game does:** every bolt is drawn from the top of the camera view down to the target, with no roof, ceiling or water check (WeaponFx.cs:340-359, Magic.cs:947-954, KillBody.cs:571-592, SkinKillThunder.cs:46-63).
  - **What the films do:** craft a version per arena. TF-KILLS can pick the variant with the game's own indoor test, `SkyPowers.Top()` (SkyPowers.cs:159-166).
  - **Open sky:** as built (the darkening, then the bolt from the clouds).
    - Arenas: Backyard, Spike Castle, Dusty Saloon (open street at sunset), Monsoon Rooftops, Crate Canyon, Desert Forts, Temple Steps, the Military Base surface, the Pirate Ship decks, the Tower Block roof.
    - **Monsoon Rooftops and Pirate Ship** flash with their own background lightning every 6-14 s. During a film that flash is held off and fires as the kill's darkening instead, so the sky never strikes twice by accident.
  - **Under a ceiling:** the darkening is a brown-out. Every LIGHT element sags and flickers, and the room goes blue-grey. The bolt punches down through the ceiling, leaving a cosmetic hole that rewinds between rounds. Debris rains (plaster, steel or planks for the material), and a shaft of storm light through the hole stays for the rest of the film.
    - Arenas: Atrium, Sunken Lab, Tower Block floors, the Military Base bunker / hangar / tunnel, the Pirate Ship gun deck and cabin, the Temple Steps tunnel.
    - **Sunken Lab:** sea water jets in through the hole after the bolt, a crafted extra.
  - **The Cage:** the bolt drops from the lighting truss. The spotlight can it passes bursts in a spray of sparks and its beam swings dead; the crowd's roar cuts to silence.
  - **Clock Tower:** the bolt comes in through the glass clock face, where a cosmetic star crack spreads across the dial, and the amber light dies for a beat.
  - **Kitchen Counter:** a storm cloud gathers under the giant cooker hood, and the bolt drops from the hood's light, toy-sized against the giant kitchen.
  - **Pinball Arcade:** the bolt forks across the underside of the playfield glass before it drops. Every bumper, insert and lane light flashes with it, and the backbox score rolls.
  - **Retro Desktop:** the "sky" is the wallpaper. The darkening is the screen dimming like a dying monitor, and the bolt is a jagged pixel line from the top of the screen with a CRT flash and scan-line roll.
  - **The Deep:** the water darkens from the surface down. The bolt is a slow branching glow that grows down the water column from the surface (the map is 30 m deep), with a pressure flash and a cloud of fizzing bubbles where it lands.
- **Gore columns** (brief §6): XT is the built version. Each kill gets its own crafted line per beat for VH / H / M / L / VL.
  - **VH** is always all anatomy at ~80% blood, stains fading after a while, no screen splatter. It's listed only when it changes more than that.
  - **Common to every kill, never repeated below:**
    - MEDIUM pools fade fast;
    - at LOW and VERY LOW the realm and atmosphere layers (darkening, rain, the storm, the theatre, the grove) stay at full strength;
    - every VERY LOW body ends in a puff fade-out, with dust / sparks / stars instead of blood;
    - the sky bolt, the arcs and the darkening are never gore and never change;
    - **sound:** the dry layers follow P0.12 (wet `body.*` / `matter.liquid.*` cues are muted at L / VL).
  - **H** keeps dismemberment; organs and brain become dark wounds, and bones show only in x-ray.
  - **M** takes nothing off: every cut is a dark gash, with no organs or bones.
  - **L** has no wounds and reads as a knockout.
- **TEXT** (coordinator rulings 14:25 + 15:05, brief §9):
  - **these stay:** hit words (THUNDER!, CATCH!, CLANG!), comic sound words (KRUNCH, BONK), speech bubbles and dialogue the joke rests on, in-world text, and concept overlays (the weather TV, the camcorder, the scoreboard);
  - **only the kill-cam UI cards** move to the recap card after the film: the KILL CAM stamp, the title / name card, the victim line, rarity and caption cards.
  - I drafted mime and pictogram versions earlier and compared each one with the original side by side. All are restored except one, GALVANISED's recap title THE LECTURE., which is clearly better (see its section).
- **Deep** = The Deep (underwater all match). **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Mirror:** the engine mirrors every kill. Text, numbers and the gold plate never mirror; the notes say where order or text must stay readable.
- **Hazard tags** (brief §3, a fixed set): fall / liquid / spikes / fire / **electric** (approved 15:05) / blast / crush / creature. A victim killed by a jellyfish, wire or arcade hazard while Faris holds the thunder hammer plays one of the kills tagged `electric` below.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| curveball | C | castle | FLOOR ≥ 6 m; cover = real WALL / PILLAR / BREAKABLE_HEAVY near V, else his cast wall | close-mid | none | no | 1 | adapts |
| clang | C | saloon | FLOOR | close-mid → pointBlank | none | no | 1 | adapts |
| never-twice | R | backyard | FLOOR (a surface that scorches) | close-mid | none | no | 1 | adapts (seabed) |
| forecast | R | rooftops | GAP \| PLATFORM step \| PILLAR / OPENING cover within 3 m of V | close-mid | none (fall if the GAP is a DROP) | no | 1 | adapts |
| world-record | R | backyard | FLOOR run ≥ 7 m along the throw | mid | none | no | 1 | adapts |
| blackout | R | rooftops | GAP \| DROP between two stages + LIGHT elements in view (windows, lamps, signs) | mid | **fall** · electric | **yes** (she is on the wire) | 1 | adapts |
| high-striker → **BALL LIGHTNING** | E | (rework) | CONTAINER \| WALL \| open floor | close-mid | electric | yes | 1 | adapts (stronger) |
| forge | E | saloon | FLOOR ≥ 4 m; WALL \| PILLAR \| HANGING_HEAVY hook for the nail, else the floor stake | close-mid | none | yes | 1 | adapts |
| storm-chaser | E | rooftops | FLOOR | close-mid | none | no | 1 | adapts |
| drained | E | castle | FLOOR | close-mid | electric | yes | 1 | adapts |
| ride-the-lightning | L | castle | FLOOR ≥ 5 m; a CLOCK if the map has one (Clock Tower), else the cast wall clock | pointBlank-close | electric | no | 1 | adapts |
| lichtenberg | L | saloon | FLOOR (the fern burns into its material) | close-mid | none | yes | 1 | adapts |
| fulgurite | L | backyard | FLOOR; earth / sand / soil ideal; per-material variants | close-mid | none | no | 1 | adapts |
| galvanised | M realm | saloon | FLOOR (realm) | close-mid | electric | yes | 1 | adapts |
| struck-grove | M realm | castle | FLOOR (realm) | close-mid | none | yes | 1 | adapts |
| skin-classic HEADS DOWN | C | rooftops | FLOOR; ≥ 2.5 m headroom for the leap (else a hop smash) | pointBlank-close | none | yes (Faris airborne) | 1 | adapts |
| skin-taped YO-YO | R | saloon | FLOOR run ≥ 3 m between them | close-mid | none | no | 1 | adapts |
| skin-cartoon CRISPY | E | backyard | FLOOR | close-mid | electric | no | 1 | adapts (bubble cloud) |
| skin-camo DANGER CLOSE | E | castle wall | PLATFORM / WALL top ≥ 2 m above V within throw range, else prone at the far end of the floor | mid | none | no | 1 | adapts |
| skin-ice STILL LIGHTNING | L | rooftops | FLOOR; open sky or a CEILING to break | close-mid | none | no | 1 | adapts |
| skin-neon ST. ELMO'S FIRE | L | rooftops | FLOOR | close-mid | electric | yes | 1 | adapts |
| skin-gold BLING | M | castle | FLOOR | close-mid | none | no | 1 | adapts |

**Multi-victim:** none on this page, so the 1-2 trim needs nothing. The plans below add one (TAG, 2 victims).

**Works anywhere** (FLOOR only, no other kind needed): clang, never-twice, storm-chaser, drained, lichtenberg, galvanised, struck-grove, CRISPY, ST. ELMO'S FIRE, BLING, BALL LIGHTNING (open-floor version). That's eleven, plenty for feature-poor maps. Curveball, forge, YO-YO, HEADS DOWN and STILL LIGHTNING also work everywhere through their cast or fallback variants.

**Deep:** every kill adapts. None needs a fall to work, and the two that end with a drop get underwater endings (see each). The thunder hammer is the weapon that gains most underwater (the water is the conductor), so several Deep versions below are stronger than the originals.

---
**The Deep for this weapon:** in the game the hammer flies exactly as on land (no drag; MapAbyssWeapons.cs leaves it off the list). Corpses sink at ~1.9 m/s (MapWater.cs:204-229). The game has no blood-cloud code, so the films below draw their own blood clouds (brief §3).
- Every Deep variant gives the thrown hammer a silver bubble trail and makes cut pieces drift.
- Words on screen stay as the land version.

---

## thammer.curveball · CURVEBALL · COMMON
- **Concept:** safe behind his cover from the throw, he forgets that the hammer comes back.
- **Built on** Spike Castle. It depends on nothing of the castle: the stone wall is his own defensive cast (`s.castInk` from his hands, 'thrust').
- **Needs:**
  - cover for him: the nearest real WALL / PILLAR / BREAKABLE_HEAVY / BIG_PROP within 1.5 m of him, at least waist-high, on Faris's side;
  - otherwise his cast wall, as built;
  - a FLOOR between them. The real distance must be ≤ ~5 game-m so the throw turns beyond him.
- **range** close-mid · **hazard** none · **air** no (he must be crouched in cover) · **victims** 1.
- **Adapts:** real cover first, his cast wall only where none exists. One crafted duck-and-peek per cover type:
  - stone (Spike Castle battlements; Desert Forts front wall and arch pillars; Temple Steps tier edges): the built beat. Under the bolt, puzzle seams run out across the stone too and stop at its edge.
  - crates / fixed boxes:
    - Crate Canyon stacks: the jigsaw pieces tumble over and rattle down the crate faces;
    - the Military Base armory crate and the 0.9 m tunnel barrier;
    - the Tower Block floor-4 crates and reception desk.
  - furniture (Atrium planter and benches; Tower Block sofa): he ducks behind it. The pieces bounce off the cushions and the planter soil.
  - Kitchen: a giant prop (the soap dispenser, the flour canister or the dish rack). He's ant-sized behind it, and the throw sails over a canister the size of a building. The pieces scatter across the counter top like a puzzle tipped out of its box.
  - Pinball: he crouches behind a slingshot. The return clips the slingshot first, which flashes and kicks, and then him.
  - Retro Desktop: he crouches behind a desktop icon. The jigsaw seams pixelate along the icon's edge.
  - Pirate Ship: a loose crate or the mainmast's base. On the roll the pieces slide down the deck toward the low side.
  - Under a ceiling (Atrium, Sunken Lab, the Military Base interiors, The Cage): the throw can't loop high. It skims flat over the top of his cover inches under the ceiling, and the camera rides it under the beams; the return comes back the same flat line.
  - Deep: he hunkers behind a mound or a coral tower. The throw leaves a silver bubble trail, and the return's crack sends a ring of bubbles out of the back of his head. The pieces drift apart slowly, each trailing a red thread and settling on the sand; the red insides hang a beat in the water before folding.
- **Text:** his "HA! MISSED!" speech bubble **stays** (the joke rests on it); THUNDER! and CATCH! stay; the title card IT COMES BACK. moves to the recap.
- **Gore ladder:**
  - back-of-skull blow (dent + burst):
    - H: dent with a dark wound, 60% spray;
    - M: a dark gash on the back of the head, a short dark spurt;
    - L: a dark puff and orbiting stars;
    - VL: sparks and stars.
  - jigsaw, pieces outward from the dent with red insides:
    - H: pieces still fall; their cut faces are dark-wound maroon with no meat detail;
    - M: nothing comes off. The seams crack out across him glowing bolt-blue and every piece juts a few px, like a puzzle pushed from behind. He topples over his cover in one piece, seams glowing, then fading, with 40% blood beading along them;
    - L: the seams are light only, no gaps. They flash with each thunder roll and he slumps over the cover like a KO, with dust puffs where he lands;
    - VL: the seams flash, and he fades out in a puff of grey puzzle-shaped motes that blow away over the cover.
  - red insides standing a beat, then folding:
    - H: a dark-red silhouette core;
    - M / L / VL: no insides; the beat holds on the seams instead.

## thammer.clang · CLANG · COMMON
- **Concept:** the one move that beats the hammer is a block. He blocks, it drops, and he stands on it, so Faris has to go and take it back.
- **Built on** Dusty Saloon. It uses nothing of the saloon.
- **Needs:** FLOOR only (works anywhere). The dropped hammer lies where the block happened, as in the game, where the foe can stand on it.
- **range** close-mid for the blocked throw, then pointBlank for the yank · **hazard** none · **air** no (he must block standing) · **victims** 1.
- **Adapts:**
  - by floor:
    - wood (saloon street, Pirate deck, Clock Tower boards): the built beat, the hammer clanging on planks;
    - stone (castle, Temple, Forts): it sparks;
    - metal (Sunken Lab, The Cage grating decks, Military hangar): a ringing CLANG. On The Cage's canvas it thuds, which is crafted funnier: he has to pull it out of the canvas dent;
    - Kitchen counter: it clacks on laminate;
    - Pinball: it rolls down the playfield slope toward the flippers, and he chases it and stamps on it.
  - Pirate Ship: on the roll the dropped hammer slides and he hops onto it.
  - Retro Desktop: it drops onto the taskbar, and the taskbar's icons jump.
  - Deep: the block knocks the hammer spinning down through the water. It settles on the sand or the wreck deck in a puff of silt and he plants a boot on it. When the leg comes out the tendons trail in the water as slow red threads, and the fry lights up the water round him in a sphere.
- **Text:** his "MINE." bubble and YOINK stay (the joke rests on them); CLANG!, THUNDER! and CATCH! stay; the title card moves to the recap.
- **Gore ladder:**
  - the leg out of the hip on its tendons, strand by strand:
    - H: the leg still comes out; the tendons are dark cords, not glistening, with 60% blood;
    - M: nothing comes off. The yank tears the BOOT off his foot (the boot was what he stood on), and the pull wrenches his hip out of joint with a sick crack, the leg bent wrong inside the trouser. He drops;
    - L: the yank takes the boot off and flips him onto his back, a pratfall KO;
    - VL: the same, with a dust puff.
  - the hammer thrown into his chest + the bolt fry (x-ray strobe, cooking):
    - H: unchanged (bones only in the strobe);
    - M: the strobe is a white silhouette with no bones, plus smoke;
    - L: a bright strobe, hair on end, smoke, KO;
    - VL: he fades out in the bolt's flash in a puff of smoke.
  - final image, the torn leg at Faris's feet, boot twitching:
    - H: unchanged;
    - M / L / VL: the empty boot lies at Faris's feet and twitches, then hops once, smoking.

## thammer.never-twice · NEVER TWICE · RARE
- **Concept:** lightning never strikes the same place twice, so he stands in the first scorch on purpose.
- **Built on** Backyard. It needs only a floor that scorches.
- **Needs:** FLOOR. The first throw's scorch must be under him.
- **range** close-mid · **hazard** none · **air** no (he stamps on the scorch) · **victims** 1.
- **Adapts:** the scorch is crafted per material (two rings, the second burned exactly over the first):
  - grass and earth (Backyard, Temple plazas, Military surface): the built burnt-grass rings;
  - sand (Desert Forts, Crate Canyon): the sand fuses into glassy rings that glint;
  - stone (castle, forts): black soot rings with hairline cracks;
  - wood decks (saloon, Pirate, Clock Tower): charred plank rings, smoke rising through the gaps;
  - metal (Sunken Lab, hangar, Cage grating): blued, rainbow-tempered rings. On the Sunken Lab's ankle-deep water the ring flashes to a ring of steam;
  - Kitchen counter: a scorch on the laminate with a curl of melted edge;
  - Retro taskbar: a pixel burn, a dead-pixel ring that stays black;
  - Pinball playfield: a burnt spot through the painted art.
  - Deep: he swims down and stands on the sand on purpose. The first strike leaves a ring of fused glass in the seabed that glows, and his stamp sends up silt. The second strike's flash boils the water round him: the flesh leaves in a cloud of bubbles and the skeleton stands in the double ring, rocking gently in the current, before it collapses into a slow drift of bones.
- **Text:** "NEVER TWICE!" **stays** (it is the hook); THUNDER! and the picture-in-picture replay stay; the card SAME PLACE. moves to the recap.
- **Gore ladder:**
  - flesh burned off in the flash, the skeleton stands pointing:
    - H: the flesh flashes away into an x-ray negative, bright bones inside a smoky body outline still pointing (bones in x-ray only);
    - M: no bones. He stands charred matte-black, still pointing, with two white eye-dots and smoke curling;
    - L: blackened, hair standing straight up, coughing smoke, still pointing; he topples like a plank;
    - VL: when the flash clears he's a smoke-shape still pointing, which drifts apart into the double rings.
  - skeleton drops into a pile of bones:
    - H: the outline sags into a heap of smoking cinders where bones glint only in the flicker;
    - M: he falls stiff onto the scorch;
    - L / VL: as above.

## thammer.forecast · FORECAST · RARE
- **Concept:** the weather forecast predicts her death to the second.
- **Built on** Monsoon Rooftops (she jumps the alley gap).
- **Needs:** an escape she can try within ~3 m of her, the nearest of:
  - a GAP to jump (rooftop alleys, Atrium stair openings, Temple trenches);
  - a PLATFORM step up or down (Backyard planks, saloon balconies, Crate Canyon's pit step, the Pirate stairs);
  - cover to dash behind: a PILLAR / OPENING (Clock Tower gallery, castle tower, the Desert Forts arch, the Military jeep).
  - On a bare floor she runs, zig-zags and dives flat, and the icon follows every move.
- **range** close-mid · **hazard** none (`fall` when the gap is a DROP on an open arena) · **air** no (the jump is in the film, from standing) · **victims** 1.
- **Adapts:**
  - the escape (above) is the arena's;
  - the weather-report frame is the same everywhere, and its map strip is drawn from the real arena's silhouette (from `58k_maps.json`);
  - Pirate: she ducks behind the mizzen mast and the icon parks over the mast top;
  - Kitchen: she hides under the frying pan's rim;
  - Retro: she drags behind a window, and the icon perches on its title bar;
  - Deep: she swims behind the wreck's bulkhead. The forecast is still a TV weather report (the icon, the climbing meter), and the hammer + bolt come down through the water to her. Her sneakers float off her feet and drift upward, smoking bubbles, which is stronger.
- **Text:** the whole TV weather report **stays** as built: it's a concept overlay (LIVE, the SEVERE THUNDER ticker, CHANCE OF THUNDER 40% → 100%, NITHA 37° → 999° → 0°, FORECAST: CORRECT, TOMORROW ☠). I drafted a no-text pictogram version; it was not clearly better and is dropped. The card FORECAST: CORRECT. moves to the recap.
- **Gore ladder:**
  - the bolt blows the top of her head off (scalp):
    - H: the scalp lid flies, the exposed crown a dark wound with no brain, 60% blood;
    - M: no scalp off. Her hair blows off in one smoking clump, leaving a scorched bald crown;
    - L: her hair stands straight up, smoking, her face sooty;
    - VL: the same, with sparks.
  - both sneakers blown off: same at every level, smoking on the roof beside her.
  - charred and smoking, then drops:
    - M / L: sooty, eyes white, drops like a KO;
    - VL: she puffs out where she stood; the sneakers remain.

## thammer.world-record · WORLD RECORD · RARE
- **Concept:** he stands just outside the hammer's reach, he thinks, and three turns in a throwing circle carry Faris one step.
- **Built on** Backyard.
- **Needs:** a straight FLOOR run of ≥ 7 game-m along the throw (the circle plus the 6.5 m flight).
  - Floors that long: Backyard island (11.6 m), castle wall-walk (12.8 m), saloon street (13 m), Atrium ground, Military surface, Desert Forts desert, Temple plazas plus the tunnel, Clock Tower boards, the Pirate main deck, Kitchen counter, the Retro taskbar.
  - Otherwise the throw crosses a GAP: on Monsoon Rooftops he chalks his SAFE line on the next roof, and the tape is laid across the alley.
- **range** mid (≈ 6.5 game-m; the film opens with the first short throw from wherever they are) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - the chalk is drawn in the floor's own way:
    - chalk on grass, sand, stone or wood;
    - a scratched line on metal;
    - a dragged-finger line in the Kitchen flour (he dips his finger in the spilled flour);
    - a pixel line on the Retro taskbar;
    - a scuffed line across the painted Pinball art.
  - Pirate: the deck rolls and he holds the SAFE line with his toes; the throw's spin compensates for the roll.
  - Under a ceiling the throw is flat and skims the downlights, setting them swinging.
  - Deep: he scratches the SAFE line in the sand with his finger and floats behind it, yawning a stream of bubbles. Faris spins the circle in slow drift, kicking up a ring of silt. The measuring tape unrolls in a floating curve.
- **Text:** everything **stays**: "OUT OF RANGE!", YAWN and Faris's HHNGH! (dialogue and sound words), the chalked metre numbers, the SAFE ➜ line, the distance counter and the FARIS BASHA 6.50 m WR board (in-world text; the board keeps his name in gold, never "YOU"). The card WORLD RECORD. moves to the recap.
- **Gore ladder:**
  - the hammer meets his face: head snaps back, the nose fountains:
    - H: 60% fountain, the dent a dark wound;
    - M: a flat purple bruise across the face and a short dark nosebleed;
    - L: a dark puff and stars, the head snaps back, KO across the line;
    - VL: stars and a dust puff.
  - the tape laid to the dented head:
    - M / L: unchanged;
    - VL: he puffs out across his own line and the tape reaches his cap lying on it.

## thammer.blackout · BLACKOUT · RARE
- **Concept:** her escape line is a live wire the moment the sky touches it.
- **Built on** Monsoon Rooftops: the city block by block.
- **Needs:**
  - a GAP or DROP between two stages for her cast line (she casts the line from her hands, so the wire is hers);
  - LIGHT elements in view for the blackout to run through: windows, lamps, signs.
  - With no lights in view, the blackout runs back along her line into her cast's anchor poles. Each pole's lamp bursts in turn, and the darkness falls round them in two steps.
- **range** mid · **hazard** **fall** (she drops into the drop; it plays for fall deaths on open arenas) · **electric** · **air** **yes**: she's hanging on the wire. It's one of the few kills made for an airborne victim. · **victims** 1.
- **Adapts:** the blackout runs through the arena's own lights:
  - Monsoon Rooftops: as built, the city windows and CHAI / TEA signs;
  - Dusty Saloon: from the SALOON sign's chasing bulbs to the balcony lanterns to the sunset going violet;
  - Backyard: the garden lamps, the fairy-light posts and the shed window, with the moths scattering;
  - Spike Castle: the torches gutter out one by one up the towers;
  - Atrium: the downlights floor by floor, and the EXIT sign last;
  - Tower Block: every window floor by floor down the block;
  - Military Base: the searchlights and caged tunnel bulbs;
  - Sunken Lab: the consoles and specimen tubes, then a red emergency light;
  - The Cage: the four spotlight cans, then the big screen;
  - Clock Tower: the gallery lanterns, then the amber clock face going dark;
  - Pinball: every insert and bumper light dies, then the backbox;
  - Kitchen: the pendant lamps and the oven clock, then only the window moon;
  - Retro: the screen itself browns out icon by icon, then the CRT collapses to a dot;
  - Pirate: the swinging lanterns and the stern lantern;
  - Crate Canyon and Desert Forts: the pole lanterns and the forts' torches;
  - Temple: the braziers.
- **The line's span:**
  - over rooftop alleys, Atrium stair openings, the Temple trench, a Tower Block lift shaft, the Clock Tower bridges, the Military watchtower to the ground, or the Pirate yard to the deck;
  - on a single-floor map she runs it from a PLATFORM down to the floor.
- **The Deep:** she casts the line from the yardarm down to the seabed and kicks along it. The bolt runs down the wire through the water as a glowing tube and every bioluminescent speck in the abyss goes out. Her cooked arms stay on the wire and the rest of her sinks slowly into the dark at ~1.9 m/s, trailing threads.
- **Text:** none besides THUNDER! (stays); the card LIGHTS OUT. moves to the recap.
- **Gore ladder:**
  - fried on the wire (smoke, eyes burst):
    - H: the eyes go to dark sockets with no fluid, 60% blood;
    - M: the eyes roll white, smoke pours;
    - L: hair up, smoke, a KO slump;
    - VL: she lights up in a burst of sparks along the wire.
  - arms give way at the shoulders and she drops:
    - H: the arms still detach, the stumps dark;
    - M: nothing comes off. Her welded hands hold, her shoulders pop out long, and she hangs from the wire by her welded hands, swinging and smoking in the rain against the black city. The final image becomes the whole woman on the wire, crafted, not less;
    - L: her hands come free and she drops into the dark (a KO fall); the wire swings;
    - VL: she puffs out in sparks.
  - final image, two arms hanging from the wire like sneakers on a power line:
    - H: unchanged;
    - M: the whole body on the wire, as above;
    - L: the empty wire swinging;
    - VL: her pair of sneakers hanging from the wire by their laces, swinging, which is the idiom made literal.

## thammer.high-striker · HIGH STRIKER · EPIC → **REWORK: BALL LIGHTNING (BUILT 24 Oct: `thammer.ball-lightning`; HIGH STRIKER retired from the page)** (coordinator ruling: the fairground strength tester belongs to F's sledgehammer)
The built HIGH STRIKER is retired at P2.1 and BALL LIGHTNING takes its slot (EPIC). The full concept is in the plans (P1). Conversion fields for the new kill:
- **Needs:** CONTAINER within ~6 m of him (`s.el('CONTAINER', {near: 'victim'})`).
  - **No container (coordinator 15:05):** he casts his own. A defensive `s.castInk(V, ..., {style: 'thrust'})` from his hands throws up a small iron strongbox, and he climbs in and slams the lid. The orb finds the keyhole. It's a victim's defensive cast prop (allowed: it's an object, not a copy of map architecture).
  - If the arena forbids even that (no floor room for the box): skip, OWED.
- **Containers on the arenas:**
  - Pirate Ship: the captain's cabin (he slams its door), loose crates;
  - Kitchen: the sink cupboard gap or a jar on the shelf, at the giant scale, so he squeezes into a jar;
  - Retro: the Bin icon, where the orb follows him in and the Bin rattles;
  - Military Base: the fixed armory crate;
  - Tower Block: the fridge, the wardrobe;
  - The Deep: a treasure chest;
  - Crate Canyon: the crates;
  - Dusty Saloon: barrels. If he hides in an EXPLOSIVE barrel, the orb sets it off: the barrel bursts in a ball of steam and fire and the boiling puddle splashes out of the hoops, crafted for that case.
  - Clock Tower and other maps with no container: his own cast strongbox (above).
- **range** close-mid · **hazard** electric · **air** yes (the bolt takes him in mid-air; he lands smoking and gets up) · **victims** 1.
- **Adapts:**
  - container: per its material the glow shows through the cracks (planks, a keyhole, door seams, the fridge door's rubber seal, the treasure chest's lid gap), steam jets from the seams, and the lid lifts and he pours out over the rim;
  - his cast strongbox: the orb settles on the lid, finds the keyhole and pours in. The iron glows cherry-red at the seams, the rivets tick and spit steam, and the lid pops on a column of steam as he pours out over the rim.
  - Deep (stronger): the orb drifts inside a sphere of boiling bubbles, trailing silver. He swims for a chest or a rock crevice, the crevice glows and fizzes, and he comes out as a drifting cloud of boiled red-and-white bubbles rising to the surface. The orb comes home to the hammer through the water.
- **Text:** none needed; THUNDER! and CATCH! stay.
- **Gore ladder:**
  - boiled to a puddle (`s.liquefy` boil):
    - H: a dark red-brown stew, no bones surfacing;
    - M: no meltdown. Steam screams from his ears and sleeves, his skin goes lobster red and blisters without bursting, and he slides out limp, steaming;
    - L: steam from the ears, red-faced, eyes spinning; he flops out KO;
    - VL: he puffs out inside the container. The lid lifts on steam and an empty box, and the orb rises out.
- **What becomes of the built HIGH STRIKER's craft:** the striker tower, the bell and the lamp column belong to the hammer page's own HIGH STRIKER, so they go entirely. Nothing of them is reused in BALL LIGHTNING.

## thammer.forge · FORGE · EPIC (coordinator ruling: **kept**, the lightning-heat hook is the thammer's)
- **Concept:** strike while the iron is hot.
- **Built on** Dusty Saloon. The anvil and the quench barrel are Faris's cast props; the final nail is above the bar.
- **Needs:** a FLOOR ≥ 4 m. For the nail: the nearest WALL / PILLAR / mast / HANGING_HEAVY hook ≥ 2.5 m up within 5 m. Otherwise the floor-stake ending (below).
- **range** close-mid · **hazard** none · **air** yes (the bolt heats him in mid-air; he lands white-hot and stays standing) · **victims** 1.
- **Adapts:**
  - the nail is real, and Faris drives it in himself with one tap of the hammer (a crafted beat that every arena gets):
    - Dusty Saloon: the bar wall;
    - Spike Castle: a tower face;
    - Pirate: the mainmast (the horseshoe swings with the roll);
    - Clock Tower: a gallery beam;
    - Tower Block: a room wall;
    - Atrium: a column;
    - Military: the hangar door frame;
    - Temple: a pillar;
    - Desert Forts: a beam end;
    - Sunken Lab: a bulkhead (the nail rings on steel);
    - The Cage: a padded post (he punches through the pad);
    - Kitchen: the spice shelf edge (the horseshoe hangs beside the jars);
    - Pinball: the plunger-lane wall;
    - Retro: the title bar of a window, hung like a desktop widget, and it moves with the window.
  - **With no wall** (Backyard island, Crate Canyon mesas, Monsoon Rooftops):
    - Faris drives a stake into the ground and pitches the horseshoe at it from three paces;
    - it rings round the stake (a ringer: CLANK, spin, settle), with the luck sign "ends up" now that it lies flat;
    - this is the game of horseshoes, crafted, not a fallback.
  - The quench barrel is cast. On maps with real LIQUID he flips the man into it instead:
    - Desert Forts: the oasis;
    - Kitchen: the sink;
    - Sunken Lab: the ankle-deep water steams round his feet first, then he's dunked in a flood pool if one is up;
    - Pirate: over the rail into the sea, then hauled back on the hammer head.
  - Deep: the white-hot glow boils the water round him in a halo of fizzing bubbles. The quench is the sea itself: the moment the last blow lands the glow dies in one hiss of bubbles that rise like a column. He's hung on the wreck's mast or a gun-port edge, where he sways in the current.
- **Text:** CLANG / KLANG / KRANG, KSSSSHHH and "HOT HOT HOT" stay (sound words and dialogue); the card THE LUCK RUNS OUT. moves to the recap.
- **Gore ladder:**
  - bent round the anvil into a horseshoe:
    - H: unchanged (a body bend, no organs);
    - M: unchanged, with no blood (there is none in the built version) and no bone crack sounds;
    - L: not bent. He's folded over the anvil like a towel. Each blow is a fan of sparks and a dizzy wobble; he comes out of the quench sooty, steaming and dizzy, and Faris hangs him on the nail by his belt, a KO dangle, eyes spinning;
    - VL: the blows ring in sparks and stars. The quench is a huge steam puff he vanishes in, and Faris fishes a real iron horseshoe out of the barrel and tosses it onto the nail. The man became the horseshoe, and it reads clean.

## thammer.storm-chaser · STORM CHASER · EPIC
- **Concept:** found footage: she films the storm coming for her, and the camera keeps rolling after she stops.
- **Built on** Monsoon Rooftops. It needs only a floor.
- **Needs:** FLOOR (works anywhere).
- **range** close-mid · **hazard** none · **air** no (she films standing) · **victims** 1.
- **Adapts:**
  - the camcorder's sideways view of the world is the real arena's floor line and backdrop;
  - weather: rain streaks on the lens on Monsoon Rooftops and Pirate Ship; dust specks in Desert Forts and Crate Canyon; steam on the Kitchen hob side;
  - the camera lands on the floor's material (puddle reflections on wet roofs, splinters on decks, sand grains in the lens);
  - Pirate: the fallen camera slides down the rolling deck and Faris stops it with his boot;
  - Retro: the footage is already inside a screen, so the viewfinder sits inside a media-player window frame;
  - Deep: she films through a housing, and the viewfinder fogs with bubbles. The knocked camera drifts down slowly and lands on its side in the sand, and her body drifts down into frame in front of it.
- **Text:** the camcorder viewfinder **stays** as built (REC, the timecode, BATTERY LOW, ■ STOP): a concept overlay, and the kill cam IS her camera. The card STILL ROLLING. moves to the recap.
- **Gore ladder:**
  - she falls face-first in front of the lens, eyes open, smoke from her mouth:
    - H / M: unchanged (blood specks on the lens removed at M);
    - L: she falls face-first, a KO, smoke from her hair;
    - VL: she puffs out in front of the lens, and the camera films the empty wet roof until Faris's boots walk in.

## thammer.drained · DRAINED · EPIC
- **Concept:** the bolt doesn't kill him; it charges him, and the hammer drinks it all back.
- **Built on** Spike Castle.
- **Needs:** FLOOR (works anywhere).
- **range** close-mid · **hazard** `electric` · **air** yes (the charge can soak into an airborne man; he lands laughing) · **victims** 1.
- **Adapts:**
  - the final tap's star of arcs runs across the floor's material (sparks on stone, blue scorch threads on wood, a ringing ripple on metal, a puff of flour on the Kitchen counter, a pixel burst on Retro). On the Sunken Lab's ankle water the star races out across the whole floor and makes every console flicker;
  - the dust blows away on the arena's wind: the Rooftops gust, the Pirate sea wind, the Desert Forts sand blowing; on indoor maps the tap's shockwave alone;
  - Deep: the light runs in his veins and lights the water round him blue. The hammer drinks through the water in visible threads, and the husk crumbles into a slow cloud of grey silt that the final tap's ring of bubbles blows apart, the beanie drifting up.
- **Text:** "A-MA-ZING!" stays; THUNDER! stays; the card DRAINED. moves to the recap.
- **Gore ladder:**
  - dried into a grey husk (face sinking, cracks):
    - H / M: unchanged (no blood);
    - L: drained grey and limp, he slumps to his knees;
    - VL: as L.
  - crumbles into dust with the beanie on top:
    - H / M: unchanged;
    - L: he lies grey and still, and the tap's arcs blow his beanie away;
    - VL: he puffs into dust motes; the beanie remains.

## thammer.ride-the-lightning · RIDE THE LIGHTNING · LEGENDARY
- **Concept:** an execution in the chair Faris draws.
- **Built on** Spike Castle. The chair, straps, cap, wall clock and red bulb are all Faris's cast; Faris walks back to the far wall.
- **Needs:**
  - FLOOR ≥ 5 m for the walk back;
  - a WALL for the clock and red bulb, else they're cast on a post with the chair;
  - on Clock Tower the REAL clock is the clock.
- **range** pointBlank-close (the smash knocks him into the chair) · **hazard** `electric` · **air** no · **victims** 1.
- **Adapts:**
  - **Clock Tower (the best version):** the cast wall clock is dropped. The minute hand of the real clock face (which ticks every second in the game) is shown reaching the top, and on the tick the bell strikes. The bell's real hourly strike stuns everyone in the game, and here it's the cue for the red light.
  - **Kitchen:** the kitchen's real wall clock.
  - **Retro:** the taskbar clock in the corner rolls to 12:00 (in-world text stays, per the ruling).
  - Under a ceiling: the cap's bolt comes through the roof hole (legend).
  - Pirate: the chair is lashed to the mainmast, and the roll tilts the whole execution.
  - Deep: the chair is anchored on the seabed. The current comes down through the water into the cap and lights a sphere of water round him; the bubbles from under the cap are steam. When Faris lifts the cap, a cloud of soot drifts off the skull.
- **Text:** "ANY LAST WORDS?" and "W-WAIT—" **stay** (the execution rests on them); THWAM and CLANG stay; midnight is the clock face. The card RIDE THE LIGHTNING. moves to the recap.
- **Gore ladder:**
  - bucking under the current, smoke and flame from under the cap, eyes burst:
    - H: the sockets go dark with no fluid;
    - M: the eyes roll white, smoke pours, no flame on skin;
    - L: smoke from under the cap and a limp slump in the straps;
    - VL: as L, with sparks off the buckles.
  - under the cap, a bare scorched skull:
    - H: no bone, a blackened smoking head with the features gone;
    - M: the hair burnt off, a soot-black face, eyes white, mouth open;
    - L: hair standing straight up, a sooty face, X eyes;
    - VL: under the cap the chair is empty: he's puffed away. The straps hang open and smoke curls up, which is the strongest VL.

## thammer.lichtenberg · LICHTENBERG · LEGENDARY
- **Concept:** the lightning writes its flower on him.
- **Built on** Dusty Saloon (the fern burns into the floorboards).
- **Needs:** FLOOR (works anywhere; the fern burns into the floor's material).
- **range** close-mid · **hazard** none · **air** yes (the fern can start while he lands) · **victims** 1.
- **Adapts:** the fern runs out across the floor, crafted per material:
  - wood: built, glowing branches cooling to black;
  - stone: a white-hot crackle that cools to a dark vein pattern in the slabs;
  - sand / earth: it fuses glassy branches that glint (no repeat of FULGURITE's roots underground, because this one stays on the surface);
  - metal: blued tempering branches with a hum;
  - the Sunken Lab's ankle water: it runs across the water's surface as light and boils a fern of steam;
  - The Cage canvas: scorched lines in the canvas with smoke;
  - Kitchen counter: it chars into the laminate and pops the tiles' glaze;
  - Pinball playfield: it burns through the painted art and lights every insert it crosses;
  - Retro taskbar: a fern of dead pixels that stays;
  - Pirate deck: it runs along the plank grain, smoking out of the seams;
  - Deep: it glows across the sand in branching lines that fizz bubbles up, then cool black. The pieces drift down onto it slowly, steaming in threads.
- **Text:** "what... what is this" and "GET IT OFF—" stay; the card STRUCK. moves to the recap.
- **Gore ladder:**
  - the red fern spreads over him (the scar):
    - H / M: unchanged;
    - L: the fern is a glowing light pattern, not a wound;
    - VL: as L.
  - x-ray insert, the fern wrapping his racing heart:
    - H: unchanged (x-ray);
    - M: the insert shows a glowing silhouette of the chest with the fern wrapping a bright pulsing core, no organ;
    - L / VL: as M.
  - every line flares and he comes apart along them, the cut faces steaming:
    - H: the pieces still part, the faces dark;
    - M: nothing parts. The lines flare white and he drops in one piece, the fern glowing all over him and cooling to dark scars;
    - L: the lines flare and he collapses KO;
    - VL: he fades out in a puff along the lines, a fern of sparks.
  - the fern runs on across the floor: same at all levels.

## thammer.fulgurite · FULGURITE · LEGENDARY (send-back rework of HELD IN THE BOLT, built before the pause)
- **Concept:** the flash turns him to stone, and the thunder, arriving late, blows him away as sand.
- **Built on** Backyard (glass roots in the soil).
- **Needs:** FLOOR. The underground roots need earth, sand or soil; every other material gets its own crafted root form (below).
- **range** close-mid · **hazard** none · **air** no (his feet are fused) · **victims** 1.
- **Adapts:** the glass roots, crafted per floor:
  - **earth** (Backyard island, Temple plazas, the Military surface): built. The roots branch through the soil, seen in a cutaway glint. On the Backyard island they reach the island's underside and poke out among its hanging roots, a crafted extra.
  - **sand** (Desert Forts, Crate Canyon mesas, the Deep seabed): the real thing (fulgurites form in sand). Hollow glass tubes branch through the dune and glint where the wind uncovers them.
  - **stone** (castle wall-walk, the Temple steps, Tower Block, Atrium): the bolt vitrifies the stone into black obsidian veins that run out from his feet across the slabs and cool from orange to glossy black.
  - **wood** (saloon street, Pirate deck, Clock Tower boards): the boards char into branching black wood-burn roots that crawl under the planks and smoke up through the gaps.
  - **metal** (Sunken Lab, hangar, Cage grating): the plate blues and crazes in branching heat-lines that hum. On the Lab's ankle water the roots are lines of steam on the surface.
  - **Kitchen counter:** the laminate blisters and crazes into roots, and the fused feet are stuck in a scorch on the worktop.
  - **Pinball:** the roots burn under the playfield glass through the painted art.
  - **Retro:** the roots are dead-pixel trees in the taskbar.
  - **The sand-dune ending is the same everywhere:** he's always petrified as sandstone (`s.petrify` stone 'sand'), so the dune pours onto whatever floor it is.
- **The thunderclap ring** flattens the arena's light things:
  - grass (Backyard), the hedges and fireflies;
  - the bunting (Crate Canyon) and the Rooftops laundry;
  - the Pirate sails and the Temple vines;
  - the Atrium fig tree's leaves and the Tower Block curtains;
  - the Kitchen flour (it lifts as a cloud) and the Retro icons (they jump);
  - the Pinball inserts (they flash in a ripple);
  - The Cage crowd, a whoosh of hair and popcorn.
- **The Deep:** sound is 4x faster in water, so the delay between flash and clap shrinks to a third of a second. The film keeps the beat with a visible pressure ring that rolls across the seabed in slow motion, lifting silt in a wall. When it reaches him the sandstone man streams away grain by grain into a drifting underwater sand-cloud instead of a dune. The glass roots glint in the sand.
- **Text:** "MY FEET-" stays; THUNDER! stays; the card BLOWN AWAY. moves to the recap.
- **Gore ladder:**
  - stone climbs him, the mouth set open in sandstone:
    - H / M: unchanged (no blood);
    - L: the stone climbs only to his chest; the clap knocks him flat, the stone flakes away, and he lies KO;
    - VL: as L.
  - blown away grain by grain into a dune:
    - H / M: unchanged;
    - L: see above;
    - VL: he puffs into sand that blows away; the cap remains on the glass roots.

## thammer.galvanised · GALVANISED · MYTHIC · death realm THE THEATRE (KIT-WORLD approved the dread rework)
- **Concept:** in the anatomy theatre of the dead his corpse is worked like a specimen with lightning: it sits up wrong-jointed, jerks through a broken dance nobody applauds, and comes apart.
- **Built on** Dusty Saloon (the crossing's arcs run across the saloon). The realm itself is independent of the arena.
- **Needs:** FLOOR (works anywhere).
- **range** close-mid · **hazard** `electric` · **air** yes (the killing bolt can take him anywhere; the crossing lays him on the table) · **victims** 1.
- **Adapts:**
  - **the crossing ('g.arcs'):** the arcs crawl out of his body across the real arena's surfaces (floor, walls, the nearest LIGHT elements, which flicker as an arc passes) and the theatre opens behind every arc.
    - Under a ceiling the arcs also crawl over the ceiling.
    - Pinball: they jump bumper to bumper.
    - Retro: they crawl along the window frames.
    - Clock Tower: they run up the clock face's numerals.
  - **the return ('g.unarc'):** the arcs crawl back into his remains. The audience's eyes stay behind in the real arena's darkest area a beat, blinking out pair by pair:
    - in the Pirate hold, the Atrium stairwell shadows, the Clock Tower gear housing, the Pinball trough or the Kitchen under-shelf;
    - on bright open maps, the eyes stay in the shadow under the nearest platform or in the void beyond the edge.
    - The pieces land on the real floor.
  - **The Deep:** the arcs crawl through the water itself as glowing branches, and the theatre opens inside them, still dry. That contrast is the horror. The return: the arcs withdraw, the eyes stay in the black of the abyss and blink out, and the pieces drift down slowly onto the sand.
- **Text:** no words in the film (the dead never speak or applaud). The recap title changes from ENCORE. to **THE LECTURE.** This rewrite is kept because it's clearly better: KIT-WORLD's dread note bans ENCORE, and the old card still said it.
- **Gore ladder** (the realm's horror stays at full strength at every level):
  - sits up, the jaw hanging and clacking: same at every level (M / L: the jaw hangs open but never detaches).
  - the broken dance, knees and elbows snapping backwards:
    - H: unchanged;
    - M: the joints bend too far the right way, never backwards. The puppet-jerks stay, and the bone cracks become wet creaks of the table;
    - L / VL: as M.
  - arched until the spine snaps:
    - H: unchanged;
    - M: the arch holds at the limit with a long creak and then drops;
    - L / VL: as M.
  - the third bolt tears off the arms, a leg, then the head; the head arcs into the specimen jar, blinking:
    - H: unchanged (dark stumps, 60% blood);
    - M: nothing comes off. The third bolt holds the whole corpse arched in the air above the table, every joint locked, smoke from every seam, until the current cuts and it drops limp. The white light in its eyes arcs across the room into the empty specimen jar and floats there, two points of light, blinking. The final image keeps the jar;
    - L: as M;
    - VL: the corpse fades in a puff of smoke from the table, and the jar's two blinking points remain.

## thammer.struck-grove · THE STRUCK GROVE · MYTHIC · death realm THE STRUCK GROVE
- **Concept:** the storm plants him, and the last bolt splits him like a struck oak.
- **Built on** Spike Castle (a split stump on the stones). The realm is independent.
- **Needs:** FLOOR (works anywhere).
- **range** close-mid · **hazard** none · **air** yes · **victims** 1.
- **Adapts:**
  - **the crossing ('g.thicket'):** black lightning-shaped branches grow up out of the real floor's material:
    - stone cracks;
    - wood splits and sprouts;
    - metal bursts its rivets;
    - the Kitchen laminate splits;
    - the Retro taskbar pixels branch;
    - The Deep's sand.
    - The branches cover the frame into the thicket that splits.
  - **the return ('g.fall'):** the trees fall onto the lens. The arena is behind the last one, with the split black stump on the real floor:
    - on wood decks the stump's roots grip the planks;
    - on the Pirate deck it creaks with the roll;
    - on Retro it is a pixel stump.
  - **The Deep:** the thicket grows up through the water from the seabed, kelp-slow. The return's trees fall slowly in the water, and the stump stands on the sand with its embers hissing out as streams of bubbles.
- **Text:** "MY FEET—" and "NNNNGH" stay; the card ONE OF THEM. moves to the recap.
- **Gore ladder** (the realm stays at full strength):
  - roots out of his feet, bark over the screaming mouth, arms dragged into branches:
    - H / M: unchanged (no blood);
    - L: the bark closes to his chin, no screaming mouth inside it;
    - VL: as L.
  - split down the middle, the halves peeling apart with embers where his insides were:
    - H: unchanged (embers, no organs);
    - M: no halving. The bolt splits only the bark shell, and a glowing seam of embers opens down the tree-man, who stays standing whole as the tree;
    - L: as M;
    - VL: the tree-man fades in a puff of ash and a plain split stump of wood stands.
  - back in the arena, the split smoking man-shaped stump:
    - M / L: the stump is whole with a glowing crack down it;
    - VL: a plain stump.

## thammer.skin-classic · HEADS DOWN · COMMON (coordinator ruling: **kept**, built first)
- **Concept:** the oldest hammer there is. His head is driven down into his chest, and he's still alive in there.
- **Built on** Monsoon Rooftops.
- **Needs:** FLOOR, and ≥ 2.5 game-m of headroom over Faris for the leap.
  - Under a low ceiling (the Temple tunnel at 2.3 m, the Military tunnel at 2.8 m), Faris doesn't leap. He rises on his toes and brings it straight down from full height, which reads heavier.
- **range** pointBlank-close · **hazard** none · **air** yes (it starts with Faris airborne: the leap) · **victims** 1.
- **Adapts:**
  - the polite tap and the topple land on the real floor (a puddle splash on wet roofs, dust on stone, a boom on The Cage canvas, a clack on the Kitchen counter);
  - Pirate: he topples downhill with the roll;
  - Pinball: he topples onto a flipper, which flicks him away, a crafted extra;
  - Deep: Faris strokes up and drives down through the water, and the impact sends a ring of bubbles out of his collar. His eyes peer over his collarbones while his hair floats up. The tap: he sinks to his knees in the sand and tips forward slowly onto his face in a puff of silt.
- **Text:** KRUNCH, "mm-mmph?" and tap stay (sound words and his muffled line); the card HEADS DOWN. moves to the recap.
- **Gore ladder:**
  - the head driven down into his chest up to the eyes:
    - H: unchanged, 60% blood at the collar;
    - M: the head is driven down to the chin into his shoulders, telescoped, cartoon-flat, eyes peering over the collar, no blood;
    - L: the hammer bonks; he squashes down and springs half back up with a bump and dizzy eyes;
    - VL: as L.
  - the polite tap, knees, topple:
    - L: a KO topple;
    - VL: he puffs out at the tap, his hat left on the roof.

## thammer.skin-taped · YO-YO · RARE (the tape-bite beat removed before the pause, as the coordinator asked)
- **Concept:** a throw that goes out and comes back is a yo-yo, and the taped hammer has a string.
- **Built on** Dusty Saloon (the boards for walk the dog).
- **Needs:** a FLOOR run of ≥ 3 m between them (walk the dog rolls along it).
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - walk the dog rolls on the real floor:
    - planks: it rattles over the seams;
    - stone: it sparks;
    - metal grating: it buzzes;
    - Cage canvas: it dents;
    - sand: it digs a furrow;
    - Kitchen counter: it rolls through the spilled flour, leaving a track;
    - Pinball: it rides the playfield slope and a rail;
    - Retro: the taskbar; the roll leaves a pixel trail.
  - Pirate: walk the dog fights the roll, so Faris lets it ride the deck's slope.
  - Under a ceiling: around the world loops just under the ceiling, its tape scraping a beam.
  - Deep: the yo-yo moves through the water in slow orbits with the taped head trailing bubbles. Walk the dog rolls through the sand in a silt plume, and the sleeper grinds in a red cloud that unspools along the tape.
- **Text:** the trick names (THE YO-YO, WALK THE DOG, AROUND THE WORLD, THE SLEEPER) **stay** as built: they're concept overlays, the yo-yo routine the joke rests on. CRACK and CLACK stay. The card WALK THE DOG. moves to the recap.
- **Gore ladder:**
  - out and back into her chest: same.
  - walk the dog snaps both knees:
    - H: unchanged, no bone shown;
    - M: her knees buckle and she drops onto them, no snap;
    - L: a trip; she drops to her knees;
    - VL: as L.
  - around the world onto her crown:
    - M: a dark gash;
    - L / VL: stars.
  - the sleeper grinds her face off:
    - H: the face a dark wound, 60% blood;
    - M: the spinning head grinds sparks off her face and she falls with a dark scraped face;
    - L: it buzzes against her forehead, her hair whipping, and she falls KO;
    - VL: sparks, then she puffs out.

## thammer.skin-cartoon · CRISPY · EPIC
- **Concept:** cartoon electrocution, played straight. Hook: his own little raincloud.
- **Built on** Backyard.
- **Needs:** FLOOR (works anywhere).
- **range** close-mid · **hazard** `electric` · **air** no · **victims** 1.
- **Adapts:**
  - the little cloud follows him under any ceiling: it bumps its head on the Atrium slab and squeezes flat under the Temple tunnel, a crafted gag;
  - Kitchen: the cloud is the size of a cotton-wool ball;
  - Retro: a pixel cloud;
  - Pirate: the real storm's rain is everywhere and his cloud rains harder;
  - the ash blows away on the arena's wind, or on the cloud's last little gust indoors;
  - Deep: his cloud is a little ink cloud (an octopus squirt) that rains bubbles upward on him. It turns black and zaps him, and the ash pile is a silt pile with the two white eyes blinking in it until the current smooths it away.
- **Text:** BONK!, ZZZZZT!, "hmph.", "uh-oh" and "cough" all stay (cartoon sound words and lines); the card CRISPY. moves to the recap.
- **Gore ladder:**
  - skeleton strobing through him (x-ray):
    - H: unchanged;
    - M: a white silhouette strobe, no bones;
    - L / VL: as M.
  - charred black, coughing a smoke ring, crumbling to ash with the eyes blinking in it:
    - all levels unchanged (no blood, cartoon);
    - VL: the ash puff is the fade.

## thammer.skin-camo · DANGER CLOSE · EPIC
- **Concept:** a forward observer calls in his own air strike, and the strike is the hammer.
- **Built on** Spike Castle (Faris prone on the battlement above the yard).
- **Needs:**
  - a PLATFORM, WALL top or PILLAR top at least 2 game-m above the victim, within the throw's 6.5 game-m, with a line of sight down to him;
  - otherwise Faris goes prone at the far end of the same floor and the throw comes in flat. The binoculars and the strike stay; the crater is the floor's.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts** (the observer post is the arena's real high point):
  - castle tower top; saloon balcony or roof; a Rooftops scaffold board;
  - Backyard top plank; a Crate Canyon crate stack;
  - an Atrium upper floor; a Tower Block landing or the roof edge;
  - a Military watchtower deck or the sniper nest; a Desert Forts fort roof or the arch top;
  - a Temple ledge or the shrine roof; a Sunken Lab upper deck; a Clock Tower gallery;
  - the Pirate crow's nest or a yard; a Kitchen shelf; a Pinball rail; a Retro title bar.
- **The crater** is cosmetic on the floor material (brief §5: platforms take only cosmetic damage), and it rewinds between rounds:
  - stone: a blast crater;
  - wood: a splintered star;
  - metal: a dished dent;
  - sand: a smoking bowl;
  - Kitchen: the counter dented with flour blown out in a ring;
  - Pinball: a burnt crater in the playfield art;
  - Retro: a pixel-burn crater with error pop-ups flickering round it.
- **The Deep:** Faris lies on the wreck's yardarm or a reef table. The hammer drops through the water trailing bubbles and lands like a depth charge, a white bubble dome. Through the binoculars she breaks into dead-feed blocks that drift and blink out over a crater in the sand, and the silt rains back on Faris.
- **Text:** the binocular view and the radio subtitles **stay** as built (FIRE MISSION / ONE TARGET / DANGER CLOSE / THUNDER x3: dialogue the joke rests on); her "where are you..." stays; the range-finder ticks stay. The card TARGET DOWN. moves to the recap.
- **Gore ladder:**
  - she breaks into blocks of dead feed (glitch) over the crater:
    - all levels unchanged (no blood; a glitch);
    - L: the glitch is lighter (fewer blocks) and she drops as a KO before blinking out;
    - VL: the blocks are the puff.
  - debris rains on Faris: same.

## thammer.skin-ice · STILL LIGHTNING · LEGENDARY (KIT-BODY's frostbite swap, built before the pause)
- **Concept:** a bolt frozen the instant it lands, outside him and inside him. Hook: Faris taps it.
- **Built on** Monsoon Rooftops (the frozen crystal from the clouds).
- **Needs:** FLOOR, plus open sky or a CEILING / clock face / glass to come through.
- **range** close-mid · **hazard** none · **air** no (the frozen bolt never holds a body up in the air; trap) · **victims** 1.
- **Adapts:**
  - under a ceiling the frozen crystal runs from the hole the bolt punched in the ceiling down to his crown. The camera tilts up the crystal into the hole and the storm through it. The crack climbs the crystal into the ceiling, and ice dust falls from the hole;
  - Clock Tower: it comes through the clock face, so the crystal grows from a star crack in the glass;
  - Kitchen: from the cooker hood, as a tiny frozen bolt;
  - Pinball: from the playfield glass;
  - Retro: from the top of the screen, and the frozen bolt is a jagged pixel icicle;
  - Deep: the bolt freezes the water along its path into a jagged pillar of ice from the surface to his crown, with the sea round it turning to slush. The snapped limbs float and drift with frost-smoke, and the falling crystal sinks in chunks;
  - the rain turning to snow follows the arena's weather. Where there's no rain, the darkening breeds the snow.
- **Text:** TINK and THUNDER! stay; the card STILL LIGHTNING. moves to the recap.
- **Gore ladder:**
  - the crown snaps off where the bolt went in, then the arms and the shins, red ice in every stump:
    - H: the snaps happen; the stumps are dark ice with no red meat;
    - M: nothing snaps. The frozen statue topples whole and a hairline web cracks over it without breaking, with frost puffs;
    - L: frosted over, shivering, he topples whole;
    - VL: the frozen figure fades in a puff of snow.
  - the crystal falls in pieces round Faris: same at every level.

## thammer.skin-neon · ST. ELMO'S FIRE · LEGENDARY (rework of PLASMA BALL, built before the pause; coordinator ruling: **kept**)
- **Concept:** St. Elmo's fire, the glow that comes before the strike. He can see it coming in his own hands.
- **Built on** Monsoon Rooftops.
- **Needs:** FLOOR (works anywhere).
- **range** close-mid · **hazard** `electric` · **air** yes (the glow can start while he's in the air; he lands glowing) · **victims** 1.
- **Quality-up at P2.1 (KIT-BODY's note, so it reads unlike the electrocute default and hammer.skin-neon STROBE):**
  - `s.electrocute(V, t, {skel: 0, from: () => <the fingertip tuft>, col: 'purple', end: 'kneel', hair: true, cook: 0.6})`;
  - the current crawls slowly in from the violet tufts, with no x-ray strobe;
  - he sinks to his knees in the rain with smoke curling from the sockets, instead of falling as a plank;
  - one violet tuft keeps flickering on his fingertip.
- **Adapts:**
  - the darkness is total on every arena: every LIGHT element browns out, and he's the only light;
  - on the Pirate Ship the map's own St. Elmo's event crawls up the masts at the same moment, as if the ship and he were struck together. That's the one arena where it's literally in the sky;
  - his tufts crackle from every point he has: cat ears, gun barrel, fingertips, plus the arena's metal points near him (the Rooftops antenna, the castle's banner poles, the Atrium rail);
  - Deep: the glow crawls out of him into the water as violet threads that the bubbles carry up. When the bolt lands the water lights violet in a sphere and he kneels in the sand with violet bubbles streaming from his sockets.
- **Text:** "what is this-" stays; THUNDER! stays; the card LIT UP. moves to the recap.
- **Gore ladder:**
  - the current locks him and cooks him, the eyes burn out, smoke from the sockets:
    - H: the sockets dark;
    - M: the eyes white out, smoke from the mouth and hair;
    - L: hair up, sooty, a KO kneel;
    - VL: he puffs out, and one violet tuft flickers on the wet roof where he knelt.

## thammer.skin-gold · BLING · MYTHIC (rework of THE CORONATION, built before the pause)
- **Concept:** he wears too much gold, and the gold bolt goes through every piece of it. Hook: he shows it all off first.
- **Built on** Spike Castle.
- **Needs:** FLOOR (works anywhere).
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - the puddle cools on the real floor:
    - stone: the gold runs into the joints;
    - wood: it chars the planks round its edge;
    - metal: it skates;
    - sand: it fuses a gold-glass crust;
    - Kitchen: a gold puddle on the counter that reflects the pendant lamps;
    - Pinball: it pools against a flipper;
    - Retro: a gold pixel puddle.
  - Pirate: the puddle runs downhill on the roll into the scuppers, the chain sliding after it;
  - Deep: the molten gold hisses into clouds of steam bubbles and sets almost instantly into gold coral-like blobs. He sinks down into a gold-and-flesh lump on the sand with the chain floating up off it.
- **Text:** "YOU CAN'T AFFORD ME" and CHK stay; THUNDER! stays; the card MELTED DOWN. moves to the recap.
- **Gore ladder:**
  - the chains sink smoking into his neck, the rings weld his fists, the grill pours molten out of his mouth:
    - H: unchanged, 60%;
    - M: the gold melts off him without his flesh going: the chains, rings and grill pour off as molten gold and leave dark burn marks;
    - L: the gold melts off him into a puddle and he faints into it, gilded, KO;
    - VL: as L.
  - he runs down into a puddle of gold and flesh, the skull and a chain surfacing:
    - H: only the chain surfaces, no skull;
    - M / L: he lies whole, steaming in the cooling gold;
    - VL: he puffs out over the puddle; the chain cools in it.

---

# PLANS · THUNDER HAMMER (no code until the foundations land)
Every idea below was checked line by line against:
- the whole ledger (325 lines, 24 Oct 13:55);
- `58k_TRAPS.md`, `58k_DEATHS.md` and `58k_REALMS.md`;
- the old finisher library (`38_fin_kills2.js`).

Each hook, arc, motion + death combination and final image is new. The "checked against" notes name the nearest neighbours, so the coordinator can see why each one stands. I log each in the ledger only when it's playable.

## P1 · BALL LIGHTNING (replaces HIGH STRIKER) · EPIC · **BUILT** (`thammer.ball-lightning`, backyard, his own cast strongbox; ledgered)
The fields and gore ladder are in its section above.
- **Concept:** something comes after the strike. A ball of lightning splits off the bolt and hunts him at walking pace.
- **Hook:** he survives the bolt, gets up laughing, and sees the humming orb drift out of his own scorch mark after him.
- **Arc:**
  1. The killing throw lands with the bolt; he's knocked flat, smoking, alive.
  2. A melon-sized ball of white-violet light lifts out of the scorch and drifts after him, humming. It spits sparks at every bit of metal it passes (his belt buckle, a nail, his gun barrel).
  3. He shoots it and the rounds pass through. He backs off, then runs; it follows round every corner at the same patient pace.
  4. He dives into the nearest container and pulls the lid shut. Silence.
  5. The orb settles at the container, finds the keyhole or a knot-hole, and pours itself in like a liquid.
  6. The container glows through every crack, steam jets from the seams, and it rattles and boils.
- **Final image:** the lid lifts on a plume of steam and he pours out over the rim, boiled down into a bubbling puddle. The orb rises out of the steam, drifts back to Faris and settles into the hammer head like a bird coming home.
- **Death:** `s.liquefy(V, t, {style: 'boil'})`. LIQUEFY is PREFERRED (2 uses); 'boil' is unused.
- **Real move:** the throw that hits with its sky bolt (the orb is that bolt's afterglow), then the CATCH.
- **Checked against:**
  - ST. ELMO'S FIRE (light before the strike, on him): this one comes after and is a separate thing that hunts him.
  - pump.skin-ice SNOW GLOBE and the dropped PLASMA BALL: no glass anywhere.
  - "swell from within and burst" (fists.seven-points): he boils down and pours, he never bursts.
  - The only other liquefy kill is ice.freeze-thaw (a water bag poked once).

## P2 · MID-ROUND SMALL KILLS (6 per weapon since the user's 19:40 ratio rule, each ≤ 3 s)
**Rules (brief §2B / §4):**
- no realm, no map-changing cast, 1 victim;
- in the game they play inside the black-magic zone, only on the 12 medium / big / event arenas, never on the 6 small maps;
- the same uniqueness, concept, gore and craft bar as the big films.

**The deaths:** each small kill's death is new to this weapon and different from the other small kills. All are PREFERRED or OPEN families.

### S1 · WRONG HANDS · ~2.9 s (BUILT: `thammer.mid-wrong-hands`)
- **Concept:** the sky strikes whoever holds the hammer, and lightning magnetises iron (real: lodestones are made by lightning).
- **Hook:** he catches Faris's throw, and the game's CATCH! pops over the wrong man.
- **Arc:**
  1. He catches it two-handed and holds it up grinning like a trophy.
  2. The sky darkens over him, the game's warning.
  3. The bolt comes down the hammer into his hands, and the struck hammer is a magnet now: every loose bit of metal in reach flies at him and clamps on. Coins and casings come first, then nails, chain and plates, then his own rifle, heavier and heavier, until the weight drives him to his knees.
- **Final image:** the hammer tears free and flies home (CATCH!, the right one). Everything it held comes down on him: a man-shaped heap of scrap with one hand sticking out.
- **Death:** CRUSH under scrap (OPEN). The image is new (0 magnet / scrap kills in the ledger).
  - The earlier deaths were dropped: the stone-shell geode (petrify is once per page, and beam.geode owns the geode) and the crystal line (crystal piercing is taken three times: beam.geode, hammer.resonance, ice.glacial).
- **needs** FLOOR. The scrap is the arena's loose metal: cosmetic debris, casings and his own gear. Kitchen: cutlery and a pan. Pirate: cannonballs and chain. Military: shell casings and a helmet. Deep: anchors, coins from the chests and chain.
- **range** close-mid · **hazard** none · **air** yes · **victims** 1.
- **Gore ladder:**
  - XT: each heavy plate or pipe spurts blood as it slams on, a bone crunch under the heap, a pool seeping out;
  - VH: 80%;
  - H: 60%, dark;
  - M: thumps, no spurts, a dark seep;
  - L: the metal clanks on harmlessly, the weight bowls him over, KO stars under the heap;
  - VL: the heap drops, and the ladder's puff takes him under it.

### S2 · UPDRAFT · ~2.95 s (BUILT: `thammer.mid-updraft`; replaces PONCHO, whose poncho shrink-wrap beam.vacuum-packed owns)
- **Concept:** a thunderstorm is an engine of rising air, and the bolt's heat makes him lighter than it.
- **Hook:** the hit doesn't knock him down; it swells him, shiny and tight, and his boots leave the floor.
- **Arc:**
  1. The throw lands with its bolt.
  2. The heat swells him (veins standing out, skin stretched, trembling), and he gets lighter than the air.
  3. He kicks and claws at nothing and rises slowly, a swollen shape drifting up like a bubble through water, into the black cloud the throw made.
- **Final image:** one red flash inside the cloud. The cloud drifts on along the street and leaves a thin drizzle falling on the empty boards where he stood, and Faris holds out his palm to it.
- **Death:** INFLATE without the burst (`s.inflatePop` with `{pop: false}`), then taken by the storm. The swell-and-BURST is fists.seven-points's and is never shown.
- **needs** FLOOR + headroom. Under a ceiling the cloud gathers under it, he floats up and presses flat against the ceiling, swollen, and the cloud closes round him there.
- **range** close-mid · **hazard** none · **air** yes · **victims** 1.
- **Gore ladder:**
  - XT: veined, stretched swell; a red flash; red drizzle and a small red puddle;
  - VH: 80%;
  - H: a dark drizzle;
  - M: the swell without veins, a white flash, plain rain;
  - L: he puffs up a little, lifts a hand's breadth, sags back down with a squeak and drops, KO;
  - VL: he rises into the cloud and the ladder's puff takes him there.
- **Checked against:**
  - ar.lighter (balloons carry away his hand): here there is no balloon prop or string anywhere (coordinator note); his own swollen body rises into a storm cloud;
  - pump.clean-spot (a burst overhead rains red round Faris): here nothing bursts; a drifting cloud leaves a drizzle.

### S3 · DOWNBURST · ~2.9 s (BUILT: `thammer.mid-downburst`)
- **Concept:** the storm's weight.
- **Hook:** the hammer's darkening drops a downburst, a column of falling wind and rain, square on him.
- **Arc:**
  1. The throw; the sky darkens.
  2. A column of rain slams down on him like a piston and presses him flat into the floor in one beat.
  3. The hammer arrives and bounces off the flattened shape: CATCH!.
  4. The gust that follows peels him up off the floor by one corner like a wet newspaper.
- **Final image:** the flat man flutters away on the wind and out of frame, flapping like a loose sheet, his hat spinning after him.
- **Death:** crush flatten into PAPER: K40 squashY plus `s.paperTear` sheet physics, with no tear (CRUSH and PAPER, both OPEN).
- **needs** FLOOR + room for the gust to carry him (an open side or a drop) · **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Under a ceiling:** the downburst is a burst of storm air through the ceiling hole, and the gust carries the sheet down a corridor or the lift shaft.
- **Deep:** a downward pressure pulse flattens him onto the sand, and the current lifts the sheet. It drifts away undulating like a ray.
- **Gore ladder:**
  - H: unchanged; the flattening squeezes 60% blood from the edges;
  - M: no blood. He's pressed flat, then peeled up and blown away;
  - L: pressed down onto his face in a puddle, KO; the gust rolls him away;
  - VL: the downburst hits and he puffs out; his hat spins off on the gust.
- **Checked against:** the flattened deaths (pump.dodge, hammer.the-hold, laser.skin-cartoon pleats, knife.skin-cartoon paper cut-out). None is peeled off the floor and blown away. CRISPY's little cloud is a cartoon character; this is a weather column.

### S4 · FLASHOVER · ~2.8 s (BUILT: `thammer.mid-flashover`)
- **Concept:** the current goes round him, not through him (real flashover), and it takes every drop of water on his skin with it.
- **Hook:** he survives the hit and laughs, and then the steam lifts off him in his own shape.
- **Arc:**
  1. The SWING SMASH connects with a crackle that sheets over his skin in a white film.
  2. He's fine. He laughs.
  3. Every bead of rain and fear-sweat on him flashes to steam in one bang. The steam keeps his shape and lifts off him like a shed skin.
  4. Under it he's scalded raw, and he looks down at his hands.
- **Final image:** a man-shaped ghost of white steam rises and thins above him while the scalded body folds at the knees beneath it.
- **Death:** scald PEEL (OPEN); the steam shell is a cached silhouette.
- **needs** FLOOR · **range** pointBlank (the smash) · **hazard** none · **air** no · **victims** 1.
- **Deep:** the steam is a man-shaped cloud of bubbles that rises to the surface, which is stronger.
- **Gore ladder:**
  - H: scalded raw red without exposed tissue;
  - M: lobster red, blistered, steaming;
  - L: red-faced, steaming, KO;
  - VL: the steam ghost rises and the body beneath it puffs out with it.
- **Checked against:**
  - FORECAST (scalp + sneakers) and RIDE (peeled to the skull): neither peels the skin as steam.
  - "Layer by layer to the skeleton": one layer only.
  - The scythe's soul wisp is the game's REAPED effect; this shell is plain vapour that drifts apart.

### S5 · STRIDE · ~2.7 s (BUILT: `thammer.mid-stride`)
- **Concept:** never stand with your feet apart in a storm (step potential).
- **Hook:** the smash misses him on purpose and hits the floor between his feet.
- **Arc:**
  1. He's in a wide guard. The smash comes down between his boots and he flinches, untouched, and grins.
  2. The current comes up one leg and down the other, lighting both legs from inside as one arch.
  3. His legs kick out sideways and he drops into a full split with a crack of the pelvis, sparks spitting from both heels.
- **Final image:** frozen in the split, smoking at the crotch, eyes crossed. He tips forward slowly onto his face.
- **Death:** a pelvis split. TENDONS family (the hips), drawn as a joint split; nothing bends backwards, so it isn't the RESTING knees family.
- **needs** FLOOR · **range** pointBlank · **hazard** none (`electric` on wet floors) · **air** no · **victims** 1.
- **Deep:** the current spreads through the water. He's floating in a wide stance, so the arch lights through his legs, and the split happens in slow drift, rolling him onto his face in the sand.
- **Gore ladder:**
  - H: unchanged (no blood; a crack sound);
  - M: the split stops at a deep stretch with no crack;
  - L: he sits down hard in a splay, eyes crossed, KO;
  - VL: he puffs out of the splay.
- **Checked against:**
  - hammer.skipping (hops every quake): no hop here.
  - laser.four-corners (limbs shoved to the corners): no.
  - The knees family: no.

### S6 · SLAG · ~2.9 s (BUILT: `thammer.mid-slag`, saloon, the 6th mid)
- **Concept:** the sky had already committed. He blocks the throw with his rifle (CLANG), but the sky darkens a beat before every landing, so the bolt comes down anyway into the block, and the rifle becomes the wire.
- **Final image:** his forearms sealed in a cooling lump of slag that was his rifle, glowing cracks in it, smoke.
- **Death:** MELT (molten steel).
- **Gore ladder:**
  - XT: charred to the bone at the wrists, the drips spit blood;
  - VH: as XT, no screen splatter;
  - H: charred black forearms;
  - M: he lets go at the last instant and the gun sags into a puddle;
  - L: he flings it down, shaking his hands, and goes down KO;
  - VL: the shell's puff, and the gun drops into a glowing puddle.
- **Where:** any FLOOR. The drips sizzle on the arena's own floor (G.impact).

### The Deep films (P2.4)
Both are written for The Deep. Each film asks for the Deep's export instance itself (castle anchor: the seabed under (800, 590)) and skips on every other arena (needs UNDERWATER). Shell note: with no 'deep' home in K58.HOME58, choosing the map "castle" explicitly also shows the Deep.

## P3 · UNDERWATER (≥ 2 dedicated films for The Deep)
In The Deep the water is the conductor: the thunder hammer gains most here.

### U1 · BLOOM · LEGENDARY · **BUILT** (`thammer.bloom`, The Deep; the death changed to DIGESTED, approved 20:10: the bloom merges into one great bell that dissolves him to a glowing skull and pulses away; no stings, no corrode)
- **Concept:** the strike wakes the jellyfish.
- **Hook:** a dead-calm sea, then every bell in the swarm lights up blue at once.
- **Arc:**
  1. The bolt comes down through the water as a slow branching glow from the surface and spreads through the sea.
  2. The Deep's real jellyfish (6, CREATURE) flash charged and turn toward the struck man like moths.
  3. He swims for it, but they're faster on the current, and their charged tentacles wrap him in sparking blue loops.
- **Final image:** the venom eats round holes through him (skin, then muscle, then bone, see-through to the water behind). He comes apart at the joints into the glowing drifting swarm, each piece inside its own bell of light, red clouds unspooling between them.
- **Death:** `s.corrode(V, t, {kind: 'venom', how: 'splash'})` (CORRODE, PREFERRED, 0 uses).
- **needs** UNDERWATER + CREATURE (jellyfish) · **range** mid · **hazard** creature · electric (the jellies' real sting, MapDeepEvents.cs) · **air** n/a (underwater) · **victims** 1.
- **Gore ladder:**
  - H: holes and the separation stay, the faces dark, no bone;
  - M: no holes. The stings raise glowing welts that spread, and he goes limp inside the wrapping tentacles and is carried off by the swarm;
  - L: stung, he stiffens and sinks KO among the bells;
  - VL: the swarm closes round him and he puffs out inside the glow.
- **Checked against:** no kill has jellyfish, venom or corrode.

### U2 · CAVITATION · EPIC · **BUILT** (`thammer.cavitation`, The Deep)
- **Concept:** the bolt boils a bubble of air around him. For one breath he can breathe, and then the sea comes back.
- **Hook:** the gasp: he's suddenly dry inside a sphere of steam in the middle of the sea, gulping air and laughing.
- **Arc:**
  1. The throw. The bolt lands and the water round him flashes to steam, a shimmering sphere three bodies wide.
  2. Inside it he drops to its floor and breathes, coughing, and pats himself down, alive.
  3. The steam cools from the edge in. The sphere shrinks fast, then all at once.
- **Final image:** the sea slams shut from every side at once in a white ring. Every joint in him gives at the same instant, and he hangs boneless in the settling silt, turning slowly as he sinks, arms trailing like weed, a stream of bubbles leaving his open mouth.
- **Death:** the collapse dislocates every joint, loosening the body to a rag (`b.loosen()` ×3 plus a slow drift). It reads as broken and BONELESS, never compressed.
  - **Coordinator 15:05:** OBLITERATED and CAVITATION must read unlike each other at a glance. OBLITERATED now owns compression to a point; the earlier crushed-to-a-ball ending is gone.
- **needs** UNDERWATER · **range** close-mid · **hazard** crush · **victims** 1.
- **Gore ladder:**
  - XT: blood clouds from the ears, nose and mouth bloom in the white ring;
  - H: 60%, dark;
  - M: a thin dark thread from the nose;
  - L: the slam knocks him out and he drifts down limp, KO;
  - VL: the bubble collapses on him and he puffs out in the white ring.
- **Checked against:** SNOW GLOBE and PLASMA BALL (glass): here it's a steam bubble. Nothing else ends in a boneless drift underwater.

## P4 · OLD FINISHER REMAKES (thammer: JUDGEMENT [EXISTING] and OBLITERATED [NEW], `38_fin_kills2.js:725-772`)
### OBLITERATED → remade as a page kill · LEGENDARY bonus · **BUILT** (`thammer.obliterated`, castle, P2.5; ledgered)
- **The old film:** a leap high into the air, the hammer crackling, a strike straight down, a crater, a ring of lightning, nothing left of them but red.
- **The remake keeps:** the leap, the straight-down strike, the crater and the ring of lightning.
- **The remake adds:** at the top of Faris's jump the sky darkens and the bolt lands on the raised hammer instead of the man. Faris holds the whole bolt over his head for a beat, hanging at the top of the jump, the storm turning round the hammer head. This is the gathering storm of JUDGEMENT, the game's existing finisher, and it's all this remake keeps of it.
- **New death instead of red mist (RESTING):** the strike puts the whole bolt into one point on his chest. A white pinpoint opens and everything of him folds into it with a sucking crack (`s.implode`, PREFERRED, 0 uses). The ring of lightning blows out along the floor and the crater bowls in.
- **Final image:** an empty smoking crater with a ring of lightning crawling round its rim. Above its centre a speck of white light hangs a beat and winks out: "nothing left", made literal without gibs.
- **needs** FLOOR + headroom (under a low ceiling the jump is a short hop and the bolt comes through the ceiling hole into the raised hammer) · **range** close-mid · **air** **yes** (it starts with Faris airborne) · **victims** 1.
- **Deep:** Faris strokes up and the bolt comes down the water column into the raised hammer. The implosion pulls a cone of water and silt in after him, and the crater is a bowl in the sand.
- **Gore ladder:**
  - H / M: unchanged (an implosion, no blood);
  - L: the strike knocks him flat into the crater, KO, smoking;
  - VL: he puffs out at the strike and the speck winks out.
- **Checked against:**
  - HEADS DOWN (leap smash on the crown): there the smash is the death; here the bolt is caught at the top of the jump and the death is a singularity.
  - hammer.tectonic (the floor opens): no.
  - The implode tool has 0 uses.

### JUDGEMENT → not remade on its own
- Its raise-and-hold is hammer.the-hold's motion.
- Its death (the skeleton flashing through, a burst into smoking pieces) is X-RAY + EXPLODE, both RESTING.
- Its best beat, the storm gathering round the raised hammer, lives on in OBLITERATED's jump.

## P5 · MULTI-VICTIM (the 1-2 rule)
The page has **0** multi-victim films; nothing is trimmed. I propose **1** so real double kills with the hammer get a film (the cap is 2):

### TAG · LEGENDARY · victims 2 · **BUILT** (`thammer.tag`, saloon, P2.2; plays only on a real multi-kill; ledgered)
- **Concept:** you're it. The charge passes on with a touch.
- **Real multi-kill trigger:** the throw hits on the way out and the way back (trigger 2), or the 1.5 s chain window with his teammate close and hurt (trigger 1).
- **Arc:**
  1. The throw and the bolt hit the first man. He lives, charged and humming, his hair lifting.
  2. In a panic he grabs his teammate, who reaches back to help, and the charge jumps at the touch.
  3. Both lock in the grip, unable to let go (real muscle lock), shaking together.
  4. The discharge throws them apart in opposite directions.
- **Final image:** two smoking bodies lying far apart, each with the other's black handprint burned onto his chest.
- **Death:** `s.electrocute` on both from the touch point, with per-body handprint scorches (ELECTROCUTION, OPEN; the handprint image is new).
- **needs** FLOOR · **range** close-mid · **air** no · **victims** 2.
- **Deep:** the current lights a sphere round the pair; they're thrown apart in slow drift, each trailing smoke-bubbles.
- **Gore ladder:**
  - H: the handprints are dark burns, 60%;
  - M: the handprints are sooty marks;
  - L: both are thrown KO, hair smoking;
  - VL: both puff out at the discharge (no prints left hanging in the air: ice.skin-camo owns handprints hanging in empty air).
- **Checked against:**
  - beam.chest-bump (two men welded at the chest by one line): they're thrown apart, nothing welds, and the image is the handprints.
  - ar.human-shield: nobody shields.

## P6 · RULINGS AND SEND-BACKS (coordinator, 24 Oct)
| kill | ruling | action when the foundations land |
|---|---|---|
| FORGE | **kept** (the lightning-heat hook is the thammer's) | the conversion above only |
| HEADS DOWN (skin-classic) | **kept** (built first) | the conversion above only |
| ST. ELMO'S FIRE (skin-neon) | **kept** (electricity is the thammer's) | quality up per KIT-BODY: `s.electrocute` with `{skel: 0, from: the fingertip tuft, col: 'purple', end: 'kneel', hair: true, cook: 0.6}`, a slow violet crawl and kneel, no strobe |
| HIGH STRIKER | **rework** (the sledgehammer's strength tester) | replaced by BALL LIGHTNING (P1) |
| THE CORONATION (skin-gold) | rework (pump owns coronation) | **done before the pause:** BLING (built, ledger line replaced) |
| PLASMA BALL (skin-neon) | rework (SNOW GLOBE's image) | **done before the pause:** ST. ELMO'S FIRE (built, ledger line replaced) |
| HELD IN THE BOLT | rework (two traps) | **done before the pause:** FULGURITE (built, ledger line replaced) |
| YO-YO tape bite | drop (ar owns the teeth-tape repair) | **done before the pause:** the tape is only the yo-yo string |

**Also applied (coordinator 15:05):**
- text rulings (all originals restored except THE LECTURE.);
- `electric` approved;
- range bands fixed in FH;
- petrify once per page (WRONG HANDS is now pure crystals);
- compression (CAVITATION is now a boneless drift, OBLITERATED keeps the point);
- BALL LIGHTNING's no-container plan (his own cast strongbox, else OWED).

**APPROVED 15:05:** TAG, BLOOM, CAVITATION, the OBLITERATED remake, skipping JUDGEMENT, BALL LIGHTNING, PONCHO, DOWNBURST, FLASHOVER, STRIDE.

The ledger also carries the GALVANISED core reworded for dread ("worked like a specimen ... nobody applauds"), 24 Oct.
**Contact sheet:** `/Volumes/Workspace/Scratch/G/out/sheet_thammer.jpg`: 22 / 22 ready, 0 errors, rarity spread 3·5·6·5·3 including skins (2·4·4·3·2 new + the 7 skins).

## P2.1a · DONE 24 Oct (the non-map items; no map data needed)
- **ST. ELMO'S FIRE quality-up:** `s.electrocute` from the fingertip tuft: `skel: 0`, purple, `end: 'kneel'`, `hair`, `cook: 0.6`, `hz: 7`. A slow violet crawl and a kneel; no strobe, no plank. Ledger DEATH line updated.
- **GALVANISED:** the recap title is THE LECTURE. (was ENCORE.). The unused RISE / DANCE / ENCORE strings and the stale "applaud" / "bow" comments are gone.
- **Def fields** on all 22 films: `range` / `hazard` (the fixed set) / `air` / `victims`, as in the summary table.
- **Gore ladders, page side** (KIT-BODY confirmed the bodyx / matter / anatomy deaths gate themselves and are called unchanged). Crafted here:
  - the lane kit's `G.zap` keeps its x-ray strobe to HIGH and up (MEDIUM and down strobe the silhouette); this covers CRISPY and every zap in the lane;
  - NEVER TWICE: `s.vaporize` isn't gated, so: XT / VH as built; H an x-ray strobe in the flash, then he goes over charred and whole; M a charred, smoking body goes over whole; L a soot-black cartoon, eyes blinking; VL sparks and the puff;
  - BLACKOUT: `Body.sever` isn't gated, so: H and up the arms give; M she hangs on by her welded hands; L she drops; VL her sneakers stay hanging on the wire;
  - STORM CHASER: `F.cutLive` only at H and up; below that the camera alone flies;
  - LICHTENBERG: H and up the x-ray heart and the split; M and down a live chest close-up with a racing light-pulse, and he drops whole, the fern cooling to scars (L: a pale-blue light pattern);
  - GALVANISED: H and up the snaps and the cuts; M and down the joints bend too far but never backwards, creaks instead of cracks, the corpse held arched in the air then dropped limp, and its eye-light arcs into the jar;
  - THE STRUCK GROVE: H and up the vertical split; M and down a glowing seam in the bark, and he stands whole;
  - HEADS DOWN: H and up into the chest; M to the chin; L / VL a bonk that springs half back;
  - YO-YO: H and up the knee snaps; M and down they buckle (THUD); the head dent only at M and up;
  - CLANG: M and down the kit's yank keeps the leg, so the boot is torn off instead and twitches at Faris's feet;
  - FORGE: L folded over the anvil like a towel and hung on the nail by his belt; VL a real iron horseshoe on the nail;
  - DRAINED: L / VL drained grey and limp, no husk, no crumble.
- **Verified:** every patched film was rendered at H / M / L / VL (montages `/Volumes/Workspace/Scratch/G/out/L_*.jpg`). Probe: 24 / 24 + 5 mids, 0 errors.

## P2.1 · DONE 24 Oct (the 18 arenas; KILLPAGES-G)
Every film now plays on every arena it doesn't genuinely skip. All of them skip The Deep (DRY GROUND); their underwater versions are BLOOM and CAVITATION.
- **The sky on every arena (58k_g_kit.js, `G.skyKind`):** G.bolt, G.darken and G.clouds pick their look from the arena:
  - open sky: as built;
  - under a ceiling: a brown-out, a hole punched through the ceiling, debris of its material, a shaft of storm light; on Sunken Lab the sea jets in through the hole;
  - The Cage: from the lighting truss, and a spotlight can bursts;
  - Clock Tower: in through the great dial, with a star crack;
  - Kitchen: a toy storm cloud under the giant lamps;
  - Pinball: forks across the glass, bumpers flash, the backbox score rolls;
  - Retro: a dying monitor, a stepped pixel bolt, a CRT flash and a roll;
  - The Deep: the water darkens from the surface down, and the bolt grows down the water column.
- **Floors (`G.floorOf` / `G.impact` / `G.crater`):** the material under any point, including The Cage canvas, the kitchen laminate, the Retro taskbar, the pinball playfield and the seabed.
- **Ported with real elements (s.el), one crafted beat per case:**
  - FORECAST escapes, in order: a real gap jump, a platform hop, a dash behind a pillar or opening, or a duck-and-cover on a bare floor. The TV ticker names the arena.
  - BLACKOUT spans: a real drop with ground beyond, a platform down to the floor, or her two cast poles on a flat floor. The blackout runs through the arena's own LIGHT elements, or through her poles' lamps when there are none.
  - DANGER CLOSE: the observation post is the arena's real high point, or the far end of her floor. The crater is the floor's own.
  - BALL LIGHTNING: the nearest real CONTAINER (a crate, an oil barrel, a Sunken Lab specimen tube where he boils in plain sight, a fridge or wardrobe), repainted so it can glow, rattle and lose its lid. With none near, his own cast strongbox.
  - FORGE: the nail goes into a real wall, pillar or beam, or the room's back wall. In the open, Faris drives an iron hitching post into the ground.
  - STILL LIGHTNING: the frozen crystal starts where the bolt came in (the clouds, the ceiling hole with ice dust falling, the dial, the toy cloud, a pixel icicle), and the camera tilts up to it.
  - RIDE THE LIGHTNING: Clock Tower, Kitchen and Retro use their own clock (the great dial with the bell, the wall clock, the taskbar clock rolling to 12:00), shown in a MIDNIGHT insert.
- **Crafted per floor material:**
  - NEVER TWICE rings (glass on sand, soot and cracks on stone, charred planks, a blued temper on metal, steam on water, dead pixels, burnt art);
  - CLANG's drop (plank clang, stone sparks, metal ring, a laminate clack, a pixel spray, a dent in the canvas);
  - WORLD RECORD's chalk (a scratch on metal, a finger through flour, a pixel line, a scuff);
  - FULGURITE (roots of glass down through soil; on hard floors the strike spreads across the surface);
  - LICHTENBERG's floor fern;
  - DRAINED's last tap;
  - HEADS DOWN's landings;
  - YO-YO's walk the dog (sparks, furrow, flour track, pixel trail, canvas dent);
  - BLING's gold puddle;
  - CRISPY's cloud (it bonks on a low ceiling; a cotton-wool ball in the Kitchen; pixels on Retro);
  - STORM CHASER's lens weather (raindrops, desert dust, hob steam, a media-player frame on Retro);
  - CURVEBALL's throw skims flat under a ceiling.
- **Coordinates:** castle and saloon films (and WRONG HANDS / UPDRAFT) are `coords: 'export'`. Backyard and rooftops films keep their authored frame (the shell's off58 places them), with every floor read from `s.arena.floor`.
- **Open-sky needs kept only where the concept is the sky:** OBLITERATED (the jump into the storm's eye), UPDRAFT (rising into the clouds), DOWNBURST (a column falling out of the sky).
