# TELEPORT DAGGER · 7 REPLACE beat summaries (X4, 28 Oct, STYLE 3 bar: _tools/coord/STYLE3_REALISM.md)

Not to be built until the user approves the STYLE 3 sample (handcannon SHOULDER THROW).

Checked against _tools/58k_LEDGER.md, _tools/coord/APPROVED_IDEAS.md and the names in live 58k_w_*.js.
- No key move is reused. In particular:
  - nothing blinks out of a hold or out from under a muzzle (knife's BREAKOUT, UNDER THE GUN);
  - no lead-the-landing (handcannon LANDING ZONE);
  - no up-and-over at gunpoint (HANDS UP);
  - no apex re-press drop (NO HANG).

Every kill:
- map-independent: FLOOR + about 300 u of space, 17 maps;
- trigger → final ≤ 15 s;
- contrasting victims (Fida, Hiba, Nitha, Mikku; never cyan Amjad, white Chotu or purple Fayiz);
- no faces, bones, organs or rings (the kit flashes are ringless blooms now);
- §9 on every level: XT the full explosion or head pop, VH/H the head pop, MEDIUM one limb, LOW out cold, VL a cartoon stand-in;
- its own snd58 table with the slow-mo treatment;
- a wide final at roll 0 with both in frame.

**How the teleport is made REAL.** Only the game's moves:
- THE THROW: straight, 15 m/s, no drop, ≤ 1 s, the hand empty while it flies, one dagger.
- THE BITE: Faris AUTO-BLINKS 0.07 s later. A floor stands him there; a ceiling drops him; a wall drops him beside it; no hang.
- THE IN-FLIGHT RE-PRESS: he blinks to the dagger keeping 30% of its speed.
- A HIT: he arrives 0.55 m BEHIND for the unblockable BACKSTAB (else the other side, else above).
- A BLOCK fizzles the dagger home.

The body work is real:
- Every throw is a real no-spin throw: a plant step, hip turn, the arm extending, follow-through.
- Every arrival carries what the game gives it. A re-press arrival lands with 30% momentum and must be absorbed: steps, a slide, a shoulder roll. A backstab arrival is set and balanced.
- The stab drives from the legs, with a grip on the shoulder and the hip behind the blade.

Layered MULTICAM is used in 3 of the 7 kills (RELAY, CLOSE QUARTERS, GROUND GAME).

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## 1 · tpdagger.back-of-beyond → "RELAY" (MYTHIC)
- Style: LONG TAKE, 3 victims spread across the map.
- Victims: Mikku (yellow) with an SMG, Fida (orange) with a shotgun, Hiba (pink) with a rifle on the far side.
- Length: about 13 s.

Beats:
- 0-1.5, real time, handheld master: all three open up. Faris sprints across the line of fire (real acceleration, short first steps).
- 1.5: the throw into the floor beyond Mikku. The bite blinks him there.
  - In the 0.07 s before the blink he is already turning, so he arrives facing Mikku's back, and the backstab with the hip.
- 2.4-3.4, FAST 1.6x: Fida's shotgun swings round. Faris throws long and high toward Hiba and re-presses in flight.
  - He arrives moving at 30% of the dagger's speed and lands in a real slide on his hip; the buckshot passes over him.
- 3.4, eased RAMP to 0.08x: from the slide, the throw at Fida as she pumps.
  - MULTICAM, about 1.1 s: the master; an insert of the pump action; an insert of the dagger leaving his fingers.
  - Slow-mo sound in.
- 3.8: SNAP. The hit and the backstab arrival behind Fida, set and balanced: the stab.
- 4.5-7: Hiba has the length of the map. She fires and works the bolt; Faris uses the dead Fida's body line as cover, walks, then sprints.
- 7.2: the last throw from a full sprint (the plant, the hips). SUPER SLOW 0.06x on the dagger crossing the map, then the snap: the backstab.
- Ladder:
  - XT: three bursts (Mikku's head pop, Fida's limbs, Hiba the full explosion last).
  - VH/H: three head pops.
  - MEDIUM: one limb each.
  - LOW: three knocked out.
  - VL: three dazed with stars.
- Final: wide, roll 0, Faris among the three.

Unique: the dagger's own momentum rule (the 30% re-press) carried through a three-target long take with real landings.

## 2 · tpdagger.inside-the-house → "OPEN GROUND" (MYTHIC)
- Victim: Mikku (yellow) with a minigun.
- Length: about 12 s.

Beats:
- 0-2: the minigun spins up and sweeps. Faris dives behind nothing; there is no cover. The stream walks toward him and the floor sparks.
- 2-6, FAST 1.5x between, real time on each landing: he crosses the open floor in bites. Each throw goes into the floor ahead, at an angle off the gunner's sweep, and each bite blinks him 4-6 m.
  - Every arrival is a real crouch with the hand down to the floor, the weight already moving to the next throw.
  - The sweep keeps trying to catch up: the minigun's real weight makes the gunner lag (he has to turn his whole body).
- 6.0: the fourth stone. Mikku anticipates, sweeps ahead, and the stream reaches Faris's arrival point.
  - Eased RAMP to 0.07x: rounds stitch the floor toward him as he lands.
  - Slow-mo sound and a heartbeat.
- 6.4: SNAP. He throws at once from the crouch, straight into Mikku's chest: the hit. The backstab arrival is behind the spinning barrels.
- 6.5: the stab under the shoulder blade. The minigun keeps spinning down, firing into the floor, and stops.
- Ladder:
  - XT: the full explosion.
  - VH/H: the head pop.
  - MEDIUM: the arm on the trigger.
  - LOW: out cold over the hot barrels.
  - VL: the barrels spin down; he sits, dizzy.
- Final: wide, roll 0, the trail of bites across the floor between them.

Unique: crossing open ground under a sweeping stream by floor bites alone.

## 3 · tpdagger.guess-who → "CLOSE QUARTERS" (EPIC)
- Victim: Nitha (green) with a karambit.
- Length: about 10 s.

Beats:
- 0-2.5: a real knife duel at 1 m. Her karambit hooks and slashes; Faris checks and parries with the dagger.
  - Footwork in tight steps, no big swings.
  - A cut across his forearm (a tear and a blood run).
- 2.5-4, FAST 1.6x: she traps his knife hand. He flicks the dagger out of his own trapped grip, straight down past her hip into the floor 0.4 m behind her.
  - The bite blinks him behind her.
  - She turns on the spot (real pivot) and they are face to face again; the dagger is still in the floor, so she now has him empty-handed.
- 4-6: empty-handed, Faris slips two hooks, catches her wrist, and pulls the dagger out of the floor with his free hand.
- 6.0, eased RAMP to 0.08x: point-blank, he throws into her stomach from 0.5 m.
  - MULTICAM, about 1 s: the master; an insert of the release from his hip; a low angle on his rear foot already turning.
  - Slow-mo sound.
- 6.3: SNAP. The hit and the backstab arrival behind her; the stab.
- Ladder:
  - XT: the full explosion.
  - VH/H: the head pop.
  - MEDIUM: the knife arm.
  - LOW: out cold.
  - VL: her karambit spins away; she sits.
- Final: wide, roll 0.

Unique: micro-blinks of under a metre as footwork inside a knife fight.

## 4 · tpdagger.wait-him-out → "SHIELD SIDE" (EPIC)
- Victim: Mikku (yellow) with a riot shield and a baton.
- Length: about 10 s.

Beats:
- 0-2: he advances behind the shield (real riot stance, shoulder in, short steps). Faris's first throw hits the shield; it is blocked and fizzles home.
- 2-3.5: a shield bash knocks Faris back two steps (real impact, weight thrown back). Baton strikes come over the shield's top; Faris slips them.
- 3.5-5, FAST 1.5x: Faris circles. The shield follows him: Mikku is real and quick and keeps it between them.
  - The second throw goes past the shield's edge into the floor behind him; the bite blinks Faris there.
  - Mikku spins with the shield and catches Faris with its edge (a hard hit, Faris staggers).
- 5.4, eased RAMP to 0.08x: Mikku raises the baton overhead, and his body opens for one beat. Slow-mo sound.
- 5.8: SNAP. The throw under the raised arm into his ribs. The hit puts Faris behind the shield arm; the stab.
- Ladder:
  - XT: the full explosion.
  - VH/H: the head pop.
  - MEDIUM: the shield arm.
  - LOW: out cold behind his shield.
  - VL: the shield rings and he wobbles down.
- Final: wide, roll 0, the dented shield on the floor.

Unique: the game's block rule (a block fizzles home) as the fight's problem, solved with an opening, not a trick.

## 5 · tpdagger.look-out → "FULL TILT" (RARE)
- Victim: Nitha (green), sprinting in with a spear levelled.
- Length: about 8 s.

Beats:
- 0-1.5: she charges from across the map (a real sprint, the spear tip steady). Faris jogs, then sprints at her: a joust.
- 1.5-2.4, FAST 1.4x: closing at 10 m, 8 m.
- 2.4, eased RAMP to 0.07x at 6 m: he throws on the stride (the plant foot, the hips through). Her spear is already thrusting. Slow-mo sound.
- 2.7: SNAP. The hit. 0.07 s later Faris is behind her, and her spear thrust stabs the air where his chest was.
  - Her momentum carries her on, but the backstab is already in at full extension, his arm and her stride moving together.
- 3.0-4: she runs on three strides, dead on her feet, and goes down.
- Ladder:
  - XT: the full explosion as she falls.
  - VH/H: the head pop.
  - MEDIUM: the spear arm.
  - LOW: she trips over her own spear, out cold.
  - VL: the spear sticks in the floor and she hangs off it, dazed.
- Final: wide, roll 0.

Unique: a joust where the arrival swaps places at the moment of contact.

## 6 · tpdagger.the-cord → "GROUND GAME" (COMMON)
- Victim: Mikku (yellow), a grappler, no weapon.
- Length: about 9 s.

Beats:
- 0-2: he shoots a double-leg takedown (real level change, the head on the hip, the drive). Faris sprawls, too late: they go down, a real tackle and a roll.
- 2-3.5: Mikku takes the mount and throws ground-and-pound punches. Faris covers (real guard, the forearms) and bucks once.
- 3.5, eased RAMP to 0.08x: Mikku posts up for a big right hand. Faris's dagger hand is free at his hip.
  - MULTICAM, about 1 s: the master; an insert of the dagger hand turning up; an insert of the cocked fist.
  - Slow-mo sound.
- 3.9: SNAP. The point-blank throw straight up into Mikku's chest from underneath. The hit puts Faris BEHIND him, on his knees at his back.
  - The punch lands on the empty floor (a crack, dust).
- 4.0: the stab between the shoulder blades, Faris's free hand on his collar.
- Ladder:
  - XT: the full explosion.
  - VH/H: the head pop.
  - MEDIUM: the punching arm.
  - LOW: out cold, face down where Faris was.
  - VL: he punches the floor, shakes his hand, and sits.
- Final: wide, roll 0.

Unique: the backstab rule used from underneath a mount.

## 7 · tpdagger.skin-cartoon → "UNDERCUT" (cartoon skin)
- Victim: Fida (orange) with a katana.
- Length: about 9 s.
- Cartoon skin: thick ink, a BAMF word on each arrival, kept as quick flavour, never a gag beat. The motion stays real.

Beats:
- 0-2.5: real swordplay. Her cuts are timed and balanced (the hips, the draw); Faris deflects twice with the dagger, and the third cut nicks his shoulder.
- 2.5: a horizontal cut at neck height. Faris drops into a deep duck under it (the knees, the back flat).
- 2.6, eased RAMP to 0.08x: from the duck, he throws upward past her shoulder. Slow-mo sound.
- 2.9: SNAP. The in-flight re-press. He arrives in the air above and behind her with 30% upward momentum, rises a beat, then comes down: the stab from above, his weight in it (BAMF).
- Ladder:
  - XT: the full explosion.
  - VH/H: the head pop.
  - MEDIUM: the sword arm.
  - LOW: the pommel bonks her out (a cartoon BONK).
  - VL: her katana is cut short; she stares at it and sits.
- Final: wide, roll 0.

Unique: a duck-under throw re-pressed in flight into a falling stab (different from NO HANG's straight-up apex drop).

**APPROVED as plan (coordinator 28 Oct), with two renames: STEPPING STONES → OPEN GROUND (X3's cluster plan has STEPPING STONES, and flamer STEPPING STONE is live); JOUST → FULL TILT (I's rpg plan has JOUST). Both new names checked clear of the ledger, APPROVED_IDEAS, the conv plans and the live names.**
