# PORT BATCHES: tracked checklist (generated by _tools/port_batches_gen.py; do not hand-edit, use --tick)

User 28 Oct ~23:40: "port kills in batches, u split things to bateches like by ration, fair for everyweapon too, excluded thing not build yet. rework will now done directly when porting". Decisions: 10 batches, ready first, rework last, open page items finish inside their batch.

Updated 29 Oct 14:12. Pool: **808 kills** (READY 596, FIXABLE 157, REWORK 52, NEW-FLAGGED 3); not built yet, excluded: 265. Done: 0/808.

Rule: 10 batches; each takes ~1/10 of every weapon pool (by ratio, fair per weapon); inside a weapon: STYLE 3 live first, then VERIFIED READY, then other READY by page-62 score, then FIXABLE, then the built STYLE 3 kills behind a flag, then REWORK (fixed during its port). Not built yet (REPLACE-flagged slots) excluded.

## Per-kill steps (all must be ticked; FIX only for FIXABLE / REWORK / NEW-FLAGGED)
- **FIX**: Page fixes done first: the verify fix note applied, motionQA 0 FAIL at g5 + g0 with the strict faceless check
- **PORT**: Ported to Unity on the batch branch; compiles (csc_check), no warnings
- **PARITY**: Matches the page frame for frame at all 6 gore levels (XT strongest, L/VL alive by design)
- **PERF**: LOW / MED / HIGH (+ perfslow) inside budget: p95 <= 16.7 ms, no GC spikes, film start < 20 ms
- **ARENAS**: All 18 arenas + the zone version, a strip per arena; the fallback works where staging does not fit
- **LOOK**: Frame-by-frame bug look on every arena: nothing over a head, no slide/pop/float/sink, real grip, wide roll-0 final, no on-screen words
- **EDGE**: Edge cases: killer left/right (mirror), mid range, airborne, 2v2, SKIP, double K.O., hazard death, films off
- **REVIEW**: Coordinator review of the game capture side by side with the page

## Per-batch gate
- **ALL KILLS PASS**: Every kill in the batch has every step ticked (or is moved to a later batch with a reason)
- **MERGED**: Batch branch merged into v4 by exact hash, after csc_check + build_test (never while build_test runs)
- **REGRESSION**: Earlier batches still pass: playall + a sampled perf/arena run on the merged build
- **TEST BUILD**: A Mac test build for the user (no store build; next store build >= 7)
- **USER OK**: The user played the batch and said OK

## BATCH 1: 78 kills, 0 done (READY 78, FIXABLE 0, REWORK 0, NEW-FLAGGED 0; 31 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.searchlight` SKIP FIRE (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/43 g0 0/50 F/W; face: a solid shape over the chin / lower face (g5 victim 8.40-11.18); other: -
- `ar.rewind` DRY FIRE (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.skin-cartoon` SMEAR FRAME (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/38 g0 2/44 F/W; face: its own front arm across its head for # frames (g5 victim 6.03-6.17, g0 victim 6.03-6.17); a limb-wide band right across the head (g0 victim 9.62-9.70); other: -
- `ar.last-stand` LAST STAND: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 12/89 g0 12/88 F/W; face: its own front arm across its head for # frames (g5 body 3 3.57-4.08, g5 victim 4.93-5.10, g5 killer 5.02-5.73, g5 killer 5.92-7.23 +4); other: pop (g5 killer 3.63, g5 killer 3.68, g5 killer 4.18, g5 victim 4.92 +6); floor (g5 body 3 3.85-4.08, g5 body 3 3.87-4.08, g0 body 3 3.85-4.08, g0 body 3 3.87-4.08); clip (g5 victim 5.48-5.73, g0 victim 5.48-5.73)

**beam**
- `beam.portal` HOT SWAP (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 20/85 g0 20/84 F/W; face: a solid shape over the chin / lower face (g5 victim 4.20-4.42, g5 victim 5.23-5.68, g5 victim 8.57-8.95, g5 victim 9.52-9.90 +3); other: pop (g5 body 2 3.62, g5 body 3 4.52, g5 body 3 4.72, g5 killer 4.77 +29)
- `beam.mid-afterimage` FIRST BLOOD (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.mid-tan-lines` SAME LINE (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**bouncer**
- `bouncer.mid-under-the-hat` UNDER THE HAT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `bouncer.four-passes` FOUR PASSES: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/9 g0 2/9 F/W; face: its own front arm across its head for # frames (g5 victim 3.68-4.67, g0 victim 3.68-4.67); other: pop (g5 victim 4.67, g0 victim 4.67)

**burst**
- `burst.fortune` FORTUNE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.lap-of-honour` LAP OF HONOUR: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 9/23 g0 11/19 F/W; face: a solid shape over the chin / lower face (g5 victim 4.62-4.77, g0 victim 4.62-4.77, g0 victim 5.90-8.33); its own front arm across its head for # frames (g5 victim 4.88-4.93, g5 victim 5.77-5.92, g5 victim 6.57-6.83, g5 victim 7.50-7.65 +1); a solid shape over the head (g0 killer 7.65-11.15); other: floor (g5 victim 3.90-4.87, g5 victim 4.60-4.87, g5 victim 4.82-4.88, g0 victim 3.90-4.83 +5); pop (g5 victim 4.88, g0 victim 4.83)
- `cluster.skin-neon` FIREWORKS: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/10 g0 2/10 F/W; face: its own front arm across its head for # frames (g5 killer 3.90-12.92, g0 killer 3.90-12.92); a limb-wide band right across the head (g5 victim 7.18-11.67); other: pop (g5 victim 5.47, g0 victim 5.47)

**fists**
- `fists.re-entry` AIR JUGGLE (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 26/88 g0 23/89 F/W; face: its own front arm across its head for # frames (g5 killer 10.57-10.92, g0 killer 10.57-10.92); other: pop (g5 killer 4.27, g5 victim 4.35, g5 victim 4.37, g5 killer 5.25 +24); floor (g5 victim 8.40-8.53, g5 victim 8.40-8.80, g5 victim 8.42-8.55, g5 victim 8.42-8.58 +13); slide (g0 victim 9.67-9.75, g0 victim 9.67-9.75)
- `fists.slam-dunk` POWERBOMB (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 8/30 g0 10/28 F/W; face: its own front arm across its head for # frames (g5 killer 5.57-5.62, g0 killer 5.57-5.62); other: clip (g5 victim 3.73-4.38, g5 victim 4.53-5.02, g0 victim 3.73-4.38, g0 victim 4.53-5.02); pop (g5 victim 4.50, g5 victim 4.55, g5 victim 4.97, g5 victim 5.05-5.17 +6); floor (g0 victim 7.42-7.50, g0 victim 7.42-10.37)
- `fists.seven-points` BELL TO BELL (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 7/51 g0 10/36 F/W; face: its own front arm across its head for # frames (g0 victim 9.43-9.55, g0 victim 9.75-9.97, g0 victim 10.20-10.33); other: pop (g5 victim 4.25, g5 victim 4.62, g5 killer 4.87, g5 victim 6.45 +9); floor (g0 victim 12.33-15.57)

**flamer**
- `flamer.brazen-bull` PULLED (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/31 g0 1/27 F/W; face: -; other: pop (g5 victim 3.38, g0 victim 3.38)
- `flamer.flash-in-the-pan` PILOT LIGHT (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.backspin` BACKSPIN: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/10 g0 5/10 F/W; face: a solid shape over the chin / lower face (g5 killer 6.37-6.87, g5 killer 7.62-7.75, g0 killer 6.37-6.87, g0 killer 7.62-7.75); other: pop (g5 victim 3.30, g5 victim 3.55, g0 victim 3.30, g0 victim 3.55 +1)

**glue**
- `glue.hang-time` STOP MOTION (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 25/110 g0 25/109 F/W; face: -; other: pop (g5 victim 2.93, g5 killer 4.65, g5 killer 4.68, g5 victim 5.03 +46)

**golden**
- `golden.eureka` GOLD THREAD (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 10/42 g0 10/43 F/W; face: its own front arm across its head for # frames (g5 victim 3.33, g5 victim 3.63-4.10, g5 victim 4.38-4.57, g5 victim 5.20 +10); other: pop (g5 victim 4.05, g5 victim 6.80, g5 killer 10.83, g0 victim 4.05 +2)
- `golden.mid-the-bite-test` HAYMAKER (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/8 g0 1/8 F/W; face: a limb-wide band right across the head (g5 victim 3.73-3.88); its own front arm across its head for # frames (g5 killer 3.95-4.78, g0 killer 3.97-4.78); other: -
- `golden.mid-the-looter` ALONG THE ARM (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/8 g0 0/3 F/W; face: -; other: pop (g5 victim 2.98, g5 killer 3.38)
- `golden.mid-the-tray` THE STOOP (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/16 g0 3/17 F/W; face: a limb-wide band right across the head (g5 victim 4.03); other: pop (g5 killer 2.93, g0 killer 2.93); floor (g5 killer 3.28-3.73, g5 killer 3.28-3.40, g0 killer 3.28-3.73, g0 killer 3.28-3.40)

**gravflip**
- `gravflip.capsize` CAPSIZE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/4 g0 5/10 F/W; face: its own front arm across its head for # frames (g5 victim 3.40-6.63, g0 victim 3.40-4.43); other: pop (g5 killer 3.55, g0 killer 3.55, g0 victim 4.45, g0 victim 5.35 +1)

**hammer**
- `hammer.cpr` TOO HEAVY (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 0/8 g0 1/17 F/W; face: -; other: pop (g0 victim 8.68)
- `hammer.high-striker` SCRAP (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/74 g0 7/81 F/W; face: a solid shape over the chin / lower face (g5 killer 7.70-8.05, g5 victim 8.33, g0 killer 7.70-8.05, g0 victim 8.33); its own front arm across its head for # frames (g5 victim 9.07, g5 killer 10.82-10.92, g0 victim 9.07, g0 killer 10.82-10.92); other: pop (g5 victim 5.98, g5 victim 8.40, g0 victim 5.98, g0 victim 8.40 +1)

**handcannon**
- `handcannon.burial-at-sea` AIR MAIL (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/24 g0 3/25 F/W; face: -; other: pop (g5 victim 4.15, g5 victim 4.18, g5 victim 4.53, g0 victim 4.15 +2)
- `handcannon.left-behind` TOP BREAK (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 10/57 g0 9/59 F/W; face: a solid shape over the chin / lower face (g5 victim 4.13, g0 victim 4.13); other: pop (g5 victim 4.15, g5 victim 4.18, g5 victim 4.47, g5 killer 4.58 +13)
- `handcannon.made-to-measure` RECOIL SPIN (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/13 g0 5/12 F/W; face: its own front arm across its head for # frames (g5 killer 4.35-4.58, g0 killer 4.35-4.58); other: pop (g5 victim 3.77, g5 killer 4.32, g5 killer 4.45, g5 killer 4.67 +5)

**ice**
- `ice.wipe` BACK TURNED (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.mid-absolute-zero` ABSOLUTE ZERO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.bear-hug` SPLIT SECOND (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/16 g0 6/19 F/W; face: -; other: pop (g5 victim 4.62, g5 victim 5.00, g5 victim 5.22, g5 killer 6.07 +8)
- `knife.crossed-out` UNDER THE GUN (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 10/22 g0 5/31 F/W; face: -; other: pop (g5 killer 3.68, g5 victim 3.68-3.80, g5 killer 3.72, g5 killer 3.75 +11)
- `knife.flayed` BREAKOUT (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 11/28 g0 11/36 F/W; face: -; other: pop (g5 killer 3.82, g5 killer 3.85, g5 killer 3.92, g5 victim 3.92 +18)

**laser**
- `laser.mid-the-glint` DEAD STOP (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.metronome` SEVEN A SECOND (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 11/34 g0 11/40 F/W; face: its own front arm across its head for # frames (g5 victim 6.22-7.10, g5 victim 8.65-8.72, g5 victim 9.15-9.42, g0 victim 6.22-7.10 +2); other: pop (g5 victim 6.22, g5 victim 7.07, g5 victim 7.70, g5 victim 7.77 +12)

**minigun**
- `minigun.brrrt` HOMECOMING (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/34 g0 1/36 F/W; face: -; other: pop (g5 victim 12.87, g0 victim 12.87)
- `minigun.hold-still` OUT OF TRUE (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - note: OUT OF TRUE (STYLE 3) is behind ?review58: coord review of outoftrue_v1.mp4 first, then port it (old HOLD STILL is the fallback)
- `minigun.the-gap` NOT DOWN YET (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.locked` CARAPACE (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pan**
- `pan.backhand` BACKHAND: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/13 g0 3/15 F/W; face: its own front arm across its head for # frames (g5 killer 3.47, g0 killer 3.47); other: pop (g5 victim 6.03, g5 victim 6.42, g5 killer 6.93, g5 killer 7.83 +2)

**pistol**
- `pistol.overflow` DEAD RUN (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 8/53 g0 8/53 F/W; face: -; other: pop (g5 victim 4.07, g5 victim 4.57, g5 victim 5.03, g5 victim 5.20 +12)
- `pistol.skin-ice` THAW (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/50 g0 6/50 F/W; face: a solid shape over the chin / lower face (g5 victim 8.92-9.13, g0 victim 8.92-9.13); a solid shape over the head (g5 victim 16.90-17.57, g0 victim 16.90-17.57); other: pop (g5 killer 4.85, g5 victim 8.52, g5 killer 9.45, g0 killer 4.85 +2); floor (g5 victim 17.57-20.87, g0 victim 17.57-20.87)
- `pistol.the-pendulum` NO MORE TRICKS (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 19/70 g0 18/73 F/W; face: a solid shape over the chin / lower face (g5 victim 4.22-4.35, g0 victim 4.22-4.35); its own front arm across its head for # frames (g5 victim 4.58-4.83, g5 victim 6.82-8.05, g5 victim 8.23-8.47, g5 victim 8.63-8.87 +4); a solid line over the head (g5 victim 9.78-10.17); other: pop (g5 victim 3.43, g5 victim 5.25, g5 victim 6.48, g5 victim 6.82 +22)
- `pistol.down-the-barrel` STILL COMING (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/33 g0 6/33 F/W; face: -; other: pop (g5 victim 4.17, g5 victim 4.53, g5 victim 5.33, g5 victim 7.47 +8)

**pump**
- `pump.glass-jaw` CLEAR THE AIR (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pump.his-heart` FLOOR LEVEL (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pump.pull` OFF THE LINE (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pump.mid-out-of-his-boots` OUT OF HIS BOOTS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**revolver**
- `revolver.bandana` TAILED (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 22/93 g0 22/94 F/W; face: its own front arm across its head for # frames (g5 victim 5.35-5.63, g5 victim 7.52-7.58, g5 victim 9.08-9.13, g5 victim 9.42-9.57 +6); a solid image right across the head (g5 victim 8.43-8.82, g0 victim 8.43-8.82); other: pop (g5 victim 3.57, g5 victim 4.80, g5 victim 5.35, g5 victim 5.60 +28)
- `revolver.drip` DRIP (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 13/63 g0 13/61 F/W; face: a solid shape right across the head (g5 victim 7.42-7.73, g5 victim 8.68-9.58, g5 victim 10.05-10.58, g0 victim 7.42-7.73 +2); other: pop (g5 victim 3.80, g5 killer 4.05, g5 victim 4.77, g5 victim 5.25-5.48 +16)
- `revolver.mid-film-burn` SLIP (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/18 g0 2/15 F/W; face: its own front arm across its head for # frames (g5 killer 3.30-3.35, g0 killer 3.30); a solid line right across the head (g5 victim 3.48-3.75); other: pop (g5 victim 3.35, g5 killer 3.37, g5 victim 3.45, g5 victim 3.82 +1)
- `revolver.mid-quicksilver` BORDER SHIFT (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/13 g0 3/13 F/W; face: its own front arm across its head for # frames (g5 victim 3.10-3.22, g0 victim 3.10-3.22); other: pop (g5 victim 3.10, g0 victim 3.10, g0 victim 3.30)

**rpg**
- `rpg.half-mast` THE QUIVER (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.in-the-works` UP AND OVER (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/50 g0 3/50 F/W; face: its own front arm across its head for # frames (g5 victim 7.55-7.75, g5 victim 7.92, g0 victim 7.55-7.75, g0 victim 7.92); a solid shape over the chin / lower face (g5 killer 12.25-12.35, g0 killer 12.25-12.35); other: -
- `rpg.the-tail` ONE ARM (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.acid-rain` ACID RAIN: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/25 g0 2/22 F/W; face: its own front arm across its head for # frames (g5 victim 4.10-6.78, g0 victim 4.10-5.38); other: pop (g5 killer 3.27, g0 killer 3.27)
- `sawedoff.amateur` AMATEUR: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 14/31 g0 15/30 F/W; face: its own front arm across its head for # frames (g5 killer 4.13-5.18, g0 killer 4.13-5.18, g0 victim 5.70-5.90); other: pop (g5 victim 2.48, g5 victim 2.48, g5 victim 2.48-2.57, g5 victim 2.48 +22)
- `sawedoff.dark-below` THE DARK BELOW: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/12 g0 1/12 F/W; face: -; other: pop (g5 killer 3.35, g0 killer 3.35)

**scythe**
- `scythe.threshing-floor` CROSSGUARD (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 0/45 g0 1/50 F/W; face: its own front arm across its head for # frames (g0 victim 11.30-11.68); other: -
- `scythe.autumn` AUTUMN: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/7 g0 0/0 F/W; face: a solid shape over the head (g5 victim 4.47-5.68); other: -

**smg**
- `smg.house` OPEN HOUSE (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/68 g0 5/67 F/W; face: a solid shape right across the head (g5 victim 8.38-8.45, g0 victim 8.38-8.45); its own front arm across its head for # frames (g5 victim 14.73-15.60, g0 victim 14.73-15.60); a solid shape over the chin / lower face (g5 killer 15.17-15.27, g0 killer 15.17-15.27); other: pop (g5 victim 7.93, g5 killer 13.17, g0 victim 7.93, g0 killer 13.17)
- `smg.mid-the-take` THE CATCH (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/24 g0 5/25 F/W; face: its own front arm across its head for # frames (g0 victim 5.02-5.15); other: pop (g5 victim 2.73, g5 victim 2.82, g5 killer 2.93, g5 victim 3.23 +4)
- `smg.mid-tin-star` HANDSPRING (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/25 g0 3/21 F/W; face: -; other: pop (g5 victim 2.90, g5 victim 3.40, g5 victim 3.60, g0 victim 2.90 +2)
- `smg.mid-trampoline` SKID ROW (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/12 g0 2/12 F/W; face: its own front arm across its head for # frames (g5 victim 3.12-3.83, g0 victim 3.12-3.83); other: pop (g5 victim 2.90, g0 victim 2.90)
- `smg.mid-trousers` THE TURN (STYLE 3): [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 9/21 g0 10/19 F/W; face: its own front arm across its head for # frames (g5 victim 2.90-3.23, g0 victim 2.90-3.23, g0 victim 4.37-4.60); other: pop (g5 victim 2.82, g5 killer 2.90, g5 killer 2.92-3.08, g5 killer 2.92-3.08 +12)

**sniper**
- `sniper.the-long-way-in` THE BOLT (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/47 g0 5/51 F/W; face: its own front arm across its head for # frames (g5 victim 5.53, g0 victim 5.53, g0 victim 7.32-8.15); a solid line over the head (g5 victim 6.77-6.95); other: pop (g5 victim 3.55, g5 victim 3.87, g5 killer 8.05, g0 victim 3.55 +2)

**spear**
- `spear.fire-drill` FIRE DRILL: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/58 g0 6/57 F/W; face: its own front arm across its head for # frames (g5 victim 3.60-3.75, g5 killer 4.67-7.73, g0 victim 3.60-3.75, g0 killer 4.67-7.73); other: pop (g5 killer 3.95, g5 killer 4.67, g5 killer 7.75, g5 victim 8.95-9.00 +3); clip (g0 victim 9.25-10.53)
- `spear.flounder` FLOUNDER: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/21 g0 4/18 F/W; face: a solid shape over the chin / lower face (g0 killer 7.18-7.35); a solid shape over the head (g0 victim 7.30-7.57); other: floor (g5 victim 7.73-7.90, g5 victim 7.73-7.92, g5 victim 7.73-7.85, g5 victim 7.73-7.93 +1); clip (g0 killer 7.52-7.82); pop (g0 victim 7.83)

**speedsabre**
- `speedsabre.heaven-splitter` : [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 10/8 g0 10/8 F/W; face: a solid shape over the chin / lower face (g5 killer 5.87-6.93, g0 killer 5.87-6.93); other: pop (g5 killer 4.08, g5 killer 5.83, g5 killer 7.45, g0 killer 4.08 +2); floor (g5 killer 5.90-6.15, g5 killer 5.90-6.18, g5 killer 5.92-6.32, g5 killer 6.20-6.43 +8)
- `speedsabre.hold-this` : [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/33 g0 4/33 F/W; face: -; other: pop (g5 killer 4.13, g5 victim 4.23, g5 body 2 4.27, g5 victim 4.72 +5)
- `speedsabre.kneeler` : [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/25 g0 3/26 F/W; face: its own front arm across its head for # frames (g5 victim 4.63-6.93, g0 victim 4.63-7.70); other: pop (g5 killer 5.03, g5 victim 5.28, g0 killer 5.03, g0 victim 5.28)

**thammer**
- `thammer.mid-flashover` FLASHOVER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.blackout` BLACKOUT: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/4 g0 1/3 F/W; face: its own front arm across its head for # frames (g5 victim 3.50-7.63, g0 victim 3.50-7.63); other: -

**tkglove**
- `tkglove.clackers` CLACKERS: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/7 g0 3/7 F/W; face: -; other: pop (g5 killer 3.75, g5 killer 3.95, g5 killer 6.80, g0 killer 3.75 +2)
- `tkglove.dangle` THE DANGLE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/15 g0 5/9 F/W; face: its own front arm across its head for # frames (g5 victim 4.28-4.73, g5 victim 4.87-5.15, g0 victim 4.28-4.73, g0 victim 4.87-5.15); other: pop (g5 killer 3.75, g5 victim 4.28, g5 killer 4.62, g5 victim 6.12 +3)

**tpdagger**
- `tpdagger.back-to-the-wall` BACK TO THE WALL: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/3 g0 6/3 F/W; face: -; other: pop (g5 killer 3.53, g0 killer 3.53); slide (g5 victim 4.58-4.78, g5 victim 4.58-4.80, g5 victim 5.68-5.83, g5 victim 5.68-5.85 +4); balance (g5 victim 4.75-5.70, g0 victim 4.75-5.70)
- `tpdagger.death-grip` DEATH GRIP: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 13/17 g0 14/17 F/W; face: its own front arm across its head for # frames (g5 victim 3.33-3.77, g5 body 0 6.97-7.35, g5 body 0 7.62-8.13, g5 body 0 8.57-8.62 +13); other: clip (g5 body 0 3.20-5.38, g5 victim 5.30-6.28, g0 body 0 3.20-5.38, g0 victim 5.30-6.02); pop (g5 victim 4.73, g5 body 0 6.97, g5 body 0 7.87, g0 victim 4.73 +2)

## BATCH 2: 80 kills, 0 done (READY 78, FIXABLE 2, REWORK 0, NEW-FLAGGED 0; 32 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.human-shield` HUMAN SHIELD: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/11 g0 2/21 F/W; face: its own front arm across its head for # frames (g0 body 2 5.63-10.25); other: pop (g5 victim 2.88, g5 victim 4.58, g0 victim 2.88)
- `ar.clash` CLASH: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/18 g0 6/24 F/W; face: a solid shape over the chin / lower face (g5 victim 5.65-5.78); its own front arm across its head for # frames (g0 victim 6.20-12.05); other: pop (g5 victim 3.12, g5 victim 3.30, g5 victim 3.62, g5 victim 5.17 +6)
- `ar.own-pit` HIS OWN PIT: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/28 g0 6/44 F/W; face: its own front arm across its head for # frames (g5 victim 3.20-3.33, g5 victim 3.48-3.57, g5 victim 5.98-6.37, g5 victim 7.50-7.70 +5); other: pop (g5 victim 7.50, g0 victim 7.50)
- `ar.no-mans-land` NO MAN'S LAND: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/25 g0 4/24 F/W; face: its own front arm across its head for # frames (g5 victim 7.55-8.38, g0 victim 7.55-8.38); other: pop (g5 killer 4.83, g5 victim 7.55, g5 victim 8.40, g0 killer 4.83 +2)

**beam**
- `beam.skin-cartoon` BACKSWING (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 20/83 g0 8/74 F/W; face: its own front arm across its head for # frames (g5 victim 3.45-3.58, g5 victim 7.20-7.27, g5 victim 8.63-8.98, g0 victim 3.43-3.58 +2); a solid shape over the head (g5 killer 6.85-7.18, g5 killer 7.40-8.55, g0 killer 6.88-7.25, g0 killer 7.47-8.63); a solid shape over the chin / lower face (g5 killer 7.22, g0 victim 3.92-3.97); a solid line right across the head (g5 killer 7.32-7.37); other: pop (g5 killer 4.82, g5 killer 5.17, g5 killer 5.32, g5 killer 5.67 +11)
- `beam.skin-neon` THE SIGN YARD (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 29/106 g0 15/110 F/W; face: a solid image right across the head (g5 victim 4.32); a limb-wide band right across the head (g5 victim 7.37-7.85); a solid shape over the chin / lower face (g5 victim 14.77-14.82, g5 victim 18.07, g5 victim 18.63-19.05, g0 victim 14.72-14.83 +3); its own front arm across its head for # frames (g0 victim 12.15); other: pop (g5 killer 4.67, g5 killer 4.70, g5 victim 5.98, g5 victim 6.03 +30)
- `beam.geode` GEODE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/20 g0 1/20 F/W; face: a solid shape over the head (g5 victim 7.67-10.70); a limb-wide band right across the head (g0 victim 5.02-5.30); other: pop (g5 killer 6.77)

**bouncer**
- `bouncer.the-well` THE WELL: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/39 g0 4/41 F/W; face: its own front arm across its head for # frames (g5 victim 4.37-7.58, g0 victim 4.37-8.08, g0 victim 8.50-12.25); other: pop (g5 victim 4.25, g0 victim 4.25, g0 victim 8.50)
- `bouncer.gulp` GULP: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/15 g0 2/9 F/W; face: -; other: pop (g5 victim 4.87, g5 victim 5.67, g5 victim 9.68, g5 victim 10.50 +2)

**burst**
- `burst.three-legged-race` THREE-LEGGED RACE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/13 g0 4/15 F/W; face: a solid shape over the chin / lower face (g5 victim 7.53-7.68); the body #'s body over its head (g0 victim 3.00-7.82); the victim's body over its head (g0 body 2 6.52-7.78); other: clip (g5 victim 5.33-5.92, g0 victim 5.33-5.90); pop (g0 body 2 7.75)

**cluster**
- `cluster.the-minefield` THE MINEFIELD: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/14 g0 4/14 F/W; face: its own front arm across its head for # frames (g5 victim 5.50-11.22, g0 victim 5.50-11.22); a solid shape over the chin / lower face (g5 victim 11.28-11.70, g0 victim 11.28-11.70); other: pop (g5 victim 5.22-5.32, g5 victim 5.50, g0 victim 5.22-5.32, g0 victim 5.50)
- `cluster.fools-gold` FOOL'S GOLD `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The gold-pile burst at 6.86 is a good payoff, and g5 is clean. Fixes: raise the g0 victim hands that sit 27-28 u under the floor at 8.32-8.55 and APPROACH/framing for the killer in both finals (they show only the tag arrow). The dazed L final is by design.

**fists**
- `fists.mid-blown-pupil` THE PLUM (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/6 g0 2/2 F/W; face: the killer's body over its head (g0 victim 2.73-3.45); other: clip (g5 victim 2.73-3.52, g0 victim 2.73-3.43)
- `fists.mid-laid-down` THE BACKFIST (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/8 g0 0/11 F/W; face: -; other: pop (g5 killer 3.02, g5 killer 3.15)
- `fists.spineless` : [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 8/26 g0 12/35 F/W; face: its own front arm across its head for # frames (g5 victim 3.27-3.45, g5 killer 7.23-8.18, g0 victim 3.27-3.45, g0 killer 7.23-8.18); a solid shape over the chin / lower face (g5 killer 8.85-9.00); a solid shape over the head (g0 victim 6.45-6.55); other: pop (g5 victim 3.70, g5 killer 4.65, g5 killer 5.10, g5 killer 5.65 +5); clip (g5 victim 6.03-6.38, g0 victim 7.43-10.62); floor (g0 killer 6.22-12.03, g0 killer 8.08-12.03); slide (g0 killer 6.42-7.25)
- `fists.freight-train` FREIGHT TRAIN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Re-rated under the COORD guard rule: the long chin read is the killer's guard fist, not a mask. The charge-through-the-wall idea reads well and the XT gore is good. Fixes: lower the killer's guard fist below the chin for 5.42-9.77; blend the whole-pose seams at 3.08 (killer 26 u, victim 38 u) and the killer elbow seam at 3.37 (19 u); re-check the 4 skipped maps (13/17 is borderline). If it is still at 13/17 maps with fails after that pass, upgrade it to REWORK.
  - note: F+A 29 Oct: g5 6→2, g0 PASS. Left (lane layers): 4.78-5.88 glass-pane shards + INK/blood strokes over her chin; 5.42-6.43 INK strokeRect (iron door/fence outline) across both heads. Plan in _tools/8plus_F.md: lifted steps back after tWall (heads ≥ 30 u), shards below the chest

**flamer**
- `flamer.molten-rain` SPARE (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/91 g0 1/72 F/W; face: -; other: pop (g5 victim 3.38, g0 victim 3.38)
- `flamer.poached` SAFETY ON (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.beep-test` BEEP TEST: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 16/98 g0 17/110 F/W; face: a solid shape over the chin / lower face (g5 killer 6.97-7.47, g5 killer 8.22-8.35, g0 killer 6.97-7.47, g0 killer 8.22-8.35); other: pop (g5 victim 2.55, g5 victim 4.05, g5 victim 5.32, g5 killer 8.75 +5); floor (g5 victim 2.77-3.10, g5 victim 2.85-3.17, g5 victim 2.90-2.95, g5 victim 4.67-4.93 +16)

**glue**
- `glue.immovable-object` PULLED DOWN (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `glue.bungee` SLIPSTREAM (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.never-runs-dry` LIGHTHOUSE (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 12/40 g0 13/39 F/W; face: a solid line right across the head (g5 body 2 6.35-6.42); its own front arm across its head for # frames (g5 body 3 7.78-7.83, g0 body 3 7.78-7.83); the body #'s body over its head (g0 body 2 3.20-6.12, g0 body 3 3.20-6.12); other: pop (g5 killer 4.22-4.27, g5 victim 4.45, g5 killer 5.40, g5 body 2 5.70 +16)
- `golden.ribbon-cutting` KNIFE THROWER (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/16 g0 5/19 F/W; face: its own front arm across its head for # frames (g5 victim 4.75-4.80, g5 victim 5.17-5.23, g5 victim 5.55-5.88, g0 victim 4.75-4.80 +2); a solid shape over the chin / lower face (g5 victim 6.75-6.87); other: pop (g5 victim 4.82, g5 victim 5.25, g0 victim 4.82, g0 victim 5.25)
- `golden.skin-camo` ACTIVE CAMO (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 14/27 g0 14/29 F/W; face: a limb-wide band right across the head (g5 victim 5.75-5.87); other: pop (g5 victim 4.50, g5 victim 4.70, g5 killer 4.92, g5 killer 5.08 +23)
- `golden.the-mimic` THE MIMIC (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/13 g0 3/8 F/W; face: a solid shape over the chin / lower face (g5 killer 6.70-6.75, g5 victim 6.75-6.97, g0 killer 6.70-6.75); other: pop (g5 killer 7.55, g5 killer 9.95, g5 killer 11.60, g0 killer 8.15 +1)

**gravflip**
- `gravflip.harder-they-fall` THE HARDER THEY FALL: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 7/18 g0 8/16 F/W; face: its own front arm across its head for # frames (g5 victim 2.50-2.63, g5 victim 2.80-3.42, g5 victim 3.65-4.27, g5 victim 4.43-5.03 +7); other: floor (g5 victim 2.90-2.95, g0 victim 2.90-2.95); pop (g0 victim 5.48, g0 victim 5.97)
- `gravflip.hourglass` THE HOURGLASS: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/4 g0 10/9 F/W; face: its own front arm across its head for # frames (g5 victim 3.55-3.90, g5 victim 4.05-4.57, g5 victim 4.75-5.23, g5 victim 5.47-5.73 +5); other: pop (g5 victim 5.75, g5 killer 10.43, g0 victim 5.75, g0 killer 10.43 +3)

**hammer**
- `hammer.skipping` DEAD WEIGHT (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 12/86 g0 10/67 F/W; face: its own front arm across its head for # frames (g5 killer 5.48-5.72, g5 killer 7.45-7.67, g0 killer 5.52-5.75, g0 killer 7.48-7.78); a solid shape over the chin / lower face (g5 killer 8.05-8.35, g0 killer 8.05-8.35); a limb-wide band right across the head (g5 killer 10.97-11.33, g5 killer 11.85-11.90); other: pop (g5 victim 4.88, g5 killer 5.48, g5 victim 6.00, g5 victim 7.88 +9); clip (g5 victim 10.67-11.37)
- `hammer.hanger-on` THE NAIL (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 10/64 g0 5/52 F/W; face: a solid line right across the head (g5 killer 8.32-8.60, g0 killer 8.32-8.63); other: pop (g5 victim 4.07, g5 victim 5.88, g5 killer 6.43, g5 victim 7.42 +9)
- `hammer.mid-ketchup` RAM (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/23 g0 2/13 F/W; face: its own front arm across its head for # frames (g5 victim 3.90-4.57, g0 victim 3.90-4.83); a solid shape over the chin / lower face (g0 victim 5.63); other: pop (g5 victim 4.08, g5 victim 4.52, g5 victim 4.58)

**handcannon**
- `handcannon.mid-swallowed` SHOULDER THROW (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.10000-fps` 10,000 FPS: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/8 g0 2/11 F/W; face: -; other: pop (g5 victim 3.58-3.63, g0 victim 3.58-3.63, g0 victim 17.20)
- `handcannon.bedside-manner` BEDSIDE MANNER: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/18 g0 2/20 F/W; face: its own front arm across its head for # frames (g5 victim 4.77-5.22, g0 victim 4.77-5.22); other: pop (g5 victim 7.72, g5 killer 10.30, g0 killer 10.30)
- `handcannon.earmuffs` EARMUFFS: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/8 g0 1/8 F/W; face: -; other: pop (g5 killer 5.77, g0 killer 5.77)

**ice**
- `ice.anchor-ice` ANCHOR ICE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/6 g0 5/8 F/W; face: its own front arm across its head for # frames (g5 victim 4.33-4.53, g5 victim 4.90-5.05, g5 victim 5.42-5.65, g0 victim 4.33-4.53 +2); other: pop (g5 killer 8.23, g5 killer 9.83, g0 killer 8.17, g0 killer 9.77)
- `ice.brinicle` BRINICLE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/12 g0 2/11 F/W; face: -; other: pop (g5 killer 5.27, g5 killer 9.45, g0 killer 5.27, g0 killer 9.45)

**knife**
- `knife.mid-pockets` LAUNCHED (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/18 g0 2/12 F/W; face: -; other: pop (g5 killer 5.07, g5 killer 5.10, g5 killer 5.27, g0 victim 4.77 +1)
- `knife.mid-right-through` OUT AND IN (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/22 g0 2/12 F/W; face: -; other: pop (g5 killer 4.22, g5 killer 4.77, g5 killer 4.92, g5 killer 5.00 +2)
- `knife.pickpocket` THE PRICE (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 12/68 g0 6/58 F/W; face: a solid shape over the chin / lower face (g5 killer 7.32-7.47, g0 killer 7.10-7.30); other: pop (g5 killer 4.57, g5 killer 4.65, g5 killer 5.35, g5 victim 5.38 +9); blade (g5 killer 6.25-6.60, g5 killer 6.82-6.95, g0 killer 6.52-6.83)

**laser**
- `laser.mid-burnt-page` BURNT PAGE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 0/0 g0 1/32 F/W; face: its own front arm across its head for # frames (g0 victim 3.87-4.22); other: -
- `laser.headwind` HEADWIND: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 11/37 g0 13/31 F/W; face: its own front arm across its head for # frames (g5 victim 3.60-5.20, g5 victim 5.90-7.45, g5 victim 8.15-9.63, g0 victim 3.60-5.20 +3); the killer's body over its head (g0 victim 8.98-9.73); other: pop (g5 victim 3.60, g5 victim 5.22, g5 victim 5.90, g5 victim 7.47 +11); clip (g0 victim 9.38-9.70)

**minigun**
- `minigun.red-hot` RED HOT (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/36 g0 6/35 F/W; face: its own front arm across its head for # frames (g5 victim 4.25-4.77, g5 victim 4.97-5.45, g5 victim 5.65-6.67, g0 victim 4.28-4.80 +3); other: pop (g5 victim 9.97, g5 victim 17.62, g0 victim 17.62, g0 victim 18.25)
- `minigun.quiet` BETWEEN ROUNDS (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 7/29 g0 4/29 F/W; face: its own front arm across its head for # frames (g5 victim 4.78-4.83, g5 victim 5.35-5.95, g5 victim 6.32-6.95, g0 victim 4.82-4.92 +3); other: pop (g5 victim 4.70, g5 victim 4.73, g5 victim 5.88, g5 victim 5.97)
- `minigun.skin-neon` THE GRID (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.going-down` BOOKENDS (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 21/87 g0 13/92 F/W; face: its own front arm across its head for # frames (g5 body 2 5.67, g5 victim 5.88-5.93, g5 victim 7.18-7.73, g0 victim 5.98-6.20 +1); the victim's body over its head (g0 killer 3.55-3.98); other: pop (g5 body 2 3.57, g5 killer 3.58, g5 body 2 3.72, g5 victim 3.98 +22); clip (g5 victim 8.27-12.63, g5 body 2 8.47-12.63)
- `pistol.mid-black-round` UNDERNEATH (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/22 g0 2/25 F/W; face: its own front arm across its head for # frames (g5 victim 3.45-4.27, g0 victim 3.47-4.27); other: pop (g0 victim 3.48)
- `pistol.mid-live-wire` SLIDE LOCK (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 1/18 g0 4/30 F/W; face: its own front arm across its head for # frames (g5 victim 2.95-3.17, g0 victim 3.00-3.18); other: pop (g0 victim 3.23, g0 victim 3.88, g0 victim 5.95)
- `pistol.mid-in-amber` LOW ROAD (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.mid-x-ring` PASSING SHOT (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/46 g0 2/49 F/W; face: its own front arm across its head for # frames (g5 victim 2.63-3.53, g0 victim 2.63-3.77); other: pop (g5 killer 3.42, g5 victim 3.52, g5 killer 4.02, g5 victim 5.38 +1)

**portalgun**
- `portalgun.crush-depth` CRUSH DEPTH: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/24 g0 2/24 F/W; face: -; other: pop (g5 victim 7.30, g5 victim 7.35, g0 victim 7.30, g0 victim 7.35)

**pump**
- `pump.mid-slow-clap` SLOW CLAP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pump.mid-tumbleweed` TUMBLEWEED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pump.cornered` CORNERED: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/15 g0 2/15 F/W; face: its own front arm across its head for # frames (g5 victim 2.65-2.73, g5 victim 4.60-4.95, g0 victim 2.65-2.73, g0 victim 4.60-4.95); other: -
- `pump.mid-napkin` NAPKIN: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/12 g0 2/17 F/W; face: -; other: pop (g5 killer 4.12, g5 killer 5.33, g0 killer 5.27, g0 killer 5.33)

**revolver**
- `revolver.optogram` THE LATCH (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 8/37 g0 2/39 F/W; face: a solid shape over the chin / lower face (g5 victim 9.50-9.68); other: pop (g5 victim 4.70, g5 killer 5.72, g5 victim 7.12, g5 victim 7.30 +5)
- `revolver.skin-camo` LOW CRAWL (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/24 g0 5/34 F/W; face: its own front arm across its head for # frames (g5 killer 8.40-8.53, g0 victim 7.78, g0 killer 8.48-9.65); other: pop (g5 killer 6.72, g5 victim 7.48, g5 victim 7.65, g5 victim 7.73 +4)
- `revolver.skin-neon` STROBE (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/20 g0 3/29 F/W; face: its own front arm across its head for # frames (g5 victim 6.38-6.77, g0 victim 3.57, g0 victim 6.42-6.88); other: pop (g5 victim 3.58, g5 victim 6.78, g0 victim 5.27)
- `revolver.mid-picked-clean` PICKED CLEAN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**rpg**
- `rpg.armor-plate` ARMOR PLATE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/3 g0 1/0 F/W; face: a solid shape over the chin / lower face (g5 victim 4.08-6.67); other: slide (g5 victim 4.03-4.10, g0 victim 4.03-4.10)
- `rpg.dead-mans-trigger` DEAD MAN'S TRIGGER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.final-approach` FINAL APPROACH: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 11/7 g0 9/17 F/W; face: a solid shape over the chin / lower face (g5 killer 9.78-11.05, g5 victim 11.10-11.28, g5 killer 11.98-12.05, g0 killer 9.78-11.05 +1); a solid shape over the head (g5 killer 12.47-12.57); other: pop (g5 killer 5.90, g5 victim 5.92, g5 killer 7.75, g5 victim 8.05 +4); slide (g5 killer 12.83-12.97, g5 killer 13.68-14.07, g5 killer 13.70-14.07, g0 killer 12.83-12.97 +2)

**sawedoff**
- `sawedoff.floorboard` FLOORBOARD: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/12 g0 5/23 F/W; face: the killer's body over its head (g0 victim 3.05-5.45); its own front arm across its head for # frames (g0 victim 5.53-10.40); other: pop (g5 killer 2.90, g5 killer 6.77, g0 killer 2.90, g0 killer 6.77); clip (g0 victim 3.33-5.45)
- `sawedoff.gibbet-road` THE GIBBET ROAD: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 9/38 g0 8/39 F/W; face: a solid shape over the chin / lower face (g5 victim 4.97-5.27, g0 victim 4.97-5.27); its own front arm across its head for # frames (g5 victim 6.73-8.97, g0 victim 6.73-8.97); the gold FARIS BASHA plate covered (g5 killer 8.42-10.07, g0 killer 8.42-10.07); the victim's body over its head (g5 killer 8.72-9.97); other: pop (g5 victim 5.55, g5 victim 5.95, g5 killer 5.98, g5 killer 8.15 +6)

**scythe**
- `scythe.carousel` THE CAROUSEL: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 7/19 g0 8/12 F/W; face: a limb-wide band right across the head (g5 killer 4.88, g0 killer 4.88, g0 killer 5.63-5.70); other: pop (g5 killer 3.85, g5 killer 4.88, g5 killer 5.67, g5 killer 6.22 +8)
- `scythe.furrow` THE FURROW: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 4/20 g0 4/11 F/W; face: its own front arm across its head for # frames (g5 victim 3.50-3.55, g5 killer 8.25-8.40, g0 victim 3.50-3.55, g0 killer 5.33-5.68); other: pop (g5 killer 4.00, g5 killer 7.15, g0 killer 4.00, g0 killer 4.85)
- `scythe.knell` THE KNELL: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 5/28 g0 3/23 F/W; face: its own front arm across its head for # frames (g5 killer 3.65-3.77, g5 killer 5.62-5.78, g5 killer 7.93-8.25, g0 killer 3.65-3.77 +2); a solid shape over the chin / lower face (g5 victim 8.55-8.63); other: pop (g5 victim 7.15)

**shrink**
- `shrink.food-chain` THE FOOD CHAIN: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 17/2 g0 16/0 F/W; face: -; other: pop (g5 victim 3.33-3.52, g5 victim 3.33-3.52, g5 victim 3.33-3.52, g5 victim 3.33-3.52 +29)

**smg**
- `smg.skin-cartoon` SPEED LINES (STYLE 3): [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/38 g0 2/23 F/W; face: a solid shape over the chin / lower face (g5 victim 6.58-7.27); its own front arm across its head for # frames (g0 victim 9.80-10.08, g0 victim 10.43-10.60); other: pop (g5 killer 4.90, g5 victim 5.28)
- `smg.bank-shot` : [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 3/24 g0 3/18 F/W; face: a solid shape over the chin / lower face (g5 killer 12.37-12.85, g0 victim 11.10-11.27); other: pop (g5 killer 6.12, g5 killer 14.88, g0 killer 6.12, g0 killer 14.88)
- `smg.bleed-out` : [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 10/19 g0 4/10 F/W; face: its own front arm across its head for # frames (g0 victim 4.35-13.85); other: pop (g5 killer 3.92, g5 killer 4.20, g5 victim 7.48, g5 victim 7.75 +9)
- `smg.blind-fire` BLIND FIRE: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 10/47 g0 8/35 F/W; face: its own front arm across its head for # frames (g5 victim 3.57-4.18, g0 victim 3.57-4.18, g0 victim 14.47-14.58); a solid shape over the chin / lower face (g5 killer 6.42-6.50, g5 killer 6.78-7.60, g5 killer 10.05-10.25, g0 killer 6.42-6.58 +2); a limb-wide band right across the head (g5 victim 9.95-10.03); a solid image right across the head (g5 killer 11.43-11.48, g0 killer 11.43-11.48); other: pop (g5 killer 7.23-7.28, g5 killer 7.42, g5 victim 9.90, g5 killer 10.63 +2)

**sniper**
- `sniper.between-beats` BETWEEN BEATS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.forest-of-stakes` THE FOREST OF STAKES: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 17/28 g0 44/51 F/W; face: its own front arm across its head for # frames (g5 victim 5.18-5.27, g5 victim 5.62-5.73, g5 victim 6.78-6.90, g5 victim 7.95-8.07 +7); other: floor (g5 victim 6.32-7.08, g5 victim 6.32-7.55, g5 victim 7.27-7.58, g5 victim 7.68-8.33 +22); slide (g5 victim 15.28-15.37); pop (g0 victim 14.15, g0 victim 14.15, g0 victim 14.15, g0 victim 14.32-14.42 +15); joint (g0 victim 14.60-14.85, g0 victim 15.02-15.30, g0 victim 15.47-15.75, g0 victim 15.92-16.15)

**speedsabre**
- `speedsabre.last-word` : [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/9 g0 2/6 F/W; face: -; other: pop (g5 killer 4.23, g5 killer 6.00, g0 killer 4.23, g0 killer 6.00)
- `speedsabre.maelstrom` MAELSTROM: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 8/44 g0 8/40 F/W; face: a solid shape over the chin / lower face (g5 victim 4.55-4.60, g0 victim 4.55-4.60); other: pop (g5 killer 3.27, g5 killer 3.57, g5 killer 4.17, g5 killer 4.47 +6); floor (g5 killer 5.42-6.57, g5 killer 5.52-5.63, g0 killer 5.42-6.57, g0 killer 5.52-5.63)

**thammer**
- `thammer.bloom` BLOOM: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 8/18 g0 8/15 F/W; face: its own front arm across its head for # frames (g5 victim 3.95, g5 victim 4.18, g0 victim 3.95, g0 victim 4.18); other: pop (g5 victim 3.95, g5 victim 4.00-4.23, g5 killer 5.05, g5 victim 5.15 +8)
- `thammer.cavitation` CAVITATION: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 6/14 g0 6/14 F/W; face: its own front arm across its head for # frames (g5 victim 5.10-5.15, g5 victim 5.28-5.33, g0 victim 5.10-5.15, g0 victim 5.28-5.33); other: pop (g5 killer 3.75, g5 victim 5.07, g5 killer 5.10, g5 victim 5.25 +4)

**tkglove**
- `tkglove.diamond` THE DIAMOND: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 2/7 g0 1/6 F/W; face: -; other: pop (g5 killer 7.20, g5 killer 7.80, g0 killer 7.20)

**tpdagger**
- `tpdagger.green-blood` GREEN BLOOD: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 31/71 g0 5/28 F/W; face: its own front arm across its head for # frames (g5 victim 6.50-6.68); the killer's body over its head (g0 victim 5.83-10.52); other: clip (g5 victim 5.83-6.13, g5 victim 6.30-10.62, g0 victim 5.83-10.52); pop (g5 killer 5.83, g5 victim 5.93, g5 victim 6.17, g5 victim 6.30 +27)
- `tpdagger.janus` JANUS: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: PREFLIGHT (strict motionQA, live engine): g5 9/38 g0 10/38 F/W; face: its own front arm across its head for # frames (g5 killer 3.50-3.60, g5 killer 4.92-5.00, g0 killer 3.50-3.60, g0 killer 4.92-5.00); a solid shape over the chin / lower face (g5 body 1 7.53-7.58, g5 body 1 7.90-9.80, g5 killer 8.83-9.00, g0 body 1 7.90-9.00); the killer's body over its head (g0 body 1 3.43-6.02, g0 victim 3.43-6.03); the victim's body over its head (g0 killer 9.85-10.33); other: clip (g5 victim 3.57-4.52, g5 body 1 3.58-4.60, g0 victim 3.57-4.52, g0 body 1 3.58-4.60); pop (g5 killer 4.90, g5 killer 8.52, g0 killer 4.90, g0 killer 9.32)

## BATCH 3: 78 kills, 0 done (READY 72, FIXABLE 6, REWORK 0, NEW-FLAGGED 0; 31 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.bathysphere` BATHYSPHERE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.bullet-time` BULLET TIME: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.ladder` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.pinhole` PINHOLE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.shadow` SHADOW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.chest-bump` CHEST BUMP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.overhead` OVERHEAD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**bouncer**
- `bouncer.squash-court` SQUASH COURT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `bouncer.the-ball-pit` THE BALL PIT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**burst**
- `burst.last-resort` LAST RESORT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `burst.tourniquet` TOURNIQUET: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.hero-of-the-day` HERO OF THE DAY `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Map-only problem (COORD ruling: clean motion plus maps = FIXABLE through the shared gate fix). Lift the maps to 15+ through the spot gate (atrium is outside the shared set, so check it separately). Motion: body 1 seam at 5.25 (19 u, 63-degree turn), killer feet at 10.10 (15 u), g0 victim seam at 6.65 (32 u). Wide finals with both bodies in frame.
- `cluster.last-broadside` LAST BROADSIDE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: It reads clearly: cannonball, burst, and the body drifting with a blood plume. Both bodies are in both finals. Fix the killer foot/knee seam at 9.28 (22 u) and the g0 victim seam at 8.78 (hands/head 32 u).

**fists**
- `fists.one-inch` ONE INCH `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A clear one-inch blast with big spray and wide finals. Fix the killer arm seam at 4.78 (21 u) together with the victim chin cover at 4.78-4.92, and the killer whole-pose seam at 9.77 (22 u).
- `fists.hitchhiker` HITCHHIKER `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: An underwater-map kill (the user's exception, so 0/17 dry maps is fine). The turtle ride reads clearly and the finals are wide. Fix the victim seams at 3.47 (head/hands 17 u, plus an 80-degree body turn) and 4.97 (whole pose 30 u).
- `fists.monument` MONUMENT `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A good transformation payoff (the bent statue on the plinth), with wide finals. Fix the killer seams at 5.83 (whole pose 23 u), 6.03 and 7.78, plus the killer limb band across the head at 6.20-6.58.

**flamer**
- `flamer.skin-classic` FIGHT FIRE WITH FIRE (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.bonk` BONK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.concrete-shoes` BACKFIRE (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.the-swap` HOT BARREL (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.cheers` CHEERS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.gold-star` GOLD STAR: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.just-right` JUST RIGHT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.skin-cartoon` STRUCK GOLD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gravflip**
- `gravflip.mid-apex` APEX: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**hammer**
- `hammer.mole-hill` LOW BLOW (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.tent-peg` IRON AND GOLD (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.figurehead` FIGUREHEAD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.inertia` INERTIA: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.limbo` LIMBO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**ice**
- `ice.cold-hands` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.freeze-thaw` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.skin-cartoon` FOLLOW-THROUGH (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.skin-gold` LINES OF GOLD (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.prism` PRISM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.skin-camo` PAINTED RED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**minigun**
- `minigun.skin-camo` SPOKES (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.window-dressing` SIX (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.the-press` THE LEAD (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.mid-heads-up` HEADS UP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pan**
- `pan.match-point` MATCH POINT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.skin-taped` TAPED (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.campfire` CAMPFIRE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.last-round` LAST ROUND: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.voodoo-poster` VOODOO POSTER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pump**
- `pump.skid` SKID: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pump.the-sound` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pump.banana-peel` BANANA PEEL `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A shootout, then a slip on the peel, then a burst at 9.36. The XT burst vs the L body reads. Fix: the shared seam at 2.72, the victim hands at 8.07 (19 u), the killer hand at 9.82 (11 u). The flying helmet crosses the victim's head at 6.52-7.45 and reads as a visor band: send it off sideways.

**revolver**
- `revolver.blind-mans-draw` BLIND MAN'S DRAW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.chambers` CHAMBERS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.dead-mans-hand` DEAD MAN'S HAND: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.dead-mans-train` DEAD MAN'S TRAIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.fishbowl` FISHBOWL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**rpg**
- `rpg.glow` GLOW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.ground-zero` GROUND ZERO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.hot-hulls` HOT HULLS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.kickback` KICKBACK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.mid-empty-shell` EMPTY SHELL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.mid-headlock` HEADLOCK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**scythe**
- `scythe.look-back` LOOK BACK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.mid-the-catch` THE CATCH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**smg**
- `smg.brassrain` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.brick` BRICK BY BRICK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.dogpile` DOGPILE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.greenhouse` GREENHOUSE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.lathe` THE CHAIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sniper**
- `sniper.playing-statue` PLAYING STATUE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.kelp` KELP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `spear.mid-clothesline` CLOTHESLINE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**speedsabre**
- `speedsabre.mid-chink` CHINK IN THE ARMOUR: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.mid-deckchair` DECKCHAIR: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.mid-just-a-scratch` JUST A SCRATCH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.clang` CLANG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.curveball` CURVEBALL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.drained` DRAINED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tkglove**
- `tkglove.glass-storm` GLASS STORM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tkglove.knot` KNOT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tpdagger**
- `tpdagger.mid-crossed-blades` CROSSED BLADES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

## BATCH 4: 84 kills, 0 done (READY 74, FIXABLE 10, REWORK 0, NEW-FLAGGED 0; 32 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.muzzle-climb` HIGH GROUND: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.tac-reload` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.underbarrel` TOO CLOSE TO ARM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.white-flag` WHITE FLAG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.skin-gold` THE MOTHER LODE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.grab` GRAB: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.mid-sing-along` SING-ALONG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**bouncer**
- `bouncer.spring` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `bouncer.under-the-hat` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**burst**
- `burst.snells-window` SNELL'S WINDOW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.mid-blindmans-buff` BLINDMAN'S BUFF `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Maps fixed through the shared gate (COORD ruling). Readable spikes, smoke and gore, with both bodies in both finals. Blend the victim hand/elbow seams at 4.90 and 4.98 (13 u) and the killer feet seam at 5.18 (12 u).
- `cluster.mid-hot-foot` HOT FOOT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Maps fixed through the shared gate. Good feet blast and gore. Blend the victim whole-pose seam at 5.13 (21 u). The killer is off-frame in the finals, so it needs APPROACH/framing.

**fists**
- `fists.acid-reflux` ACID REFLUX `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clear green acid burst, wide XT final, a clean L slump. Fix the killer head sitting 65 % inside the victim at 2.80 (push the killer back ~15 u at contact) and the killer seam at 6.23 (knee F/elbow B/hand F 25 u: blend over 3 frames).
- `fists.death-mask` DEATH MASK `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The face-drag plus the wall SPLAT inset works, and the XT gore and wide finals are good. All the listed fails sit in the grab beat 2.85-3.45: blend the killer seam at 2.90 (20 u) and 3.43 (13 u), pull the victim's head out of the killer (88 % deep) at 3.02, and lower the killer's front arm at 2.92-3.07. If the g5 count stays above 2 after that pass, upgrade it to REWORK.
- `fists.kidney-stones` KIDNEY STONES `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: DUNK body shot, a clear burst and wide finals. Fix the victim head 69 % inside the killer plus the killer hand seam at 3.67 (one beat), and the killer seam at 7.53 (knee/hands 21 u). Check that the glowing purple ball at 4.77 isn't drawn as a circle/ring effect.
- `fists.mid-glasgow-kiss` GLASGOW KISS `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 0 fails in both passes, with a strong headbutt and XT gore. It misses READY only on the face checks: move whatever covers the victim's head at 4.28-4.40 (8 fr), and drop the killer's front arm at 5.72-5.83.

**flamer**
- `flamer.air-pocket` AIR POCKET: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `flamer.backdraft` BACKDRAFT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.depth-charge` DEPTH CHARGE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.wheel` BROKEN ON THE WHEEL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `glue.glue-trap` GLUE TRAP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.skin-classic` ASSEMBLY REQUIRED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.champion` CHAMPION: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.dowser` DOWSER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.fortune-cookie` FORTUNE COOKIE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gravflip**
- `gravflip.mid-mind-the-gap` MIND THE GAP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**hammer**
- `hammer.skin-gold` THE IMPERIAL EGG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.the-weight` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.dismasted` DISMASTED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.mid-brake` BRAKE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.mid-flinch` FLINCH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.mid-vanity` VANITY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.newtons-cradle` NEWTON'S CRADLE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**ice**
- `ice.glacial` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.gut-check` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.skin-taped` FIELD DRESSING (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.splice` STACKED (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - note: STACKED (STYLE 3, coord-approved) is behind ?s3test: port STACKED, set live58:true on the page
- `knife.telefrag` SUPLEX (STYLE 3): [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.skin-ice` UNDER THE ICE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.skin-neon` GLOW STICK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**minigun**
- `minigun.reeled-in` REELED IN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.spin-up` SPIN-UP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.together` TOGETHER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.mid-the-hand` THE HAND: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pan**
- `pan.mid-flapjack` FLAPJACK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.photo-finish` PHOTO FINISH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.six-feet` SIX FEET: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.skin-cartoon` GOOD BOY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.skin-gold` KINTSUGI: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.bubble-gum` BUBBLE GUM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pump**
- `pump.clean-spot` CLEAN SPOT `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A big burst at 4.68 to a cyan remains pile; the finals are wide. Fix: the shared seam at 2.72 plus the victim whole pose at 2.95 (31 u). The killer's cheek-weld arm sits across his head for 170 frames (3.58-6.40): drop it below the head line.
- `pump.colander` COLANDER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the shared seam at 2.72 and the victim arms at 3.98 (29 u). A blood shape covers 90 % of the head at 3.98-4.48: trim it. The killer's arm is over his head at 6.65-8.98. The circular magnifier inset at 6.05-6.79 reads as a ring: use a square inset. Also check that the pellet holes are tears (2 or fewer per limb), not painted dots.
- `pump.cuffed` CUFFED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A clean read: the XT burst into pieces vs the L body. Fix: the shared seam at 2.72, the g0 killer whole pose at 8.62 (51 u), and the shape across the killer's head at 6.12-6.40.
- `pump.dodge` DODGE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Maps are 13/17: add a fallback for 2 more maps (shared map gate). Fix: the shared seam at 2.67 and the victim whole pose at 6.25 (33 u). The film-reel REWIND/REPLAY section (8.0-11.5) works; keep it.

**revolver**
- `revolver.high-noon` HIGH NOON: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.in-reverse` IN REVERSE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.lamplighter` LAMPLIGHTER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.last-waltz` LAST WALTZ: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**rpg**
- `rpg.hailstone` HAILSTONE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.mid-cannon-mouth` CANNON MOUTH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.mid-lead` LEAD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.mid-lasso` LASSO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.mid-trust-fall` TRUST FALL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.mid-twirl` TWIRL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**scythe**
- `scythe.mid-the-draw` THE DRAW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.pale-rider` PALE RIDER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.poppies` POPPIES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**shrink**
- `shrink.growing-pains` GROWING PAINS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**smg**
- `smg.matador` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.mid-dead-bug` DEAD BUG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.mid-rebound` REBOUND: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.mid-rimshot` RIMSHOT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.nowhere` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sniper**
- `sniper.the-gutter` THE GUTTER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.mid-pointer` POINTER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**speedsabre**
- `speedsabre.mid-like-butter` LIKE BUTTER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.mid-loose-thread` LOOSE THREAD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.pinball` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.flashover` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.mid-slag` SLAG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tkglove**
- `tkglove.pop` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tkglove.put-away` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tpdagger**
- `tpdagger.mid-expecting-you` I'VE BEEN EXPECTING YOU: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tpdagger.mid-hands-up` HANDS UP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

## BATCH 5: 75 kills, 0 done (READY 64, FIXABLE 11, REWORK 0, NEW-FLAGGED 0; 29 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.walk-it-in` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.skin-gold` IDOL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.grenade-belt` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.mid-cell` CELL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.sheets` SHEETS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.skin-classic` SIESTA: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.milky-sea` MILKY SEA: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**bouncer**
- `bouncer.higher` HIGHER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: KRUNCH head-crush payoff at 9.61 is good. Fix: smooth the victim arm seam at 3.80 (24 u), the victim whole-pose seams at 8.90 (24 u) and 9.30 (g0, 17 u), and the killer arm seam at 9.32 (24 u); remove the band across the victim's head at 3.00-3.68. The 3.9-8.5 ball-juggling build ("whee?") is long and gag-like; tighten it if possible.
- `bouncer.chin-music` CHIN MUSIC `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean, ball-to-chin "BOING" reads, XT ends in pieces, L dazed by design. Fix: remove the solid shape over the victim's head at 3.00-3.18 (43 %, 12 frames, at the trigger), and trim the static tail 7.7-11.6. Check the close-ups at 4.72/5.71: the victim looks stretched (very long limbs) vs the wide shots.

**burst**
- `burst.three-on-a-match` THREE ON A MATCH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.mid-incoming` INCOMING `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean motion (0 fails) with a strong bomb-on-head beat; only maps hold it back. Fixes: the shared map gate, the chin cover at 5.20-5.28, and APPROACH/framing for the killer in the finals. After those it is READY.
- `cluster.mid-marbles` MARBLES `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Maps fixed through the shared gate. Blend the victim whole-pose seam at 4.65 (39 u, a visible pop). The killer is off-frame in the finals, so it needs APPROACH/framing.

**fists**
- `fists.mid-opened-up` OPENED UP `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: SHLK uppercut, a clear blood spray and wide finals. Fix the victim seams at 3.25 (24 u), 4.40 (21 u) and especially 4.90 (whole pose 61 u, a visible pop), and the line across the victim's head at 5.25-5.38. Check that the round teal head close-up in the 3.94 inset doesn't read as a circle effect.
- `fists.mid-wrung-out` WRUNG OUT `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The WHUD and the gore read well, and the finals are wide. Blend the victim limb seams at 3.27, 3.47, 3.75 and 4.77 (14-24 u). They are all victim-arm pops in the wring.
- `fists.up-top` UP TOP `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: KRAK uppercut, good XT gore and wide finals. Fix the killer arm seam at 5.52 (31 u), the g0 seams at 4.32 (victim arm 22 u) and 5.37 (killer whole pose 33 u), and the killer chin cover at 3.52-3.63.

**flamer**
- `flamer.burning-bridges` BURNING BRIDGES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `flamer.cook-off` COOK-OFF: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.chewed` CHEWED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.gold-digger` GOLD DIGGER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.golden-section` THE GOLDEN SECTION: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.mid-gold-fever` GOLD FEVER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.mid-keepsake` KEEPSAKE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gravflip**
- `gravflip.mid-round-trip` ROUND TRIP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**hammer**
- `hammer.stuck` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.mid-wedge` WEDGE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.no-clip` NO-CLIP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.on-the-house` ON THE HOUSE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.skin-camo` NIGHT VISION: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**ice**
- `ice.hail-mary` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.ice-maiden` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.air-guitar` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.behind-you` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.blink` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.ten-count` TEN COUNT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.anchored` ANCHORED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**minigun**
- `minigun.mid-treadmill` TREADMILL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.skin-gold` THE CHOIR: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.sinker` CLOUD COVER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.call-dropped` CALL DROPPED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.checkmate` CHECKMATE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.crowd-control` CROWD CONTROL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.hung-on-the-wall` HUNG ON THE WALL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pump**
- `pump.grand-slam` GRAND SLAM `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A strong payoff: the grenade batted back into his mouth, KA-BOOM. Fix: the shared seam at 2.67, the killer whole pose at 6.33 (37 u), and at 11.08/11.38 (50 u, at the cut back from the replay panels: make it a clean hard cut). Lower the bat arm off the head at 3.87-4.62.
- `pump.lantern` LANTERN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A burning, glowing victim payoff that reads. Fix: the shared seam at 2.72, victim knees/head at 5.85 (24 u), victim knee/arm at 8.25 (25 u). At 7.5-8.6 the camera crops the killer at the left edge: widen the shot.
- `pump.last-smoke` LAST SMOKE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A clean point-blank execution with an XT head pop (6.58) vs an L slump. The only fail is the shared seam, which is big here (2.72, victim whole pose 44 u).
- `pump.late-news` LATE NEWS `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean motion; the XT burst vs the L slump reads. The only fix: the victim's recoiling arm crosses his head for 57 frames (2.65-3.58), so lower it. That one change makes it READY.
  - note: fix half done: 1 face fail left at 2.65-2.77, likely the lead-in pistol pose (STATE_C.md)

**revolver**
- `revolver.mid-combat-roll` COMBAT ROLL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.phrenology` PHRENOLOGY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.shot-in-the-foot` SHOT IN THE FOOT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.showboat` SHOWBOAT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**rpg**
- `rpg.mid-shot-down` SHOT DOWN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.mushroom` MUSHROOM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.rodeo` RODEO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.narrow-escape` NARROW ESCAPE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.occupied` OCCUPIED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.out-of-range` OUT OF RANGE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.pillar-of-salt` PILLAR OF SALT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**scythe**
- `scythe.pruned` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.reaped` REAPED, remake: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.reef` THE REEF: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**smg**
- `smg.peephole` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.range-card` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.shelf` SHELF LIFE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.stalemate` STALEMATE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sniper**
- `sniper.the-long-shadow` THE LONG SHADOW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.mid-snapped` SNAPPED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `spear.mid-yours-i-think` YOURS, I THINK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**speedsabre**
- `speedsabre.quiet-draw` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.skin-camo` TRIMMED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.never-twice` NEVER TWICE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.ride-the-lightning` RIDE THE LIGHTNING: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.skin-classic` HEADS DOWN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tkglove**
- `tkglove.rag-doll` RAG DOLL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tpdagger**
- `tpdagger.mid-shoulder-to-shoulder` SHOULDER TO SHOULDER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tpdagger.mid-talk-to-the-hand` TALK TO THE HAND: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

## BATCH 6: 89 kills, 0 done (READY 74, FIXABLE 15, REWORK 0, NEW-FLAGGED 0; 33 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.mid-extinguisher` EXTINGUISHER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.bayonet` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.playing-dead` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.thermal` THERMAL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.dead-sea` DEAD SEA: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.death-spiral` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `beam.no-tell` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**bouncer**
- `bouncer.mid-hair-trigger` HAIR TRIGGER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean, BANG close-up, burst at 5.69, wide XT final. Near READY. The only fix is a pose fix: keep the victim's flinch hand below the head at 3.67-4.17, 4.35-4.48, 4.67-4.77 and 4.95-5.17.
- `bouncer.rally` RALLY `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean; the ball rallies off the victim's riot shield (CLANG) until it gets through, then pieces at XT. Fix: carry the shield lower so it doesn't cover the head 3.35-8.27 (the FAILCLASS is the prop, not a face), remove the shape over the head at 3.00-3.15, and show where the shield comes from (it's in hand at 3.84 with no pickup/cast). Trim the static tail 10.4-13.5.

**burst**
- `burst.guard-up` GUARD UP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.mid-too-slow` TOO SLOW `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Maps fixed through the shared gate. Blend the victim leg/hand seams at 4.63 (13 u) and 4.77-4.80 (27-29 u, one beat). The killer is off-frame in the finals, so it needs APPROACH/framing. The "TOO SLOW!" callout is light; keep it small.
- `cluster.one-in-a-thousand` ONE IN A THOUSAND `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The survives-then-replay structure ("NOT A SCRATCH", 1 IN 1,000) has a real payoff. Fixes: the victim whole-pose seam at 6.95 (35 u); lower the victim's cower arm at 4.70-6.92; clear the chin cover at 15.23-16.05 and APPROACH/framing for the killer in the finals. The dazed L final is by design. It is borderline on maps (13).
- `cluster.skin-camo` NETTED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean skin, with the net-ball hit, burst and gore, and the killer in frame. Fix the victim elbow seam at 4.15 (13 u, with a 126-degree body turn at 4.02 next to it). 13 maps is borderline, so check the 4 skipped maps.

**fists**
- `fists.mid-cross-counter` CROSS-COUNTER `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: g5 is clean, the KRAK counter reads at a glance, and the burst and wide finals are good. Fix only the g0 (low-gore) ending: the victim whole-pose seam at 4.85 (17 u) and the killer seam at 5.13 (hands/knee/foot 33 u).
- `fists.mid-jackknife` JACKKNIFE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The launch reads, and the burst and finals are good. g0's fails are one beat: victim hands 27-30 u under the floor at 4.05-4.07, so raise the low-gore landing pose. Also blend the g5 killer seam at 4.85 (26 u) and uncover the victim's head at 4.02-4.43.
- `fists.mid-en-garde` EN GARDE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The THWACK panels and the gore read well, and the finals are wide. Lower the killer's front guard arm below the chin for 3.20-4.28. Blend the victim arm seam at 3.27 (26 u, 113-degree turn) and the killer seams at 4.82 and 5.37 (21-27 u). The gold rune circle at 2.95 is in the shared intro (see the note at the top).
- `fists.mid-head-back` HEAD BACK `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Re-rated under the COORD guard rule: few motion fails, and both face reads come from the guard and the grab, not a painted mask. Fixes: lower the killer's free guard fist below the chin for 3.93-5.50; move the grab hand from across the victim's face to the back of the head for 4.20-4.88; blend the killer arm seam at 3.73 (29 u), the victim arm seam at 4.20 (22 u) and the g0 killer seam at 5.00 (31 u). The 2.95 rune circle is the shared KIT-WORLD intro and doesn't count against the kill.

**flamer**
- `flamer.grassfire` GRASSFIRE · THE KNEE LINE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `flamer.napalm` NAPALM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.red-wire` RED WIRE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.first-aid` FIRST AID: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.mid-kiss-the-ring` KISS THE RING: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.mid-living-statue` LIVING STATUE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.mid-the-bill` THE BILL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.mid-the-gold-watch` THE GOLD WATCH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gravflip**
- `gravflip.red-rain` RED RAIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `gravflip.relativity` RELATIVITY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**hammer**
- `hammer.resonance` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.skin-neon` NIGHT LIGHT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.patch-job` PATCH JOB: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.skin-classic` BLOWN AWAY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.skin-gold` SILENCE IS GOLDEN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.skin-neon` THE LIST: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**ice**
- `ice.mid-burst-pipes` BURST PIPES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.mid-freezer-burn` FREEZER BURN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.mid-hoarfrost` HOARFROST: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.broken` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.compass` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.gills` GILLS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.keepy-uppy` KEEPY-UPPY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.skin-gold` MINTED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.the-last-ring` THE LAST RING: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**minigun**
- `minigun.mid-wind-down` THE LAST FIVE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.skin-ice` COLD START: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.the-lure` THE LURE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.the-mill` THE MILL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pan**
- `pan.mid-same-spot` SAME SPOT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.skin-camo` BEAR TRAP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.firing-squad` FIRING SQUAD OF ONE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.stained-glass` STAINED GLASS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.mid-scared-stiff` SCARED STIFF: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**portalgun**
- `portalgun.infinite-fall` INFINITE FALL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pump**
- `pump.mid-less-lethal` LESS LETHAL `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the shared seam (2.95 here) and the 4-frame shape across the victim's head at 2.88-2.93.
- `pump.mid-umbrella` UMBRELLA `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The umbrella-shield, then blast-through, beat reads. The only fail is the victim front elbow at 3.37 (15 u, the mid version of the shared seam).
- `pump.six-pellets` SIX PELLETS `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A good pellet-by-pellet payoff (1-EAR...) ending in an XT burst. Fix: the shared seam at 2.72 and the victim knee bending backwards 56 degrees at 8.02. Also the brief shapes across the heads at 7.78 and 8.32.
- `pump.skin-classic` THE SOUND `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The XT burst at 7.66 vs the L body reads. Fix: the shared seam at 2.72, the victim whole pose at 6.22 (40 u), the killer hands at 8.27. The curved sound-wave arcs around "CHK-CHK" at ~5.0 read as rings: use straight lines or drop them.

**revolver**
- `revolver.sixth-chamber` THE THIRD CHAMBER; id kept for the sound score: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.the-bends` THE BENDS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `revolver.dust-devil` DUST DEVIL `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD husk payoff, keep it. All the fails sit in one beat inside the tornado: smooth the victim seams at 5.52 (hand/elbow/knee 24 u) and the limb-length jumps at 5.85/5.95 (forearm +24 %, upper arm +34 %), and remove the band/solid shape over the victim's head at 5.60-6.58. If that one pass doesn't come out clean, upgrade it to REWORK.
- `revolver.mid-cylinder-grip` CYLINDER GRIP `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean g5, wide finals, XT burst. Fix the g0 seam at 4.10 (victim hand B/elbow B 26 u, plus a 104-degree body turn in the same step). Also check that the cylinder-pattern stump cap in the 5.2-5.6 inset doesn't read as a bone section.

**rpg**
- `rpg.skin-gold` SMALL CHANGE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.skin-ice` THAW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.skin-taped` LOOSE FIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.point-blank` POINT BLANK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.possessed` POSSESSED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.rocket-jump` ROCKET JUMP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.sawn-off` SAWN OFF: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**scythe**
- `scythe.shroud` SHROUD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.skin-camo` IN PLAIN SIGHT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.skin-gold` SHORN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**shrink**
- `shrink.mid-flick` FLICK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**smg**
- `smg.taken-back` TAKEN BACK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.tear-along-the-dotted-line` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.the-autograph` THREE MAGS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.the-saw` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.the-staff` THE STAFF: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sniper**
- `sniper.echo-valley` ECHO VALLEY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.pinned` PINNED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `spear.skin-camo` DIDN'T SEE YOU THERE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**speedsabre**
- `speedsabre.skin-cartoon` DEALT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.skin-classic` HATS OFF: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.skin-neon` FULL COMBO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.st-elmos-fire` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.still-lightning` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.struck-grove` THE STRUCK GROVE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tkglove**
- `tkglove.skin-gold` THE GILDED CAGE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tkglove.sphere` THE SPHERE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tpdagger**
- `tpdagger.no-hang` NO HANG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tpdagger.skin-camo` THE TRAIL GOES COLD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

## BATCH 7: 81 kills, 0 done (READY 58, FIXABLE 21, REWORK 2, NEW-FLAGGED 0; 31 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.timber` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.barrel-roll` BARREL ROLL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.dance` DANCE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.mid-chin-strap` CHIN STRAP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.vacuum-packed` VACUUM PACKED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The shrink-wrap idea is clear, with wide finals. Fix the victim whole-pose seam at 4.18 (40 u) and the killer hands/elbows seam at 5.68 (32 u), and lower the victim's arm. The wrap outline at 4.37-5.18 follows the body, so it isn't a ring effect.
- `beam.lantern-sky` THE LANTERN SKY `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A striking sky-lantern payoff, with wide finals and both bodies. Fix the victim seams at 3.30 (19 u plus a 100-degree turn), 6.02 (10 u) and 8.80 (23 u), and lower the victim's arm off the head at 9.08-9.80.
- `beam.meltdown` MELTDOWN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A clear melt transformation into a puddle, with wide finals. Fix the victim whole-pose seam at 3.20 (32 u) and the g0 hand seam at 4.13 (14 u). Check that the pink melt mass at 6.25-7.13 reads as melting, not as a fat open torso.

**bouncer**
- `bouncer.the-trapped-round` THE TRAPPED ROUND `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean, the ball rattles in the victim's helmet ("boing") then a burst at 8.44, headless body at XT. Fix: the victim's hand sits on the head for 3.5 s (4.33-7.90); lower it. Check that the helmet with its white strap/ball doesn't read as a visor at 5.0-7.3. The 4.3-7.9 wait is static (both fighters stand); tighten it.
- `bouncer.mid-hot-potato` HOT POTATO `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: "GOTCHA!" catch then burst; clean, wide finals. Fix: smooth the one victim arm seam at 3.47 (hand/elbow 17 u).

**burst**
- `burst.tiffin` TIFFIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.skin-gold` THE HONEYCOMB `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The honeycomb and bee theme is strong. Fixes: the 8.13 split-panel hex icon (a white head with two dots and a band) reads as a FACE, so remove the dots and band. The victim arm seam at 6.37 (32 u). Victim feet 20-28 u under the floor at 7.02-7.17. Lower the cower arm. Frame the killer in the L final. If the face icon is part of the concept, upgrade it to REWORK.
- `cluster.skin-taped` SPRUNG `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 0 fails in both passes, no face events, and a clear spring-glove launch with gore. Only fix: frame the killer in both finals (only the "FARIS BASHA ▸" tag shows). Once that is done, it is READY.

**fists**
- `fists.mid-liver-shot` LIVER SHOT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: THUD body shot with good gore and wide finals. Fix the overlap beat: the killer head 51 % inside the victim at 3.18, and the victim head 99 % inside the killer at 3.43. Spread their x by ~20 u through 3.15-3.45.
  - note: fails 0/0 but one g0 face FAILCLASS: killer head covered 4.98-5.07 (8plus_F.md)
- `fists.the-mirror` THE MIRROR `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: It has 23 fails: foot slides of 283 u/s and hand/foot 23-24 u under the floor at 5.10-5.82. The 6.20 transition is a concentric ring tunnel (a ring effect), and the mirror-clone hall is confusing.
- `fists.the-plan` THE PLAN `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A blueprint/"memory recall" concept with 10-15 fails. Both heads are covered for ~2 s in the payoff. Slow and confusing.

**flamer**
- `flamer.rollover` ROLLOVER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `flamer.stepping-stone` STEPPING STONE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.skywriting` SKYWRITING: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.skin-ice` ICE STORM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `glue.flypaper` FLYPAPER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.mid-the-plea` THE PLEA: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.skin-taped` UNDER THE TAPE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.streets-of-gold` STREETS OF GOLD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.the-claw` THE CLAW: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gravflip**
- `gravflip.skin-gold` GOLDEN PARACHUTE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**hammer**
- `hammer.the-backswing` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.floorboards` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.skin-taped` STRAPPED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.slasher` SLASHER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `handcannon.crime-scene` CRIME SCENE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clever payoff: the victim slumps with evidence markers, three instant-replay angles, then crime-scene tape in a wide final. Fix: the map gate (shared with TROPHY ROOM) to reach 15+; smooth the killer hand seam at 3.62, the victim whole-pose jump at 3.75 (40 u) and the killer whole-pose seam at 17.43 (27 u); clear the shape across the victim's head at 3.75-4.13.
- `handcannon.getaway` GETAWAY `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The victim runs, gets shot through the scope and smears along the floor. The 9 fails sit in one beat, the run cycle at 3.42-4.43 (whole-pose jumps 30-31 u, elbow 20 u); ease that cycle. The killer is off-frame from 4.3 to the end (framing fix). The scope reticle rings around the victim at 4.30/4.97 read as circle effects; use a crosshair without rings. Upgrade to REWORK if one pass doesn't clear the run.

**ice**
- `ice.mid-snowflake` SNOWFLAKE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.mid-trigger-finger` TRIGGER FINGER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.mid-butterflies` BUTTERFLIES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.mid-origami` ORIGAMI: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.mid-shucked` SHUCKED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.mid-called-shot` CALLED SHOT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.skin-taped` DUCT TAPE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**minigun**
- `minigun.the-trick` THE TRICK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.wont-start` WON'T START: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.skin-cartoon` THE DRINK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.skin-taped` CRACKED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pan**
- `pan.shield-of-perseus` THE SHIELD OF PERSEUS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.skin-classic` WHITE DOVES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.skin-neon` TARGET LOCK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.mid-achilles` ACHILLES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `pistol.split-decision` SPLIT DECISION `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD (the halves pinned to the wall). Fix: the victim elbow at 4.08 (21 u) and the whole pose at 4.42 (52 u). Maps are 13/17 because it needs a wall: fix through the shared map gate or a fallback.
- `pistol.shark-bait` SHARK BAIT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The shark payoff reads, and the finals frame the killer, shark and victim. Fix the 4 seams in the 4.87-5.30 beat: victim front arm/knee at 4.87 (44 u), killer whole pose at 5.13 (41 u), victim whole pose at 5.30 (31 u), +1.

**pump**
- `pump.skin-ice` SNOW GLOBE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A clear skin theme: the victim trapped and shot inside the globe. Fix: the shared seam at 2.72. The victim's arm crosses his head for 161 frames inside the globe: put the hands on the glass instead.
- `pump.skin-neon` MOTH `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the shared seam at 2.72, the victim whole pose at 3.90 (35 u), the killer arm at 7.60 (16 u).
- `pump.skin-taped` FLICKER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the shared seam at 2.72 and the victim whole pose at 3.72 (21 u). Both finals are so dark that the killer is an unreadable silhouette at the left edge: light him (spill from the torch) so the final reads.
- `pump.slam-fire` SLAM FIRE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the shared seam at 2.72 and the killer legs at 5.72 (15 u). The XT final is defocused (the killer is a blur behind a red foreground smear): end on a sharp, wide frame.

**revolver**
- `revolver.mid-holster-to-holster` HOLSTER TO HOLSTER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Was REWORK, now FIXABLE under ruling 3: the victim drops into the alley between buildings, and both finals frame only him at the bottom of the gap, with the killer off-frame. Use the central FINAL APPROACH framing to pull wide enough for the killer on the roof. Fix the 3 whole-pose seams at 2.80 (19 u), 3.38 (13 u) and 4.40 (44 u). The white bone-like legs at 3.36 need a check.
- `revolver.mid-hoodoo` HOODOO `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD statue. Fix the victim front-arm seam at 3.22 (11 u, g5) and the whole-pose seam at 5.43 (24 u, g0). Check that the red marks on the statue's head in the XT final don't read as eyes.
- `revolver.mid-speed-loader` SPEED LOADER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Good mid with an XT blood burst. Fix the g0 killer hand seam at 3.68 (18 u). In the reload pose, the front arm lies across the killer's head for 38 frames (2.80-3.42): drop it below the chin line. That also clears the wrong-way elbow warn at 2.78.
- `revolver.mid-spurred` SPURRED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: All 4 g5 fails are one beat: the victim's front leg on the spur hit at 3.25-3.77 (thigh +54 %, shin +98 %). Clamp the leg lengths there. Lower the arm off the head at 3.28-3.87. The XT ending only adds a pool to the same slump as L: add a head pop at XT.

**rpg**
- `rpg.small-change` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.star` STAR: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.the-bunker` THE BUNKER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.scattered` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.skin-camo` TWO REEDS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.skin-cartoon` BANG!: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**scythe**
- `scythe.skin-neon` TUBE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.stuck` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.swathe` SWATHE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**smg**
- `smg.the-x` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.vacancy` NO VACANCY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.wall-run` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.xray-chain` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `smg.below` BELOW `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The rooftop-to-below chase reads, with a strong red slow-mo kill and wide finals. The fails sit in 2 killer beats: blend the hand/elbow seam at 6.87 (26 u) and the whole-pose jumps at 14.45 (g0, 43 u) and 15.28-15.68 (g5, 39 u). Lower the victim's guard arm at 3.20-4.90. If g5 is still above 3 fails after that pass, upgrade it to REWORK.

**sniper**
- `sniper.soap-bubble` SOAP BUBBLE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.skin-cartoon` THE RAKE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**speedsabre**
- `speedsabre.skin-taped` RIPPED OFF: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.skull-cap` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.split-hairs` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.tag` TAG: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `thammer.wrong-hands` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tkglove**
- `tkglove.spun-down` SPUN DOWN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tkglove.whiplash` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**tpdagger**
- `tpdagger.skin-classic` ET TU: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tpdagger.skin-gold` THE GOLDEN RULE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

## BATCH 8: 81 kills, 0 done (READY 42, FIXABLE 32, REWORK 7, NEW-FLAGGED 0; 32 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.skin-ice` BRAIN FREEZE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.magazine` THE MAGAZINE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.mid-sprinkler` SPRINKLER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.mid-kettle` KETTLE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A big XT burst (5.09) and wide finals. Fix the victim elbow seam at 3.48 (21 u) and the g0 victim arm seam at 4.38 (18 u). There are 9 face warns: check the party hat or the 3.08 beam glow isn't sitting across the face.
- `beam.votive` VOTIVE `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A wax-candle transformation (the victim kneels as a faceless white candle with a flame on the head). The 100 % head cover is the payoff itself, like HOODOO's statue. Fixes: the killer arm seam at 7.17 (21 u), and the g0 victim seams at 5.95 and 6.00 (14-17 u). Check that the round glow around the flame at 6.17 doesn't read as a halo ring.
- `beam.heist` HEIST `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 0 motion fails. The laser-grid dodge then the beam kill reads, and the finals are wide with both bodies. Fixes: keep the victim's ducking arm below the head line at 4.32-4.93 and 5.82-6.17, and check the 3 skipped maps (14 is borderline). The grid is generated by the film; it is the setting, not a pre-placed map element the kill depends on, so it is fine.
- `beam.skin-taped` NO TELL `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A strong blood fountain at 8.54-10.47 and a clear death. Fix the victim arm seam at 4.55 (29 u) and the g0 victim whole-pose jump at 8.15 (59 u, a visible pop), and lower the guard arm at 3.95-4.53.

**bouncer**
- `bouncer.mid-listen` LISTEN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean read and burst at 5.55. Fix: the victim whole pose snaps 25 u at 4.12, 4.33 and 4.52 (one repeating key, ~0.2 s apart); ease that loop.
- `bouncer.mid-knee-jerk` KNEE JERK `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The visual is fine (knee TAP close-up, hops, burst at 5.65). The fails are mostly g5-only and cluster in the knee beat 3.10-3.73 (victim knee/foot/elbow seams 13-16 u), so the leg-off path at gore 5 snaps. Fix: smooth that beat for g5 (and g0 3.10/3.63), and remove the line across the head at 2.98-3.03. Upgrade to REWORK if one pass doesn't clear the g5 fails.

**burst**
- `burst.silt-out` SILT-OUT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `burst.trip` TRIP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.canopy` CANOPY `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: It plays on only 10 maps. Victim arm seams at 3.85 (35 u), 3.95 and 4.65. The killer is off-frame in the finals (APPROACH). Maps are the main reason it is REWORK.
- `cluster.divided` DIVIDED `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: From 5.63 to the end, the two victims' arms are stretched into one long bar across half the screen (pink and purple limbs 4-5x their length). That reads as broken physics, and the idea is confusing. Seams at 4.88 (whole pose 23 u) and 5.30. The killer is off-frame in the finals (APPROACH).

**fists**
- `fists.stop-hitting-yourself` STOP HITTING YOURSELF `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A gag concept with 11-13 fails and 50 warns, plus a round inset at 3.99. Killer seams at 3.92 and 6.05-6.58.
- `fists.heartstrings` HEARTSTRINGS `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Built on pulling a red cord out of the victim's chest (an organ/heart concept, which USER_TASTE rejects). The victim reads as masked in 3 separate beats. g0 has 6 fails, with seams at 3.47 on both bodies.
- `fists.hook-hall` HOOK HALL `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The whole kill sits in a room of pre-hung red bodies (a pre-placed set that IS the kill). It has 11 fails, whole-pose seams of 24-41 u at 4.78, 5.72 and 7.75, 46 warns, and 6 face fails.
- `fists.ninth-circle` THE NINTH CIRCLE `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A demon silhouette with red eyes at 7.19 (a face read), an icy-lake crowd with party hats, and a confusing script. The killer's guard covers its head for 3.1 s. Whole-pose seams at 5.15 and 6.52 (29-36 u).

**flamer**
- `flamer.the-keep` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.special-delivery` SPECIAL DELIVERY: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.anode` SACRIFICIAL ANODE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.the-loupe` THE LOUPE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.the-stack` THE STACK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.time-capsule` TIME CAPSULE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `golden.acid-test` ACID TEST `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD melt payoff, and the XT green remains read well. Fix the victim seams at 6.53 (whole pose 30 u), 6.67 (hand/elbow 23 u) and 7.27 (back arm 12 u). The clutching arm sits over the head for 61 frames: move the hand to the temple.
- `golden.end-of-the-rainbow` END OF THE RAINBOW `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The XT burst vs the L kneel under the rainbow arc reads well. Fix the victim seam at 3.52 (front hand/elbow 16 u, with an 84-degree body turn in the same step).

**gravflip**
- `gravflip.skin-taped` HALF MEASURES: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**hammer**
- `hammer.skin-camo` ROADWORKS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.the-foundation` THE FOUNDATION: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.tectonic` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.hole-in-one` HOLE IN ONE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Golfer victim ("FORE!"), the head shot at 5.71 is strong. Fix: smooth the victim elbow seam at 3.28 (19 u) and the killer feet seam at 9.70 (21 u); clear the chin shape at 5.67-5.75 (likely blood; start it from the wound) and the arm at 4.42-4.50. Check: after the head blast the victim walks on 6.6-8.5 with the head intact; if that isn't clearly a flash-forward, it confuses. The killer sits on the left edge 6.6-8.5.
- `handcannon.hot-lead` HOT LEAD `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Bullet stuck in the head ("IT DIDN'T EVEN COME OUT!"), the victim staggers ("OW OW"), then a burst at ~11.6. Fix: smooth the killer hand seam at 11.07, lower the victim's clutching arm off the head at 3.72-4.62, and bring the killer into frame 4.2-10.4. Note: the 5-10 s stagger is gag-heavy; tighten it if possible.
- `handcannon.mid-challenge-accepted` CHALLENGE ACCEPTED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Close-quarters glove slap then a point-blank blast; the head comes off, wide XT. Fix: smooth the victim seams at 2.75 (hand/elbow 26 u), 3.28 (whole pose 44 u) and 4.28 (26 u); clear the shape across the head at 2.53-2.60.

**ice**
- `ice.safe-passage` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.skin-cartoon` SNOWBALL EFFECT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.mid-whetstone` WHETSTONE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.skin-camo` CHAMELEON: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.wallpaper` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `laser.mid-coat-hook` COAT HOOK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**minigun**
- `minigun.mid-open-wide` OPEN WIDE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.the-circle` THE CIRCLE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.cine-a` SAMPLE A · CLOSE QUARTERS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `minigun.cine-b` SAMPLE B · TAKE A NUMBER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pan**
- `pan.skin-camo` THE ROCK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.toe-tag` TOE TAG `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD morgue payoff (the tagged body under the sheet), so the choreography stays. But 14 fails is a big motion pass: killer at 6.90 (13 u), 8.45 (30 u), 9.90 (whole pose 47 u), +11, mostly in the morgue section. If it doesn't come out clean in one pass, upgrade it to REWORK.
- `pistol.last-bubble` LAST BUBBLE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the killer seam at 4.70 (12 u) and the victim whole pose at 4.92 (18 u). In the XT final the killer sits small at the top-right edge, above the remains: frame both (ruling 3, FINAL APPROACH). The L victim floating at the surface is fine under ruling 2.
- `pistol.the-jam` THE JAM `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The jam, then clear, then a burst (7.44) vs the L kneel reads. Fix: the killer back arm at 4.02 (37 u) and the victim whole pose at 4.28 (30 u) and 5.75 (37 u).
- `pistol.mid-curiosity` CURIOSITY `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD. Fix: the killer draw seam at 3.23 (26 u) and the killer knees at 5.78 (19 u; 5.48 at g0). Something sits over the victim's chin zone at 3.55-5.18 while he peers into the box: move it clear of the lower face.

**pump**
- `pump.specimen` SPECIMEN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the victim arm at 4.58 (18 u), the killer arms at 5.62 (36 u), the killer elbow at 6.92 (17 u). The display case appears from nowhere at ~9.4: give it a placing beat.
- `pump.walled-in` WALLED IN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The bricked-in payoff reads (the arms-up V is the hands, not a face). Fix: the shared seam at 2.72. Maps are 13/17, so add a fallback via the shared map gate. Lower the arm off the head at 2.98-3.48.
- `pump.countdown` COUNTDOWN `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The victim is blasted up onto an upper ledge and shot down from it, so the kill needs a ledge: it is honestly map-tied at 9 maps. The motion is clean apart from the shared seam. By ruling 4 it becomes FIXABLE only if the shared map gate supplies a ground-level fallback.

**revolver**
- `revolver.mid-toothpick` TOOTHPICK `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean read: XT burst vs a seated L. Fix the victim whole-pose seam at 3.88 (18 u).
- `revolver.moonshine` MOONSHINE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD candle payoff: the flame-head FAILCLASS at 7.02-11.95 is that payoff, accept it. The XXX in the 3.95 inset is the jug label, not a face. Fix the victim front-arm seams at 3.75 (22 u), 4.15 (25 u) and 5.57 (28 u), the whole-pose seam at 5.85 (41 u, g0), and the arm over the head at 5.57-6.33.
- `revolver.old-iron` OLD IRON `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD rust payoff. Fix the killer front-arm seam at 6.55 (28 u, with an 88-degree step). The XT rust pile slightly overlaps the killer's feet: nudge it about 20 u right.
- `revolver.rattler` RATTLER `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix the killer front-arm seam at 5.70 (27 u). From ~6.6 s to the XT final, the white segmented pile beside the body reads like ribs/bones at game size: tint it so it reads as the rattle (or a snake), not a skeleton.
- `revolver.rocking-chair` ROCKING CHAIR `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix the whole-pose seam at 3.27 (27 u) and the feet 7 u under the floor at 3.20. The XT final (kneeling body plus a pool) barely differs from L: add the XT head pop.

**rpg**
- `rpg.the-line` THE LINE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.the-smoke` THE SMOKE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.skin-gold` GOLD DUST: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.skin-taped` HANGFIRE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.the-nudge` THE NUDGE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.the-pass` THE PASS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**scythe**
- `scythe.trade` THE TRADE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `scythe.uprooted` UPROOTED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**shrink**
- `shrink.mid-punt` PUNT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**smg**
- `smg.knee-slide` KNEE SLIDE `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Good action and gore, with roll-0 wide finals (the tilted mid frames 6.20-8.37 are fine). The 4.63 "foot slides 1134 u/s while planted" is the knee slide itself: mark the foot unplanted there rather than changing the move. Blend the killer seams at 3.38 (15 u) and 10.13 (whole pose 27 u). Move the SMG or arm that covers the killer's head at 6.68-9.22.
- `smg.long-exposure` LONG EXPOSURE `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The long-exposure light-trail idea is striking, and it ends in a big splat on the billboard. All 7 fails are one repeating killer elbow B seam (3.10, 3.98, 4.90 ... about every 0.9 s), so fix the loop once. The 9 victim FAILCLASS events are the pumping running arm crossing the head each stride: lower its arc. Clear the line across the killer's head at 4.20-4.50.
- `smg.mid-brass-ice` BRASS ICE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Slipping on brass casings is a clean mid idea, with good gore and wide finals. Blend the victim whole-pose seam at 3.30 (21 u) and the killer seam at 5.58 (18 u), and pull the victim's head out of the killer (90 % deep) at 4.90 in g0.
- `smg.mid-haircut` HAIRCUT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean apart from one seam: the victim whole pose at 5.17 (19 u). The hat-shot close-up at 2.97 and the kill read well, and the finals are wide. Fix that seam and it is READY.
- `smg.mid-pew-pew` PEW PEW `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A user-GOOD mid. Tiny fixes: the killer hand seam at 2.60 (9 u), and the two short covers over the victim's head and chin (7 and 6 frames). After that it is READY.

**sniper**
- `sniper.the-guide-line` THE GUIDE LINE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.skin-gold` THE HALL OF THE SLAIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `spear.skin-ice` MELTWATER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**speedsabre**
- `speedsabre.ten-thousand-cuts` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.the-bright-line` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.the-old-cuts` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.fulgurite` FULGURITE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Strong transformation payoff: the lightning turns the victim into a sand-glass statue with fulgurite tubes in the ground, then it crumbles. Motion clean. Fix: lower the struck victim's front arm off the head at 3.50-4.45. Check: the pale branching fulgurite tubes (4.28, 8.42) must not read as bones; tint them glassy if they do. XT final: the killer sits on the left edge; nudge it into frame.
- `thammer.mid-stride` STRIDE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean slam at 3.53, burst at 5.77, wide finals. Fix: smooth the killer whole-pose jump at 3.15 (56 u, along with the 153 deg body turn at 3.07, so it reads as a pop), and lower the victim's arm at 5.28-5.37.
- `thammer.mid-wrong-hands` WRONG HANDS `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean; the victim grabs the hammer ("THUNDER!") and is crushed into rubble at 5.70. Fix: remove the concentric ring effect around the victim at ~4.7-5.3 (rings are banned), keep the victim's arms/hammer off the head line 3.67-5.08, and clear the shape over the head at 5.32-5.48.

**tkglove**
- `tkglove.bent` BENT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Lift, fold, burst at 5.94 with a slow-mo spray, wide finals. Fix: the shared lift helper (victim hands seam 3.63, 32 u; hands 28-29 u into the ceiling 3.90-4.00), and lower the victim's arm off the head at 3.88-4.77. The killer is cut at the bottom-left 3.85-5.24 (framing).
- `tkglove.mid-pop` POP `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean mid: lift, squeeze, "POP" burst at 5.06-5.46, wide XT. Fix: smooth the victim whole-pose jump at 3.10 (37 u) and lower the arm at 3.10-3.40.

**tpdagger**
- `tpdagger.skin-ice` ICEBREAKER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

## BATCH 9: 78 kills, 0 done (READY 31, FIXABLE 37, REWORK 10, NEW-FLAGGED 0; 31 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.skin-neon` STROBE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.mid-say-again` SAY AGAIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.skin-taped` HELD TOGETHER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.mid-lead-poisoning` LEAD POISONING: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.mid-tinfoil` TINFOIL `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 0 motion fails, and the tinfoil-hat gag pays off with a hit and a burst. Only fix: the victim's arm over the head at 2.95-3.42 (lower it, or raise it clear of the head to touch the hat). After that it is READY. The hat is the concept, not a face piece.
- `beam.mid-bleached` SKID `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean idea and gore, wide finals. Blend the victim knee/elbow seam at 3.42 (28 u) and the killer whole-pose seam at 3.92 (30 u).
- `beam.half-a-second` LOADED `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 14-16 fails and 80+ warns: repeated killer elbow/knee seams of 25-26 u at 4.13, 4.25 and 4.42, and more through the 3-body fight. The idea reads (block, then the beam through both), but the motion needs a rebuild, not spot fixes.

**bouncer**
- `bouncer.mid-spring` SPRING `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Readable bounce gag ("pfft. dood.") with a head pop at XT. The fails are one cause: the victim's whole pose snaps on the bounce keys at 3.95 (34 u), 4.20 and 4.40 (21 u), and on to ~4.6. Fix: ease those keys, remove the band across the head at 2.98-3.72, and lower the arm 3.97-5.15. Upgrade to REWORK if the bounce loop can't be smoothed in one pass.
- `bouncer.mid-off-beat` OFF BEAT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean, BLAM close-up, big burst at 5.25, wide XT. Near READY. Only fix: keep the victim's hands below the head at 3.58-4.30 and 4.62-4.97.

**burst**
- `burst.the-iron-lungs` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.liquefaction` LIQUEFACTION `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 14 g5 fails (victim elbow seams of 19-25 u at 5.27, 5.40 and 5.53, and more). The concept is the victim sinking into the floor, which runs into the "no body sunk in the floor" rule, and the payoff is small.
- `cluster.skin-ice` SIX FRAMES `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 12 maps. Whole-pose seam at 4.15 (35 u), plus more at 4.20 and 5.17. The frozen-copies trail fills the frame, and the killer sits below the frame in every frame after 5.8 (the tag is at the bottom edge).

**fists**
- `fists.coconuts` COCONUTS `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A 3-body head knock: body 2's head is 96 % inside the killer and its foot is 15 u under the floor at 2.88, with 9-11 fails in each pass. The 3.83 punch-in burst is drawn as concentric red rings over the heads (a ring effect). Mask and head-band reads on top.
- `fists.keelhauled` KEELHAULED `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Underwater-only is allowed, but it has 15-18 fails: the killer head 99 % inside the victim at 2.88, and whole-pose jumps of 38-46 u at 3.02 and 3.30. The XT final shows no readable victim body, only bits.
- `fists.knock-the-stuffing-out` RUNDOWN `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A 34 s film with 255 warns, 19-20 fails across the whole run, 13 maps and a visor read. It is too long and too loose for its payoff.

**flamer**
- `flamer.the-pugilist` THE PUGILIST: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `flamer.torched` TORCHED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**gl**
- `gl.teeter` TEETER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.mid-mouthful` MOUTHFUL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `glue.strings-attached` STRINGS ATTACHED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**golden**
- `golden.golden-handcuffs` GOLDEN HANDCUFFS `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Was REWORK, now FIXABLE under ruling 3. From 4.66 the camera follows the victim along a ledge, away from the killer: widen it at 6.36, where it is too zoomed. The XT final (a blood-smeared staircase) has the killer off-frame: use the central FINAL APPROACH framing. Fix the seams at 4.25 (whole pose 17 u) and 4.48 (front arm 33 u, back hand 22 u under the floor). Lower the arm off the head at 4.48-5.88.
- `golden.hand-in-pocket` HAND IN POCKET `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The motion is clean, but two taste fails. (1) A red blotch in the middle of the victim's head (4.4-6.0) reads as a mouth or face: put the wound on the side of the head instead. (2) A white ring with a cross on the chest (5.2 through the XT final) reads as a hit circle or crosshair: remove it or redraw it as a plain prop. The clutching arm also covers the head for 103 frames: shorten it.
- `golden.octopus-garden` THE OCTOPUS'S GARDEN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The tentacle drag reads well. Fix the victim whole-pose seam at 8.87 (11 joints, 47 u). In both finals the killer is off-frame (only the tag arrow shows): pan or widen the final to include him.
- `golden.skin-ice` ICE BUCKET CHALLENGE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD. The bucket over the head is the payoff, accept it. Fix the victim back-arm seams at 6.97 (29 u, with the head), 7.07 (18 u) and 7.18 (28 u).

**gravflip**
- `gravflip.synchronised` SYNCHRONISED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `gravflip.wrong-way-up` WRONG WAY UP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**hammer**
- `hammer.the-hold` STILL STANDING: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.mid-echo` ECHO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.mid-plaster` PLASTER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean mid: hit, stagger, big burst at 4.78, wide finals. Fix: smooth the victim hand F seam at 4.22 (21 u) and clear the shape across the head at 2.63-2.68.
- `handcannon.mid-safetys-on` SAFETY'S ON `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean: PAK hit, "Safety's on, genius", then a full burst at 4.48, wide XT. Near READY. Only fix: clear the solid shape over the victim's chin at 2.73-2.85 (the hit spray/gun hand at the PAK close-up).
- `handcannon.next-week` NEXT WEEK `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The victim is blasted across the sky ("next week") and lands in pieces on the crates; good payoff. Fix: smooth the killer hand seam at 3.57, clear the shape across the victim's head at 3.73-4.85, and frame the killer at the end (off-frame 5.0-10.3; the XT final shows the killer cut at the left).
- `handcannon.proving-ground` THE PROVING GROUND `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A 27 s film with a test-cell cutaway (T-0451, 5.2-14.1) and then the real kill on the map; readable. Fix: smooth the victim whole-pose jumps at 3.48 (40 u) and 5.85 (31 u), keep the victim's arms below the head at 3.48-5.83 and 11.93-12.78, and frame the killer in the cell beat (only its tag shows). Consider trimming the length.

**ice**
- `ice.skin-taped` COOLANT LEAK: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.the-first-step` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.skin-classic` DOUBLE TAKE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.skin-ice` RED ICE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.skin-neon` BLACKLIGHT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.lightning-rod` TOURNIQUET `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Close-quarters scuffle with the rifle (6.74), burst at 9.58, wide finals. Fix: smooth the victim seams at 6.15 (elbow B 21 u), 7.65 (knee F 16 u) and 8.25 (elbow B 22 u; g0 8.32/10.05), and keep the victim's raised arm/weapon off the head line at 3.57-4.28. The gold cone on the floor (visible from ~6.7) needs a cast beat if it isn't cast on screen.
- `laser.scarecrow` GOLD IS A MIRROR `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Good idea and readable: the victim parries the beam with a gold blade (6.50-7.39), then the beam gets through, burst at 9.16. The fails cluster in one stumble beat 4.73-5.20 (victim knee seams 12-23 u, killer knee 30 u). Fix: smooth that beat, lower the arm at 7.68-7.78, and show the gold blade being cast if it isn't already. Upgrade to REWORK if one pass doesn't clear it.

**minigun**
- `minigun.the-shield` THE SHIELD `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean apart from one victim arm seam at 3.80 (13 u, 66-degree turn). Lift the tower pin (the riot-shield concept is map-free) and re-verify maps. User note: "head explosion needed" at XT.
  - note: motion fixed (0/0); its tower map pin (530 u room) is still open
- `minigun.iai` IAI `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean motion (0 fails), the katana is drawn and held well (7.96 close-up), and the bullet-cutting idea reads clearly. Fixes: lift the temple pin (the concept doesn't need the map) and re-verify maps. The XT final has the victim kneeling and intact, so end XT on the limb explode plus head pop (user note: "explode limbs ... full at extreme").
  - note: motion fixed; its map room (380 u) plays on 1 arena only, still open
- `minigun.cine-c` SAMPLE C · SUPPRESSION `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-rated GOOD, so keep the choreography. This is a motion-polish pass, larger than 15 min, not a rebuild. The worst beat is 5.18: victim foot sliding 1512 u/s while planted, feet/knee seam 26 u, centre of mass outside the feet. Also clear the head cover at 8.68-9.67 and the chin read at 11.72-12.60, then re-run. If it is still above 10 fails after that pass, flag it to COORD rather than rebuilding.

**pistol**
- `pistol.mid-hollow-point` HOLLOW POINT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD. g0 is clean, so all 8 fails are the gore-5 limb-off beat at 4.02-4.38 (victim whole pose 44 u, front arm 27-38 u). Ease the detach (spawn the parts at the joint, no pop) and keep the arm off the head at 4.25-4.37.
- `pistol.call-it` CALL IT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The XT burst to pieces vs the L slump reads. Fix: the shared draw seams at 3.27/3.35/3.52, +2. The victim's raised arm lies across his head for 225 frames (3.40-7.13): lift it clear of the head.
- `pistol.mid-tether` TETHER `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD. Fix the victim's head pushing 91 % into the killer at 4.15 (an overlap in the grab: offset the victim 15-20 u) and the killer legs at 5.40 (19 u).
- `pistol.interrogation` INTERROGATION `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fix: the victim whole pose at 3.27 (43 u) and the shared killer back-elbow seams at 3.50/3.65, +1. After the lights go out (8.4 on), both finals are almost black: the bodies are invisible, with only a red glow. Keep enough lamp or spill light that both bodies read in the final.
- `pistol.mid-mozambique` MOZAMBIQUE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A clean double-tap: the head-burst close-up, then an XT body on the floor. Fix: the victim seam at 2.80 (14 u). Lower the arm off the head at 4.73-5.17.

**portalgun**
- `portalgun.the-original` THE ORIGINAL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pump**
- `pump.fish-in-a-barrel` FISH IN A BARREL `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A barrel conjured out of a "SPLOOSH" flash at ~4.0, with no source, is the whole kill. That is the user's REPLACE pattern: a non-existing element that IS the kill, plus a gag title. The motion is otherwise clean.
- `pump.knock-knock` KNOCK KNOCK `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A door conjured in open space at 3.26 is the whole kill (pre-placed = the kill, a gag concept). The circular iris/peephole frames at 4.98 and the white cracked disc at 5.84 read as rings. 5 seams: 2.72, 2.85 (victim elbow 22 u), 3.15 (killer hand), +2.
- `pump.shell-shock` SHELL SHOCK `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 6 fails: 2.72 shared, 3.22 and 3.83 (victim arms/legs 15-21 u), +3. It needs a motion re-pass. The tinnitus grey-out concept and the head burst at 6.07 are fine; keep them.
- `pump.shooting-gallery` SHOOTING GALLERY `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The film cuts to a carnival shooting-gallery set (curtain, booth, rows of dummy targets): a pre-placed set that IS the kill. The dummies carry red bullseye rings. Seams: killer at 10.45/10.63 (23-32 u), victim hand at 7.35 (g0).

**revolver**
- `revolver.skin-cartoon` PULL STRING `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD skin. The doll victim's skin-tone head shows dark eye/mouth marks (4.7-9.3): blank it per §8. Fix the seams at 3.27 (victim arm 30 u), 5.57 (killer arm 28 u) and 6.17 (killer legs 13 u), plus the other 3 g5 fails in the same arm moves.
- `revolver.skin-classic` BLOW THE SMOKE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD skin. Fix the front-arm seams at 3.27 (killer and victim, 28-30 u) and 4.40 (killer, 30 u). The XT final is an intact body on a blood trail, in the same pose as L: add the XT head pop.
- `revolver.skin-gold` THE GOLD COUNTRY `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD skin. Fix the seams at 3.28 (victim arm + head, 25 u), 8.02 (killer arm, 30 u) and 9.35 (victim head, 12 u). In the XT final the victim is a dark silhouette slumped upright at the barrel: make sure it reads as dead (down, or clearly the payoff).
- `revolver.skin-ice` COLD-BLOODED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD skin. Fix the killer seams at 3.27 (hand), 7.33 (arm, 27 u) and 9.28 (legs, 18 u). The frozen head shows dark eye-like gaps at ~9.0 s: smooth the ice there. Clear the image across the killer's head at 4.43.

**rpg**
- `rpg.the-vacuum` THE VACUUM: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.the-wrong-end` THE WRONG END: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.too-close` TOO CLOSE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**sawedoff**
- `sawedoff.mid-both-down` BOTH DOWN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.twins` TWINS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.mid-false-start` FALSE START `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Fails sit in one beat (3.05-3.42): victim seams at 3.05 (16 u) and 3.17 (whole pose 36 u), killer arms at 3.42 (17 u), plus 2 more in the same window. One seam pass. The rest is fine: shot at 4.83, burst at the barrel, wide final. Plain choreography but a clear mid. Upgrade to REWORK if one pass doesn't clean it.

**scythe**
- `scythe.mid-pruned` PRUNED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Good read: scythe swing, legs cut, finisher, XT ends in pieces + soul, wide final. All fails sit in one beat (4.32-5.27): smooth the killer hand/elbow seam at 4.32 (45 u), fix the victim forearm length jump at 4.48 (+51 %, both arms), smooth the victim whole-pose seams at 4.65 and 5.27 (g0 path), and lower the victim front arm off the head 2.98-4.63. Upgrade to REWORK if one pass doesn't come out clean.
- `scythe.mid-shade` SHADE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: g5 clean; head pops at XT, the shadow double behind the kneeling victim reads clearly. Fix: smooth the g0-only victim whole-pose seams at 4.42 and 5.02 (23-24 u) and lower the victim front arm off the head at 4.25-4.53. Note: the killer barely moves (stands with the scythe), and "MISSED!" text is a gag beat; acceptable for a mid.
- `scythe.mid-the-touch` THE TOUCH `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: g5 clean, XT burst at 5.91 and wide finals. Fix: smooth the g0-only victim whole-pose seams at 4.08, 4.33, 4.58 (22 u each, one cause), and move the victim's raised arm/held item off the head line at 4.38-4.62 and 4.98-5.68 (reads as a band across the head). Choreography is light (killer stands with the scythe upright), still readable as a mid.

**smg**
- `smg.moonlight` MOONLIGHT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Strong silhouette-against-the-moon images and gore; motion is clean (1 seam at 7.47, 25 u). The problem is maps (12/17, its own gate, not the cluster one). It needs those maps or a no-sky fallback. If it can't reach 13+, it goes to REWORK. The killer is off-frame in the finals, so it needs APPROACH/framing. The moon disc is a backdrop object, not a ring effect.
- `smg.skin-camo` GHILLIE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A user-GOOD skin. The killer's full head cover is the ghillie bush costume itself (the theme), so don't count it. Fixes: the killer feet seam at 3.27 (16 u), the elbow at 3.53 (14 u), the victim arm at 4.20 (32 u), and the victim chin cover at 7.32-7.43.
- `smg.skin-classic` SHAKE HANDS `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A user-GOOD skin, with a nice 3-panel multicam at 5.92 (the "goggles" there are the crown jewels, not a face piece). Blend the killer arm seam at 3.27 (32 u, 102-degree turn) and the victim hand seam at 6.52-6.68 (33-36 u). After that it is READY.
- `smg.skin-gold` KING’S RANSOM `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A user-GOOD skin, with only one motion fail: the killer hand/elbow at 8.50 (28 u). Taste flag: the 8.68 inset shows a beating gold HEART ("THUMP") in front of a white skull-like head. That is an organ (and a possible bone/face read), and it is incidental, not the payoff. Replace it with a gold coin burst or a plain chest hit. After those two fixes it is READY.

**sniper**
- `sniper.drain` DRAIN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**spear**
- `spear.tapped` TAPPED: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**speedsabre**
- `speedsabre.torn-sail` TORN SAIL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.totem` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.skin-ice` STILL LIGHTNING `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Good read: lightning, slow-mo strike, ice shatter at 9.89, wide finals. Fix: smooth the victim whole-pose seam at 3.60 (37 u) and the killer hand seams at 4.75 (23 u) and 5.75 (24 u); lower the arm at 3.50-3.58.
- `thammer.skin-neon` ST. ELMO'S FIRE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Electrocution then a charred body; the read is good. The fails sit in one beat: the victim's hand jitter while electrified (9.13, 9.80, 10.33 and nearby, 12-15 u). Fix: ease the jitter so the hands shake without snapping, and keep the victim's front arm off the head at 8.32-9.78 and 11.05-11.30. Upgrade to REWORK if one pass doesn't clear it.

**tkglove**
- `tkglove.mid-put-away` PUT AWAY `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Readable: the victim is dragged along the ceiling, then slammed down with crates falling (5.59). Fix: the shared lift helper (seam 3.32, hands 29 u into the ceiling 3.55-3.57) plus the rest of that beat, clear the shape across the head at 3.57-3.87, and add the no-ceiling fallback (14 -> 17). Check the crates: if they aren't in the map, they are pre-placed props; fine only if they're incidental to the slam. Upgrade to REWORK if the helper fix doesn't clear most of the 7 fails.

**tpdagger**
- `tpdagger.skin-neon` EXIT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tpdagger.skin-taped` GRIP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

## BATCH 10: 84 kills, 0 done (READY 25, FIXABLE 23, REWORK 33, NEW-FLAGGED 3; 32 weapons)
Gate: [ ] ALL KILLS PASS · [ ] MERGED · [ ] REGRESSION · [ ] TEST BUILD · [ ] USER OK

**ar**
- `ar.runner` LAST REACH: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.skin-camo` COPYCAT: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.bottomless` BOTTOMLESS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ar.skin-classic` TUTORIAL: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**beam**
- `beam.morse` SPLITTER `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 15 fails: victim elbow seams of 27-32 u at 3.72, 3.97 and 4.72, repeating. 88 warns. Busy with props (the bench, the crates, the wooden splitter pieces), and the payoff is muddled.
- `beam.skin-ice` DEATH SPIRAL `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: g0 has 28 fails, with killer whole-pose jumps of 36-49 u at 3.20, 4.10 and 5.07 in both passes during the stomp. The killer is off-frame in the L final (APPROACH alone wouldn't fix the motion).
- `beam.skin-camo` VENT `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 11-12 fails: killer elbow seams at 3.77 and 4.23, and a victim seam at 4.87 (27 u). A long grapple with little readable action before the beam. The 10.44 white flash hides the payoff.

**bouncer**
- `bouncer.the-break` THE BREAK `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 24 fails, starting with a 49 u whole-pose jump at 4.00 on three bodies at once. Two extra fighters appear beside the victim (a pool "break" of 3 bodies) and stay tangled and overlapping 5.1-8.7. Extra bodies in a 1v1 film plus broken physics.
- `bouncer.pachinko` PACHINKO `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A 20 s gag: the victim leaves the map for a pachinko board of big grey circle pegs (5.7-13.2). The circles dominate the frame, the concept is a gag with no action from the killer, the fails are spread (6.62, 9.45, 10.97 with a 59 u jump), and a solid shape covers the victim's head 9.55-10.93.

**burst**
- `burst.the-plague-cart` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**cluster**
- `cluster.the-blink` THE BLINK `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 11 maps and 10 fails, including thigh/shin length jumps of 34 % at 11.50. Red ghost copies plus a blackout make it confusing, and the killer is off-frame in the finals.
- `cluster.the-shelter` THE SHELTER `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The quonset shelter appears from nowhere at 5.42: a pre-placed prop that IS the kill, which the user rejects. Victim seams at 4.13, 4.22 and 5.62, plus head-cover reads.

**fists**
- `fists.one-punch` ONE PUNCH `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: It has 16-21 fails. The replay section ("ANGLE 1/2 - REPLAY", 11.98-15.63) is a giant round orange head close-up, a circle/face-like read. The killer reads as just walking off in the "OK." final. Gag-structured.
- `fists.jackpot` JACKPOT `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A slot-machine gag ("KA-CHING") with 6-8 fails and 36 warns. Killer seams at 4.02, 4.32 and 4.68. The 6.10 punch-in is far below the zoom floor, and the final leaves the victim slumped and intact against the machine.
- `fists.the-brink` THE BRINK `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A ledge kill on 13 maps, with a victim whole-pose jump of 57 u at 5.62 and 11 fails. In the XT final the victim lies on a ledge with the killer cut off at the frame edge.
- `fists.hit-me` HIT ME `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A gag concept ("HIT ME" sign, the victim holding a barbell overhead) with 10 fails, including killer feet sliding 166-1210 u/s while planted at 5.70-5.92. The ending is an intact body lying flat.

**flamer**
- `flamer.which-way-is-up` WHICH WAY IS UP: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `flamer.no-capes` THE KEEP `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A 27 s cinematic (fire wall, shield and burst beats) with good ideas, but 28 fails run across the whole film: 4.30 (victim elbow), 4.52 and 4.68 (killer back elbow 17-20 u), +25. There are 13 face FAILCLASS events: arms across the heads at 4.40-18.23, solid images across the victim's head at 8.17, 12.90 and 15.57 (73-100 %), and the killer's head at 5.03. It needs a full motion rebuild.

**gl**
- `gl.the-orchard` THE ORCHARD: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**glue**
- `glue.mid-cats-cradle` CAT'S CRADLE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A clear string-web idea. The XT ends on a limbs-off burst and L on a wrapped body. Fix the killer front-arm seam at 2.95 (22 u, with a 65-degree step). Lower the victim's raised arm so it doesn't cross the head at 3.18-3.67 and 4.18-4.55.

**golden**
- `golden.skin-neon` THREE GOLDEN BALLS `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean motion and a kept prop. The XT final (victim slumped behind the counter, no visible gore) is too mild for extreme: add the XT head pop. (The L victim standing is by design under ruling 2.)
- `golden.the-pearl` THE PEARL `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD clam payoff. Fix the victim whole-pose seam at 4.05 (35 u). The XT final frames only the killer (the clam and victim are out of frame), and the L final leaves the killer out: widen both finals so they frame the killer plus the clam.
- `golden.skin-gold` THE COUNTING HOUSE `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 6 fails, which counts as many (the same rule as for the other weapons; this kill is not in the user-GOOD list). The chain around the victim's neck sits over the lower face for 92 frames and reads as a mask. The legs sink 27-30 u under the floor at 15.27-15.37. The hanging body in the XT final is half off the right edge. It needs a motion re-pass; drop the chain to the neck.
- `golden.the-vault` THE VAULT `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: It plays on only 12 of 17 maps and is honestly map-tied (it needs a wall for the vault), so by ruling 4 it stays REWORK unless the shared map gate gives it a fallback, in which case it becomes FIXABLE. It is a user-GOOD concept, so the rework means making it play on 15 or more maps (a fallback vault placement), not changing the choreography. Also fix the seams at 3.42 and 3.55 (killer back elbow, 14-20 u) and 5.28 (victim hand, 14 u).

**gravflip**
- `gravflip.mid-upside-down` UPSIDE DOWN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clear idea: the victim flips onto the ceiling platform, gets shot, drops and bursts; XT pieces + soul, wide final. Fix: keep the victim's feet on the platform underside at 3.42-3.43 (30 u into it), smooth the victim knee/foot seam at 3.15 (13 u), clear the solid shape over the head at 5.12 (49 %, 14 frames; check if it is the head-pop blood starting inside the head), add a ceiling fallback so canyon/atrium/retro play (14 -> 17). Upgrade to REWORK if the ceiling contact can't be solved per map.

**hammer**
- `hammer.mid-plaster-cast` PLASTER CAST: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.mid-stake` STAKE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `hammer.mid-shockwave` SHOCKWAVE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**handcannon**
- `handcannon.skin-cartoon` AROUND THE WORLD `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The bullet goes around the world in "MEANWHILE..." cartoon panels and hits the laughing victim from behind; burst at 9.42. Fix: (1) the cartoon figure in the panel at ~7.26 has a drawn face (eyes + smile); remove it. (2) The killer holds the cannon across its chin for 8 s (4.25-12.67); carry it lower. (3) Smooth the victim seams at 4.55, 5.47 and 5.85 (13-20 u). (4) The panel covers the killer 5.1-7.3. Upgrade to REWORK if the panel gag can't work without the face.
- `handcannon.totality` TOTALITY `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Eclipse staging, comic close-up at 8.89, the kneeling victim is shot at 10.38, pieces at 13.35. Fix: clear the solid shape over the victim's chin at 7.55-9.98 (check for a bandana/costume piece or the hit spray parked on the face), smooth the killer hand seam at 7.47, and frame the killer 4.4-10.4 (off-frame).
- `handcannon.trophy-room` THE TROPHY ROOM `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Too many problems at once: a pre-built trophy-room set with mounted round heads in ring plaques (6.57, 13.80) is the kill; an extra grey non-gameplay figure stands in the room (10.18-11.99); fails spread from 3.48 to 7.35 (victim 40 u, killer whole pose 44 u at 6.12, victim knee 7.35); the victim's arm covers its head for ~3 s (3.48-6.33); and it plays on 13 maps.

**ice**
- `ice.the-still-city` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `ice.thermal-shock` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**knife**
- `knife.the-interval` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.waterline` WATERLINE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `knife.which-one` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**laser**
- `laser.strike` RAILGUN `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Gold posts as cover, the rail shot punches through, then a kneeling death with pieces; wide finals. Fix: the victim hand B jumps 46 u at 3.40 and 42 u at 3.75 plus elbow 21 u at 3.30 (one beat); smooth them. Clear the line over the head at 9.33-9.73. Add a visible cast beat for the two gold posts (absent at 2.95, present at 4.09).
  - note: RAILGUN: g5 PASS, g0 1 fail left (facing flip at 11.13 in the VL ending) (x5 STATE)
- `laser.undertow` UNDERTOW `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean; the victim is dragged under and torn apart in the water (XT ends with limbs and blood floating). Fix: from ~5.0 to the end the killer is off-frame (only its name tag shows at the bottom edge), so frame both fighters in the final. Check the orange cat-eared fighter at 5.04-7.12 (a second non-killer body tethered to the victim); if that isn't a real third player, it confuses. The floating limb pieces read as abstract V-shapes; keep them short-lived.

**minigun**
- `minigun.cine-d` SAMPLE D · CLINCH `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-rated GOOD, so keep the choreography. Polish the victim elbow seams at 7.27 (10 u), 10.37 (26 u) and 10.72 (22 u), and lower the victim's guard arm at 12.60-14.97 so the head stays clear. Wide finals with a clear death.
- `minigun.reload` RELOAD `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 13-16 fails, with the victim hand 28-30 u under the floor at 3.20, 3.83 and 4.48 (if that is the ramp floor fooling the checker, re-check it, but the count is high either way). 53 warns. The 3.92-4.89 close-up of the reload is a long, tight punch-in.
- `minigun.static` STATIC `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The 8.33 CCTV close-up draws a big round head with SUNGLASSES and a MOUTH line: a clear face, which the user rejects. Also the killer hands 22-24 u under the floor at 3.20, and the victim whole-pose seam at 3.27. If the cam close-up is redrawn faceless (blank head), it drops to FIXABLE.
- `minigun.all-at-once` ALL AT ONCE `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 14 fails: body 2 hands 26-29 u under the floor at 3.20, and a killer whole-pose jump of 34 u at 4.45. 12 maps (OWED-GEO SPACE+ROOM). Body 3 reads as masked for 1 s. The XT final and 10.57-12.74 are a stylised X-panel tableau of three posed victims, not a wide final with both bodies.

**pan**
- `pan.tin-can` TIN CAN: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**pistol**
- `pistol.the-gap` THE GAP `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A third body (the green fighter) adds confusion, and the finals leave him kneeling alive beside the dead victim. Body 2's head sits 97 % inside the victim at 3.20, and body 2 jumps 47 u at 3.27. 6 fails in total. It needs a rebuild.
- `pistol.red-light` RED LIGHT `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 15 fails across the whole film: 3.50 (killer whole pose 30 u), 3.62 (killer elbow and victim whole pose), +12. It needs a motion rebuild. The XT burst vs the L kneel is fine.
- `pistol.apple-of-my-eye` APPLE OF MY EYE `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The apple shot and the SPLUTCH head burst read, but 14 fails run through the film: 3.27 (victim arm 33 u), 3.35 and 3.52 (shared killer draw), +11. It needs a motion re-pass.
- `pistol.gun-kata` GUN KATA `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 15 fails: 3.27 (killer both arms 40 u), 3.98 and 4.00 (killer hands 22-31 u), +12. The killer's arms cross his head for long spans (9.38-11.08, 103 frames). The 6.56 multicam panels circle the targets in red rings (no rings as effects). It needs a motion rebuild.

**pump**
- `pump.skin-camo` DECOY `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 6 fails: 2.72, 3.55 (killer hand), 4.58 (killer whole pose 46 u), +3. The victim's arm is over his head for 104 frames (3.02-4.73), and a wooden decoy dummy appears from nowhere at 4.06. It needs a motion re-pass.
- `pump.skin-cartoon` PLUGGED `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 7 fails: 2.72, 3.25 (victim arm 36 u), 3.70 (killer whole pose 53 u), +4. Plus a mask-like chin read. It needs a motion re-pass.
- `pump.skin-gold` CORONATION `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 6 fails: 2.72, 3.30 and 3.45 (killer back elbow 11-23 u), +3. It needs a motion re-pass. The gold throne also appears from a flash at 4.3 with no cast beat: add one (ruling 5).
- `pump.tripwire` TRIPWIRE `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 12 fails across the whole film: 2.72, 3.60, 4.97 (killer hands), +9. The XT final also leaves the killer off-frame, with the white victim folded at odd angles. It needs a rebuild of the motion.

**revolver**
- `revolver.skin-taped` DUST CAP `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: User-GOOD skin. Fix the killer arm seams at 3.27, 3.88 and 4.33 (13-26 u). The XT final ends on a kneeling, intact victim with a blood jet out of the front of the head (it reads as vomiting): end XT on the head pop. Clear the solid shape over the victim's head at 5.32-5.43.
- `revolver.spittoon` SPITTOON `FIXABLE`: [x] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The XT limbs-off scatter is good. Fix the seams at 3.30 (victim arms, 28 u), 4.97 (shin +18 % / upper arm +27 % length jumps) and 5.30 (whole pose 20 u, g0).
- `revolver.silk-vest` SILK VEST `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The concept and the XT burst are fine, but the seams run through the whole film: 3.93 (victim head), 4.45 and 6.07 (killer arms 21-28 u), 7.80 (whole pose 36 u, g0), plus solid shapes over the victim's head (4.27) and the killer's head (6.38). It needs a full motion re-pass, not spot fixes.
- `revolver.swashbuckler` SWASHBUCKLER `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: It is a map-tied rope swing and plays on only 10/17 maps (12 or fewer means REWORK). It is honestly map-tied (it needs a ceiling), so by ruling 4 it stays REWORK unless the shared map gate gives it a fallback. It also has a killer back-arm seam at 7.35 (39 u).

**rpg**
- `rpg.torpedo` TORPEDO: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `rpg.mid-reflex` REFLEX `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 0 motion fails. The sword-reflex-against-the-rocket idea reads: the katana is held blade-up from the fist, then the blast and smoke, with wide finals. The only blocker is the FAILCLASS, which is the victim's overhead sword raise (the action itself, not a mask). Either keep the raised hand just behind the head line for 2.58-3.07, or COORD can waive it as a natural pose, in which case it is READY.
- `rpg.tilt` MINED (STYLE 3) `NEW-FLAGGED`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: NEW STYLE 3 behind ?i58test, not approved: Faris out of the blast radius + tube off her head, crown/plate in zooms, distinct XT/VH/H, wide final (STATE_I.md)

**sawedoff**
- `sawedoff.mid-harmonica` HARMONICA: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `sawedoff.mid-scattered` SCATTERED `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean read: KA-BLAM, scatter burst at 4.45-4.88, wide XT final. Fix: smooth the killer arm seam at 3.38 (28 u) and the killer whole-pose seam at 5.15 (38 u; g0 4.85); lower the killer front arm off its head 5.15-6.6.
- `sawedoff.mid-smokescreen` SMOKESCREEN `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clear idea (shoot through the smoke), burst at 4.62, XT pieces, wide final. Fix: smooth the shared victim seam at 2.95 (29 u), the victim elbow F seam at 3.47 (10 u) and the killer hand B seam at 4.27 (13 u).
- `sawedoff.bubble-net` BUBBLE NET `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: The 0/17 is fine (underwater map's own kill), but 8 fails spread from 2.47 to 2.85 and later, both fighters have long arm-over-head reads (2.53-5.47), and from 6.2 to the end the victim is a tiny figure drifting at the top of a mostly empty frame; XT and L finals look the same. Needs a rebuild of the payoff and framing.

**scythe**
- `scythe.skin-classic` BY A THREAD `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean read, big "CRACK" burst at 5.66, both bodies in a wide final. Fix: smooth the two killer hand seams at 6.82 (hand/elbow F 24 u) and 8.62 (both hands 25 u) (g0: 6.25 / 8.05). Also check: the XT final body is intact (no head pop) and 6.5-10.5 is a long quiet tail; trim or give the XT a head pop if cheap.
- `scythe.skin-taped` STUCK `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Readable: blade through the head, repeat stabs, soul at the end, wide finals. Fix: plant both victim feet at 3.58 (sliding 111 u/s), smooth the killer whole-pose seam at 10.85 (45 u), remove the solid shape over the victim's chin at 7.57-7.87 (reads as a mask) and the shape over the head at 7.15-7.23, and lower the killer front arm off its head 7.9-9.68. If the chin shape is part of the "taped" look, this becomes REWORK. Minor: 9.52 frames only the killer (victim off-frame).
- `scythe.skin-ice` THE WINTER HARVEST `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 9 fails in g5 and g0 (whole-pose seams 31 u for killer at 4.40 and victim at 4.80, victim arm seams at 5.00 and more), and the ice cage around the victim (4.98-6.70) reads as an oval ring effect, which the house rules ban. The shatter payoff (8.43) and the XT pieces are fine; rebuild the cage beat without the ring shape and redo the motion.

**shrink**
- `shrink.skin-classic` THE GIANT'S FOOTSTEPS: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**smg**
- `smg.skin-ice` ICE SCULPTOR `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A user-GOOD skin (carve, then SHATTER). Fix the killer arm seam at 4.95 (28 u) and the victim forearm length jump of 88 % plus the hand seam at 5.97 (the frozen arm stretching; snap it as a break instead). Also the g0 victim seam at 6.20, and the killer chin cover at 9.07-9.20.
- `smg.skin-neon` LAG SPIKE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: A user-GOOD skin (glitch, then "CONNECTION LOST"). Blend the victim seam at 5.82 (17 u) and the killer feet seam at 12.77 (15 u). Note: the loading-spinner dotted ring above the victim's head at 7.00-8.35 is a theme icon, not a hit effect. Keep it unless COORD applies the no-rings rule to it.
- `smg.skin-taped` JUNGLE STYLE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Clean in g0. The g5 fails are killer hand/elbow pops during the jungle-style mag swaps at 7.37 (16 u), 8.63 (29 u) and 10.93 (34 u): ease the hands to the mag over 3-4 frames. Good gore and wide finals.
- `smg.name-on-the-stone` NAME ON THE STONE `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 10-12 fails: the victim whole-pose jump of 38 u at 6.45, and seams at 3.27 and 6.75. The kill is built on a pre-placed tombstone carrying the victim's name (CHOTU), a prop that IS the kill. A visor-band face read at 10.83-11.28.
- `smg.pinata` PINATA `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 11 maps, 13-15 fails (the victim whole pose 37 u at 3.28, killer elbow seams at 3.22 and 3.37), a party-bunting gag set, and a busy candy-burst payoff.

**sniper**
- `sniper.mascot` THE GLINT `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Readable: scope glint at 4.02, killer dives behind cover at 6.16, shot and blood streaks at 8.30, wide finals. Fix: smooth the elbow B seams (victim 3.43, killer 3.98 and 5.98, ~20 u each, likely one arm helper), keep the glint flare off the victim's head at 4.2 (73 % for 17 frames), give the XT a head pop (XT and L finals both end on an intact body, so the ladder doesn't show), and trim the quiet tail 9.4-12.6. Gold cover (COORD ruling): gold is cast in this game, so the stacks are fine IF we see them cast. Add a visible cast beat (killer hand gesture + the gold rising/inking in) just before ~5.1 instead of the stacks popping in from nothing.

**spear**
- `spear.three-to-one` THREE TO ONE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `spear.the-door` KEEP-AWAY (STYLE 3) `NEW-FLAGGED`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: NEW STYLE 3 behind ?x7test: maps run, finals/beats/MP4 pack, then coord review (x7/STATE.md)

**speedsabre**
- `speedsabre.underfoot` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.waist-line` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `speedsabre.wall-split` : [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

**thammer**
- `thammer.skin-taped` YO-YO `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Hammer-on-a-rope yo-yo, THUNDER hits, burst at 9.26, wide finals. Fix: fix the victim's knees bending backwards at 5.03-5.08 (129/123 deg), smooth the victim seam at 3.78 (32 u) and the killer arm seams at 6.72 and 9.00 (g0, 18-24 u), and route the rope so it doesn't cross the victim's head 6.95-9.05 (the "visor" read is the rope, not a face).
- `thammer.obliterated` CONDUCTOR (STYLE 3) `NEW-FLAGGED`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: NEW STYLE 3 behind ?x2test, not approved: distinct XT/VH/H finals, f5.74 own arm over his chin (x2/STATE.md)
- `thammer.skin-gold` BLING `REWORK`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: 12-13 fails across several beats (killer whole-pose 52 u at 5.45, victim hand seams 7.18/7.42, and more to ~8.9). The killer sits half off the left edge in most frames (4.52, 10.88), and the tail after the gold melt (10.9-14.7) is static. Keep the gold-melt payoff ("YOU CAN'T AFFORD ME" → gold puddle), which fits the taste list, but rebuild the motion and framing.

**tkglove**
- `tkglove.mid-whiplash` WHIPLASH `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: Motion clean, a fast TK whip into the floor and a burst at 4.30, wide finals. Near READY. Only fix: keep the whipped victim's front arm off the head at 3.37-3.63.
- `tkglove.skin-classic` THE CHOKE `FIXABLE`: [ ] FIX [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
  - fix: TK choke lift, glowing close-up at 6.14, burst at 6.88, wide finals. Fix: smooth the victim whole-pose seam at 3.55 (25 u); keep the choking hands at the neck rather than over the head (3.63-6.38; a natural choke pose, so FIXABLE only); in the 6.14 close-up, start the blood from the neck, not as a dark blob on the face area.

**tpdagger**
- `tpdagger.squeeze` THE SQUEEZE: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW
- `tpdagger.swatter` SWATTER: [ ] PORT [ ] PARITY [ ] PERF [ ] ARENAS [ ] LOOK [ ] EDGE [ ] REVIEW

