# LADDER + BRUTALITY WORK LIST · owner B
Generated 02:18 by KIT-BODY from _tools/58k_GORE_AUDIT.md (regenerated on every audit build; the audit is the source of truth).
Every kill below fails the 16:10 LADDER standard (six different pictures; neighbouring levels differ by more than blood and width; every level reads; sampled at K58.finalT(def,{gore:g}) with K58.gore set) and/or the 22:40 HORROR + BRUTALITY BAR (XT = a weapon-specific horrific image with a real dead face, held, readable in 1 s; FAIL = falls over with some blood, a dark/hidden/tiny payoff, or a gag final). SMG (the game-port pilot) is listed first.
Fix pattern that passes (C's sawed-off, J's NO HANG / THE MISS): six different poses or subjects locked through s.ladderEnd; VH its own beat (not XT minus blood); H and M their own closes; L and VL bespoke non-lethal endings (never an empty arena). Every level stays crafted per kill: no shell defaults.

Totals for B: LADDER 17 PASS / 62 WEAK · BRUTALITY 18 PASS / 46 WEAK / 15 FAIL / 0 pending · 4 kills pass both with no face note (not listed) · 75 kills listed · 1 face notes (faceless survival ending / live face at XT, from the KIT-BODY face census).

- **smg.tear-along-the-dotted-line (TEAR ALONG THE DOTTED LINE)**
  - LADDER WEAK: VL is an empty frame (no victim). Needs: a bespoke non-lethal VL with him in it (KO / dazed58 / puff).
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.long-exposure (LONG EXPOSURE)**
  - LADDER WEAK: VL is the poster alone. Needs: a bespoke non-lethal VL with him in it (KO / dazed58 / puff).
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.range-card (RANGE CARD)**
  - LADDER WEAK: VL is the range card alone. Needs: a bespoke non-lethal VL with him in it (KO / dazed58 / puff).
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.the-x (THE X)** _(D-built, no owner: routed to B by the coordinator)_
  - LADDER WEAK: H and M are both Faris with a small body, and VL is Faris alone. Needs: M its own picture and a VL with the victim.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.knee-slide (KNEE SLIDE)** _(D-built, no owner: routed to B by the coordinator)_
  - LADDER WEAK: XT, VH and H are the same body by Faris. Needs: VH and H their own beats.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.matador (MATADOR)** _(D-built, no owner: routed to B by the coordinator)_
  - LADDER WEAK: M and VL are both the cape with Faris (no victim at VL). Needs: M its own picture and a VL with him.
  - BRUTALITY WEAK: he lies wide at the frame edge; the face and wound are small.
- **smg.wall-run (WALL RUN)** _(D-built, no owner: routed to B by the coordinator)_
  - LADDER WEAK: VL is Faris alone. Needs: a bespoke non-lethal VL with him in it (KO / dazed58 / puff).
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.name-on-the-stone (NAME ON THE STONE)** _(D-built, no owner: routed to B by the coordinator)_
  - LADDER WEAK: VL is Faris and the gun alone. Needs: a bespoke non-lethal VL with him in it (KO / dazed58 / puff).
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
  - FACELESS SURVIVAL ENDING at L/VL: the victim ends with face 'none'. Check by eye: face-down on purpose is fine; otherwise give him the dazed58 face (or your own survival face).
- **ar.timber (TIMBER)**
  - LADDER WEAK: the same frame at all six levels. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.runner (RUNNER)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.playing-dead (PLAYING DEAD)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.muzzle-climb (HIGH GROUND)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: a small body hanging with little blood.
- **ar.walk-it-in (WALK IT IN)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.grenade-belt (GRENADE BELT)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.ladder (LADDER)**
  - LADDER WEAK: XT, VH and H are the same hands on the rung. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: hidden behind the ladder.
- **ar.bayonet (BAYONET)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a tiny body on the bayonet, in the dark.
- **ar.tac-reload (TAC RELOAD)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: an X-glyph face; XT needs the real dead face (b.faceNow / 'xx').
- **ar.underbarrel (TOO CLOSE TO ARM)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a tiny body in the debris.
- **ar.thermal (THERMAL)**
  - LADDER WEAK: the same violet thermal frame at all six levels. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: a purple haze; the body doesn't read.
- **ar.own-pit (HIS OWN PIT)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY PASS: impaled on the stakes in a pool, readable.
- **ar.dance (DANCE)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.white-flag (WHITE FLAG)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.lighter (LIGHTER THAN AIR)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: no body: the moon and a small object.
- **ar.searchlight (SEARCHLIGHT)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY PASS: the organ out of the body, close.
- **ar.barrel-roll (BARREL ROLL)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY PASS: shredded into meat in a pool.
- **ar.bullet-time (BULLET TIME)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.human-shield (HUMAN SHIELD)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.clash (CLASH)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY PASS: the ribcage open.
- **ar.zipline (ZIPLINE)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.no-mans-land (NO MAN'S LAND)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY PASS: the ribs showing, by the gun.
- **ar.last-stand (LAST STAND)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: a tiny flat body far off.
- **ar.rewind (TAKE THREE)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.magazine (THE MAGAZINE)**
  - LADDER WEAK: the same chambered round at all six levels. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: no body: a red bit and a bullet.
- **ar.skin-classic (BRANDED)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.skin-taped (HELD TOGETHER)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.skin-camo (COPYCAT)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.skin-cartoon (PAINTED TUNNEL)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.skin-ice (BRAIN FREEZE)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.skin-neon (STROBE)**
  - LADDER WEAK: too dark to read at every level. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: a dark frame; nothing reads.
- **ar.skin-gold (IDOL)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: a gag final: a plate of gold pasta.
- **ar.mid-sprinkler (SPRINKLER)**
  - LADDER WEAK: the same seated body at all six levels. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.mid-say-again (SAY AGAIN)**
  - LADDER WEAK: the same radio frame at XT to VL. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.mid-newspaper (NEWSPAPER)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: hidden under the newspaper (a gag).
- **ar.mid-chin-strap (CHIN STRAP)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.mid-cell (CELL)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.mid-lead-poisoning (LEAD POISONING)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **ar.mid-extinguisher (EXTINGUISHER)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: frosted with an X-glyph face; XT needs the real (frost) dead face.
- **ar.mid-stand-off (STAND-OFF)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: a gag final: two tan dummies.
- **ar.mid-t-pose (T-POSE)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: no body: the shooter's legs and green pixels.
- **ar.mid-overdose (OVERDOSE)**
  - LADDER WEAK: XT, VH and H (often M) are the same composition with the gore stepping down; L/VL vary. (B is re-laddering AR in batches.)
  - BRUTALITY PASS: the slashed face, huge and close.
- **ar.bathysphere (BATHYSPHERE)**
  - LADDER WEAK: the same porthole at XT to M. (B is re-laddering AR in batches.)
  - BRUTALITY FAIL: only a hand shows in the red water.
- **ar.bottomless (BOTTOMLESS)**
  - LADDER WEAK: the same shaft at XT to M. (B is re-laddering AR in batches.)
  - BRUTALITY WEAK: a body in a pool with no AR-specific horrific close (the burst walking up him, chunks off, the exit wounds) and no held dead face.
- **burst.three-on-a-match (THREE ON A MATCH)**
  - LADDER WEAK: XT=VH (the same bodies, wider). Needs: VH its own beat.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.see-no-evil (SEE NO EVIL)**
  - LADDER WEAK: XT, VH and M are the same kneel at the monkeys. Needs: VH and M their own pictures.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.spall (SPALL)**
  - LADDER WEAK: VH=H (lying). Needs: H its own pose.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.fortune (FORTUNE)**
  - LADDER WEAK: XT=VH (the same close). Needs: VH its own beat.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.the-iron-lungs (THE IRON LUNGS)**
  - LADDER WEAK: XT, H and M are the same slumped cat. Needs: H and M their own pictures.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.the-plague-cart (THE PLAGUE CART)**
  - LADDER WEAK: XT to M are all the body under the lamp. Needs: VH, H and M their own pictures.
  - BRUTALITY PASS: covered in burst sores, a specific, horrific image.
- **burst.last-resort (LAST RESORT)**
  - LADDER WEAK: XT=VH (kneeling), and H=M (lying). Needs: VH and M their own pictures.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.snells-window (SNELL'S WINDOW)**
  - LADDER WEAK: VH, L and VL are all the bubble window. Needs: L and VL their own endings.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.silt-out (SILT-OUT)**
  - LADDER WEAK: VH=H (lying in the silt), and VL is empty. Needs: H its own pose and a crafted VL.
  - BRUTALITY WEAK: the murk hides most of it.
- **burst.panorama (PANORAMA)**
  - LADDER WEAK: all six are the same body under the overlay. Needs: six pictures.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.the-triangle (THE TRIANGLE)**
  - LADDER WEAK: XT=VH, and H=M. Needs: VH and M their own pictures.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.punch-and-judy (PUNCH AND JUDY)**
  - LADDER WEAK: XT=VH (the booth close), and H=VL (the booth). Needs: VH and VL their own pictures.
  - BRUTALITY WEAK: the puppet head in the booth reads half gag.
- **burst.knock-on-wood (KNOCK ON WOOD)**
  - LADDER WEAK: VL is empty. Needs: a crafted VL.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.tourniquet (TOURNIQUET)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.three-in-a-row (THREE IN A ROW)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.polly (POLLY)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.tiffin (TIFFIN)**
  - LADDER WEAK: XT=M (lying). Needs: M its own pose.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.party-popper (PARTY POPPER)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.trip (TRIP)**
  - LADDER WEAK: XT, VH and M are the same lying body, and VL is empty. Needs: own pictures and a crafted VL.
  - BRUTALITY FAIL: falls over with a little blood.
- **burst.sleeves (SLEEVES)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.guard-up (GUARD UP)**
  - LADDER WEAK: VL is the empty ring. Needs: a crafted VL.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.awning (AWNING)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
- **burst.side-on (SIDE-ON)**
  - LADDER WEAK: XT=H (sitting at the post), and VL is empty. Needs: H its own pose and a crafted VL.
  - BRUTALITY WEAK: a body in a pool with no burst-specific horrific close (the three-round group opening him up, the exit wounds) and no held dead face.
