# LADDER + BRUTALITY WORK LIST · owner E
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 E: LADDER 9 PASS / 66 WEAK · BRUTALITY 18 PASS / 41 WEAK / 16 FAIL / 0 pending · 2 kills pass both with no face note (not listed) · 73 kills listed · 2 face notes (faceless survival ending / live face at XT, from the KIT-BODY face census).

- **smg.below (BELOW)**
  - LADDER WEAK: tail-wrap: XT=VH are one close, and H to VL are one wide shot of Faris with a small body. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.nowhere (NOWHERE)**
  - LADDER WEAK: tail-wrap: XT=VH are one close, and H to VL are one wide shot of Faris with a small body. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.pinata (PIÑATA)**
  - LADDER WEAK: tail-wrap: XT=VH are one close, and H to VL are one wide shot of Faris with a small body. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY WEAK: the candy spill reads as a gag; he's small in it.
- **smg.moonlight (MOONLIGHT)**
  - LADDER WEAK: tail-wrap: XT=VH are one close, and H to VL are one wide shot of Faris with a small body. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.brassrain (BRASS RAIN)**
  - LADDER WEAK: tail-wrap: XT=VH are one close, and H to VL are one wide shot of Faris with a small body. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY WEAK: he's a small white shape under the brass.
- **smg.mid-pew-pew (PEW PEW)**
  - LADDER WEAK: XT to L are the same lying body. Needs: VH, H and M their own pictures.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.mid-trousers (TROUSERS)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: the boots and trousers read as a gag more than a horror.
- **smg.mid-brass-ice (BRASS ICE)**
  - LADDER WEAK: H, M and L have no body (brass and an empty floor). Needs: him at H, M and L.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.mid-haircut (HAIRCUT)**
  - LADDER WEAK: H, M and L are the same lying body. Needs: M and L their own pictures.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.mid-dead-bug (DEAD BUG)**
  - LADDER WEAK: XT to L are the same lying body. Needs: VH, H and M their own pictures.
  - BRUTALITY PASS: the XT is now close and gory with a real dead face.
- **smg.mid-rebound (REBOUND)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a dark red disc covers the wound.
- **smg.mid-trampoline (TRAMPOLINE)**
  - LADDER WEAK: all six are him on the trampoline. Needs: six pictures.
  - BRUTALITY WEAK: a dead face, but the wound is small.
- **smg.mid-tin-star (TIN STAR)**
  - LADDER WEAK: all six are the same frame. Needs: six pictures.
  - BRUTALITY WEAK: the star and holes, but the face is cut off at the edge.
- **smg.mid-the-take (THE TAKE)**
  - LADDER WEAK: all six are the same frame. Needs: six pictures.
  - BRUTALITY WEAK: wounds and the money bag, but no horrific close.
- **laser.wallpaper (WALLPAPER)**
  - LADDER WEAK: XT to L are the same crater frame.
  - BRUTALITY WEAK: the cut wall reads; the body is small at the bottom.
- **laser.stuckup (STUCK UP)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.missed-the-jump (MISSED THE JUMP)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.air-con (AIR CON)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: an X-glyph face; XT needs the real dead face (b.faceNow / 'xx').
- **laser.hold-on (HOLD ON)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.four-corners (FOUR CORNERS)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY FAIL: a tiny payoff: the shooter fills the frame and the body is small.
- **laser.headwind (HEADWIND)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY FAIL: a tiny payoff: the shooter fills the frame and the body is small.
- **laser.strike (STRIKE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.keepy-uppy (KEEPY-UPPY)**
  - LADDER WEAK: XT to L are the same frame.
  - BRUTALITY PASS: cut into segments on the grass, readable.
- **laser.ten-count (TEN COUNT)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY PASS: cut into pieces in a pool.
- **laser.metronome (METRONOME)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY FAIL: the body is hidden behind the giant ball.
- **laser.lightning-rod (LIGHTNING ROD)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.scarecrow (SCARECROW)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY PASS: crucified with the crows at the face.
- **laser.prism (PRISM)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY PASS: cut into many pieces across the frame.
- **laser.the-last-ring (THE LAST RING)**
  - LADDER WEAK: XT to M are the same puddle frame.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.skin-classic (STAR KO)**
  - LADDER WEAK: the levels jump between unrelated wide frames; XT is too small to read.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.skin-taped (DUCT TAPE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.skin-camo (PAINTED RED)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY FAIL: a tiny payoff: the shooter fills the frame and the body is small.
- **laser.skin-cartoon (ACCORDION)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.skin-ice (UNDER THE ICE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY FAIL: an ice flash; the body doesn't read.
- **laser.skin-neon (GLOW STICK)**
  - LADDER WEAK: VH and M are wide city frames with the body out of shot.
  - BRUTALITY PASS: cut in two with blood, under the neon.
- **laser.skin-gold (MINTED)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY FAIL: a gag final: a gold coin with a face.
- **laser.mid-coat-hook (COAT HOOK)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.mid-burnt-page (BURNT PAGE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY FAIL: no body: just the gun.
- **laser.mid-pratfall (PRATFALL)**
  - LADDER WEAK: XT=VH, then H to VL the same wide frame.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.mid-called-shot (CALLED SHOT)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.mid-hiccups (HICCUPS)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.mid-the-glint (THE GLINT)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with no laser-specific horrific close (the cauterised cut, the halves sliding apart, the burned edges) and no held dead face.
- **laser.anchored (ANCHORED)**
  - LADDER WEAK: XT and VH the same skeleton frame.
  - BRUTALITY PASS: the skeleton on the anchor.
- **laser.undertow (UNDERTOW)**
  - LADDER WEAK: XT and VH the same frame, and M=L.
  - BRUTALITY FAIL: limbs floating with no blood and no face.
- **beam.shadow (SHADOW)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY FAIL: no readable body: a small stump in a pool by the gun.
- **beam.overhead (OVERHEAD)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.grab (GRAB)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.meltdown (MELTDOWN)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY PASS: melted into a puddle with a hand reaching up.
- **beam.votive (VOTIVE)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY WEAK: burned down to candle stumps is the right idea, but it's small and has no face.
  - LIVE FACE AT XT: the victim is still alive at the XT final, showing 'dot' (no real dead face). Kill him on screen (die() at the death beat) so the engine dead face takes over, or paint a dead face yourself.
- **beam.chest-bump (CHEST BUMP)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.geode (GEODE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY PASS: the chest open as a crystal-lined cavity.
  - LIVE FACE AT XT: the victim is still alive at the XT final, showing 'shock' (no real dead face). Kill him on screen (die() at the death beat) so the engine dead face takes over, or paint a dead face yourself.
- **beam.vacuum-packed (VACUUM PACKED)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.mid-sing-along (SING-ALONG)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.mid-tan-lines (TAN LINES)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY FAIL: a tiny payoff: a small body by the shooter or barrel.
- **beam.mid-afterimage (AFTERIMAGE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY PASS: the skeleton lying in the bloody remains.
- **beam.mid-bleached (BLEACHED)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY FAIL: small bits on the grass.
- **beam.mid-tinfoil (TINFOIL)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.mid-kettle (KETTLE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.milky-sea (MILKY SEA)**
  - LADDER WEAK: XT to M are the same dark underwater frame.
  - BRUTALITY FAIL: dark water with a glow; unreadable.
- **beam.dead-sea (DEAD SEA)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.lantern-sky (THE LANTERN SKY)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). Give VH its own beat and each lower level its own close.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.morse (MORSE)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY FAIL: falls over with a little blood.
- **beam.portal (PORTAL)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.pinhole (PINHOLE)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.heist (HEIST)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.sheets (SHEETS)**
  - LADDER WEAK: XT to M are the same window frame.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.half-a-second (HALF A SECOND)**
  - LADDER WEAK: the same composition from XT to M (or L) with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.skin-classic (SIESTA)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a tiny payoff: a small body by the shooter or barrel.
- **beam.skin-taped (NO TELL)**
  - LADDER WEAK: the same composition from XT to M.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.skin-cartoon (ERASED)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: no body: a pencil.
- **beam.skin-ice (DEATH SPIRAL)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.skin-neon (HALO)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with a round wound: no beam-specific horrific close (the flesh cooking off, the bone glowing through, the melt) and no held dead face.
- **beam.skin-gold (THE MOTHER LODE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a gold figure with no damage.
