# LADDER + BRUTALITY WORK LIST · owner G
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 G: LADDER 51 PASS / 73 WEAK · BRUTALITY 23 PASS / 72 WEAK / 29 FAIL / 0 pending · 11 kills pass both with no face note (not listed) · 113 kills listed · 4 face notes (faceless survival ending / live face at XT, from the KIT-BODY face census).

- **thammer.curveball (CURVEBALL)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.clang (CLANG)**
  - 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: charred with the lightning stripes, the face screaming.
- **thammer.never-twice (NEVER TWICE)**
  - 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 skull showing through the burn.
- **thammer.forecast (FORECAST)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.world-record (WORLD RECORD)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.blackout (BLACKOUT)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: dark with a red streak.
- **thammer.ball-lightning (BALL LIGHTNING)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: no body: a pool and a plank.
- **thammer.forge (FORGE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: no body: the anvil arch and drops.
- **thammer.storm-chaser (STORM CHASER)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: CCTV static; the body doesn't read.
- **thammer.drained (DRAINED)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: dark with a pool and no body.
- **thammer.ride-the-lightning (RIDE THE LIGHTNING)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.lichtenberg (LICHTENBERG)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.fulgurite (FULGURITE)**
  - 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: hidden in the glass mound.
- **thammer.galvanised (GALVANISED)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a head with no damage.
- **thammer.struck-grove (THE STRUCK GROVE)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.obliterated (OBLITERATED)**
  - 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: a pool and a pink bit by Faris.
- **thammer.tag (TAG)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.cavitation (CAVITATION)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.bloom (BLOOM)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: empty water.
- **thammer.skin-classic (HEADS DOWN)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held 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).
- **thammer.skin-taped (YO-YO)**
  - LADDER WEAK: the same wide composition at all six levels with the gore stepping down.
  - BRUTALITY FAIL: a tiny payoff: Faris stands wide and the body is small.
- **thammer.skin-cartoon (CRISPY)**
  - LADDER WEAK: XT=VH, then H to VL an empty field: no body in frame.
  - BRUTALITY FAIL: a pool only.
- **thammer.skin-camo (DANGER CLOSE)**
  - 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 pool and a small grey thing.
- **thammer.skin-ice (STILL LIGHTNING)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.skin-neon (ST. ELMO'S FIRE)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.skin-gold (BLING)**
  - LADDER WEAK: the same wide composition at all six levels with the gore stepping down.
  - BRUTALITY FAIL: a tiny payoff: Faris stands wide and the body is small.
- **thammer.mid-wrong-hands (WRONG HANDS)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.mid-updraft (UPDRAFT)**
  - 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: Faris and drops.
- **thammer.mid-downburst (DOWNBURST)**
  - 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 pool with no body.
- **thammer.mid-flashover (FLASHOVER)**
  - LADDER WEAK: the same wide composition at all six levels with the gore stepping down.
  - BRUTALITY FAIL: a tiny payoff: Faris stands wide and the body is small.
- **thammer.mid-stride (STRIDE)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **thammer.mid-slag (SLAG)**
  - 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 burned body in a pool with no thunder-hammer close that horrifies (the charred skin cracking, the skull through the burn, the eyes cooked) and no held dead face.
- **scythe.carousel (THE CAROUSEL)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: no readable body: a hanging limb in the dark.
- **scythe.shroud (SHROUD)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: hidden under the shroud.
- **scythe.furrow (THE FURROW)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.bale (THE BALE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.look-back (LOOK BACK)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
  - 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.
- **scythe.poppies (POPPIES)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.bag-of-bones (BAG OF BONES)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.uprooted (UPROOTED)**
  - 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 brain exposed, close.
- **scythe.knell (THE KNELL)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.autumn (AUTUMN)**
  - 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 dead face staring out of the bloody leaves.
- **scythe.rock-a-bye (ROCK-A-BYE)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.trade (THE TRADE)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.swathe (SWATHE)**
  - 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 a line of pieces in a pool.
- **scythe.puffer (PUFFER)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a gag final: a puffer-fish face.
- **scythe.reef (THE REEF)**
  - LADDER WEAK: XT to M are the same coral frame.
  - BRUTALITY FAIL: dark underwater; small.
- **scythe.threshing-floor (THE THRESHING FLOOR)**
  - 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: threshed into bones and meat.
- **scythe.ossuary (THE OSSUARY)**
  - LADDER WEAK: XT to M are the same lying body.
  - BRUTALITY WEAK: a small body with a party hat and a little blood.
- **scythe.mid-shade (SHADE)**
  - LADDER WEAK: XT to H are the same frame, then M to VL one frame.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.mid-pruned (PRUNED)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.mid-the-draw (THE DRAW)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.mid-the-touch (THE TOUCH)**
  - LADDER WEAK: XT to H the same frame.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.mid-nevermore (NEVERMORE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: the crow fills the frame; the body doesn't show.
- **scythe.skin-classic (BY A THREAD)**
  - LADDER WEAK: XT to M are the same close.
  - BRUTALITY WEAK: a body in a pool with no scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.skin-cartoon (HARP)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.skin-taped (STUCK)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.skin-camo (IN PLAIN SIGHT)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.skin-neon (TUBE)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.skin-gold (SHORN)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.skin-ice (THE WINTER HARVEST)**
  - 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 scythe-specific horrific close (the curve through the torso, the head reaped clean, the spine showing) and no held dead face.
- **scythe.mid-the-catch (THE CATCH)**
  - LADDER WEAK: XT=VH, then M to VL the same wide frame.
  - BRUTALITY FAIL: the blade fills the frame; the body doesn't read.
- **gravflip.rung-by-rung (RUNG BY RUNG)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: XT, VH and H are still the same body under the ladder with less blood. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.red-ceiling (THE RED CEILING)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: XT and VH are still the same smashed body (H's ceiling drips are new and good). Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.over-the-top (OVER THE TOP)**
  - LADDER WEAK: re-checked 20:32 at K58.finalT: L and VL now differ, but XT to M are still the same swing frame. Give VH, H and M their own beats.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.up-the-chimney (UP THE CHIMNEY)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: the fire hides most of the body.
- **gravflip.ceiling-fan (THE CEILING FAN)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: H and M are the same fan-and-body composition at two widths. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.red-rain (RED RAIN)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.synchronised (SYNCHRONISED)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.hornets-nest (THE HORNETS' NEST)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.wrong-way-up (WRONG WAY UP)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: XT and VH are the same composition at two widths. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.capsize (CAPSIZE)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: H and M are the same body in the boat. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.relativity (RELATIVITY)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.last-air (THE LAST AIR)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.skin-classic (HUMPTY DUMPTY)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: XT to M are still the same cracked-head frame. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY PASS: the brain exposed.
- **gravflip.skin-cartoon (HIT THE ROOF)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: dark, with a red rope only.
- **gravflip.skin-taped (HALF MEASURES)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.skin-camo (COVERED)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: H and M are the same body under the netting. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY FAIL: hidden under the green camo mass.
- **gravflip.skin-ice (SUPERCOOLED)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: H and M are the same ice-spike frame. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.skin-neon (CLOSED CIRCUIT)**
  - LADDER WEAK: re-checked 20:14 on G's 16:10 batch: XT holds; LADDER still fails: H and M are the same circuit composition. Give those levels their own beats (the mids' L/VL should end on their own frame, not the zone push-out).
  - BRUTALITY FAIL: a neon glow; the body doesn't read.
- **gravflip.skin-gold (GOLDEN PARACHUTE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.mid-apex (APEX)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.mid-mind-the-gap (MIND THE GAP)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.mid-round-trip (ROUND TRIP)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **gravflip.mid-rigged (RIGGED)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a small hanging body.
- **gravflip.mid-belly-flop (BELLY FLOP)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no fall-specific horrific close (the bones through the skin, the skull burst on impact) and no held dead face.
- **tkglove.rag-doll (RAG DOLL)**
  - LADDER WEAK: H=M (the cat on the plate). Needs: M its own pose.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.dangle (THE DANGLE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.tetherball (TETHERBALL)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.knot (KNOT)**
  - LADDER WEAK: XT=VH (the knotted close), and H=M (Faris with the small body). Needs: VH and M their own beats.
  - BRUTALITY WEAK: knotted with gore, but an X-glyph face; XT needs the real dead face.
- **tkglove.up (UP)**
  - LADDER WEAK: VH, H and M are all Faris alone; the victim is only at XT and L. Needs: the victim in H or M.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.inside-out (INSIDE OUT)**
  - LADDER WEAK: XT=VH (the same inside-out body), and H is small and dark. Needs: VH its own beat and a readable H.
  - BRUTALITY PASS: turned inside out, the organs outside, the face on.
  - FACELESS SURVIVAL ENDING at L: 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).
- **tkglove.sphere (THE SPHERE)**
  - LADDER WEAK: XT=H (the crushed body), and VH=M (Faris with the red sphere). Needs: H and M their own pictures.
  - BRUTALITY PASS: crushed into a ball of bone with the face.
- **tkglove.spun-down (SPUN DOWN)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.diamond (THE DIAMOND)**
  - LADDER WEAK: H is an empty pool, and VH=M (Faris). Needs: a body at H and M its own picture.
  - BRUTALITY FAIL: a tiny payoff: small bits beside Faris.
- **tkglove.glass-storm (GLASS STORM)**
  - LADDER WEAK: XT to M are all the body in the glass. Needs: VH, H and M their own pictures.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.clackers (CLACKERS)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.wastepaper (WASTEPAPER)**
  - LADDER WEAK: XT=H (the bin), and VH=M (Faris). Needs: H and M their own pictures.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.ping (PING)**
  - LADDER WEAK: XT=VH (the same close), and M=L (lying). Needs: VH and L their own pictures.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.davy-jones (DAVY JONES' LOCKER)**
  - LADDER WEAK: XT, H and L are the same chest frame. Needs: H and L their own pictures.
  - BRUTALITY FAIL: a small, dark body in the chest.
- **tkglove.seance (THE SÉANCE)**
  - LADDER WEAK: XT, VH and H are the same bleeding log. Needs: VH and H their own pictures.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
  - FACELESS SURVIVAL ENDING at L: 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).
- **tkglove.orrery (THE ORRERY)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.skin-classic (THE CHOKE)**
  - LADDER WEAK: XT=VH, and H=M. Needs: VH and M their own pictures.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.skin-cartoon (BALLOON ANIMAL)**
  - LADDER WEAK: XT=VH (the same bones close). Needs: VH its own beat.
  - BRUTALITY PASS: the bones popped out of the deflated body.
- **tkglove.skin-taped (SPLINT)**
  - LADDER WEAK: H=M (lying, then lying with the gun). Needs: M its own pose.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.skin-camo (SHELL GAME)**
  - LADDER WEAK: M and VL are the same shells frame. Needs: VL its own ending.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.skin-ice (CORE SAMPLE)**
  - LADDER WEAK: XT=VH (the cores). Needs: VH its own beat.
  - BRUTALITY PASS: the cores show organ cross-sections.
- **tkglove.skin-neon (LAVA LAMP)**
  - LADDER WEAK: XT=M (the body in the lamp). Needs: M its own picture.
  - BRUTALITY PASS: the organs and skull in the lava lamp, the face.
- **tkglove.skin-gold (THE GILDED CAGE)**
  - LADDER WEAK: all six are the cage. Needs: six pictures (the victim, not only the cage).
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.mid-pop (POP)**
  - LADDER WEAK: H=M (the lying body). Needs: M its own pose.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
- **tkglove.mid-put-away (PUT AWAY)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: hidden under the crate.
- **tkglove.mid-whiplash (WHIPLASH)**
  - LADDER WEAK: M=L (the lying body). Needs: L its own pose.
  - BRUTALITY WEAK: an X-glyph face; XT needs the real dead face.
- **tkglove.mid-the-fly (THE FLY)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body in a pool with no telekinesis-specific horrific close (the body twisted past its joints, the bones through the skin) and no held dead face.
