# LADDER + BRUTALITY WORK LIST · owner H
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 H: LADDER 9 PASS / 49 WEAK · BRUTALITY 3 PASS / 32 WEAK / 23 FAIL / 0 pending · 0 kills pass both with no face note (not listed) · 58 kills listed · 11 face notes (faceless survival ending / live face at XT, from the KIT-BODY face census).

- **ice.on-the-rocks (ON THE ROCKS)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) 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).
- **ice.lawn-dart (LAWN DART)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) 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).
- **ice.cold-hands (COLD HANDS)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down. VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY WEAK: standing frozen with a face, but no wound and no blood.
- **ice.triple-dog-dare (TRIPLE DOG DARE)**
  - LADDER WEAK: XT to H are the same wide floor, then M to VL the same Faris close.
  - BRUTALITY FAIL: a dark pool with small bits.
- **ice.wipe (WIPE)**
  - LADDER WEAK: XT=VH, then H to VL a white-out with no body.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) 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).
- **ice.hail-mary (HAIL MARY)**
  - LADDER WEAK: the same wide composition at all six levels, XT also too wide to read. XT: a close; VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY FAIL: dark, with no body.
- **ice.thermal-shock (THERMAL SHOCK)**
  - LADDER WEAK: the same wide composition at all six levels, XT also too wide to read. XT: a close; VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY FAIL: a tiny payoff: Faris stands wide and the body is small.
- **ice.gut-check (GUT CHECK)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down. VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
- **ice.the-first-step (THE FIRST STEP)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY FAIL: small pieces.
- **ice.safe-passage (SAFE PASSAGE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
- **ice.glacial (GLACIAL)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY PASS: the frozen body bursting, blood inside the ice.
  - LIVE FACE AT XT: the victim is still alive at the XT final, showing 'angry' (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.
- **ice.whiteout (WHITEOUT)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY FAIL: a small figure on the snow mound.
- **ice.ice-maiden (THE ICE MAIDEN)**
  - LADDER WEAK: the same coffin frame at all six levels.
  - BRUTALITY FAIL: hidden in the iron maiden.
- **ice.freeze-thaw (FREEZE-THAW)**
  - LADDER WEAK: the same wide composition at all six levels, XT also too wide to read. XT: a close; VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY FAIL: a tiny payoff: Faris stands wide and the body is small.
- **ice.the-still-city (THE STILL CITY)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY FAIL: a thin body far off.
  - 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.
- **ice.brinicle (BRINICLE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) 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).
- **ice.anchor-ice (ANCHOR ICE)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
- **ice.skin-classic (JACK FROST)**
  - LADDER WEAK: the same wide composition at all six levels, XT also too wide to read. XT: a close; VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY FAIL: a tiny payoff: Faris stands wide and the body is small.
- **ice.skin-taped (COOLANT LEAK)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
- **ice.skin-camo (BIRD STRIKE)**
  - LADDER WEAK: XT to H are the same frame.
  - BRUTALITY FAIL: a small body at the bottom of the frame.
- **ice.skin-cartoon (SNOWBALL EFFECT)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
- **ice.skin-ice (PERMAFROST)**
  - LADDER WEAK: XT=VH, then H to VL the same slab frame.
  - BRUTALITY FAIL: a blurred red pillar; nothing reads.
  - 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.
- **ice.skin-neon (LIT)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
  - LIVE FACE AT XT: the victim is still alive at the XT final, showing 'pain' (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.
- **ice.skin-gold (GOLDEN HOUR)**
  - LADDER WEAK: XT and VH are the same close, then H to VL are one wide shot (the tail-wrap pattern). VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead 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.
- **ice.mid-trigger-finger (TRIGGER FINGER)**
  - LADDER WEAK: XT to H are the same frame.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
- **ice.mid-snowflake (SNOWFLAKE)**
  - LADDER WEAK: XT to H are the same frame.
  - BRUTALITY FAIL: a small frosted body.
- **ice.mid-freezer-burn (FREEZER BURN)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down. VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY FAIL: small bits.
- **ice.mid-burst-pipes (BURST PIPES)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down. VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY FAIL: a small body.
- **ice.mid-hoarfrost (HOARFROST)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down. VH: own beat; H, M: own closes; L, VL: bespoke.
  - BRUTALITY WEAK: a frozen body with blood but no ice-specific horrific close (the frozen flesh shattering, frostbitten face, the blood frozen mid-spray) and no held dead face.
- **ice.mid-absolute-zero (ABSOLUTE ZERO)**
  - LADDER WEAK: XT to M are the same frame.
  - BRUTALITY FAIL: a tiny payoff: Faris stands wide and the body is small.
- **glue.flypaper (FLYPAPER)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a red smear-figure on the wall; no readable dead face. Hold a close on the squashed face with the glue strands.
- **glue.sitting-duck (SITTING DUCK)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: 'falls over with some blood': a body lying in glue with a pool. Show the spike ball's damage (punctures through him, the crushed side).
- **glue.chewed (CHEWED)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: the gum-stretched body reads, but no face or anatomy at the tear.
  - 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.
- **glue.first-aid (FIRST AID)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: the blood blister is striking but the face isn't in shot; frame the grey husk's face with the blister.
  - 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).
- **glue.strings-attached (STRINGS ATTACHED)**
  - LADDER WEAK: the same dark composition at all six levels.
  - BRUTALITY FAIL: too dark to read.
- **glue.hot-plate (HOT PLATE)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: the hot plate without a readable body; show the cooked hand and the face.
- **glue.concrete-shoes (CONCRETE SHOES)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY FAIL: a dark blur; the drowning isn't readable.
- **glue.bungee (BUNGEE)**
  - LADDER WEAK: the same small dark frame at all six levels.
  - BRUTALITY FAIL: a tiny far-away body in the dark.
- **glue.glue-trap (GLUE TRAP)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY FAIL: a tiny body on the floor; the payoff is far away.
- **glue.hang-time (HANG TIME)**
  - LADDER WEAK: XT to M are the same frame.
  - BRUTALITY WEAK: a body with blood, pinned; no specific horror image or close face.
- **glue.eyes-wide-open (EYES WIDE OPEN)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY PASS: the glued-open eyes bulging and bleeding in a pool, close and readable.
- **glue.immovable-object (IMMOVABLE OBJECT)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY PASS: the body crushed against the lift, bloody, close.
- **glue.anode (SACRIFICIAL ANODE)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: the underwater figure with a red cloud; no readable face or wound.
- **glue.wheel (BROKEN ON THE WHEEL)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: woven through the wheel with blood clouds, but the breaks don't read.
- **glue.the-glue-factory (THE GLUE FACTORY)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: a jar of pink glue with a tooth: the horror is implied, not shown.
- **glue.skin-taped (SKIN TAPED)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: glue-covered with red stripes; no readable face.
- **glue.skin-camo (SKIN CAMO)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: crushed in the bin with blood; partly hidden by the bin.
- **glue.skin-ice (SKIN ICE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: frozen with red veins; reads, but no flinch image.
- **glue.skin-neon (SKIN NEON)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a small figure under the light; too small to read.
- **glue.skin-gold (SKIN GOLD)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: gilded body on the bed; a small wound.
- **glue.skin-classic (SKIN CLASSIC)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a gag final (the KICK ME sign).
- **glue.skin-cartoon (SKIN CARTOON)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a gag final (the boxing-glove contraption).
- **glue.mid-sole-mate (MID SOLE MATE)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: legs and a boot in a pool; the body is cropped.
- **glue.mid-mouthful (MID MOUTHFUL)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: the body with glue at the mouth; no horror image.
- **glue.mid-cats-cradle (MID CATS CRADLE)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: blood spray over the body, but the strings' damage doesn't read.
- **glue.mid-prints (MID PRINTS)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY WEAK: the face print reads; the body is otherwise clean.
- **glue.mid-shelf-life (MID SHELF LIFE)**
  - LADDER WEAK: XT to M are the same frame.
  - BRUTALITY WEAK: the body by the jar; no specific horror image.
- **glue.mid-model-kit (MID MODEL KIT)**
  - LADDER WEAK: XT, VH and H are one composition with the gore stepping down, then M to VL one wide frame. VH: own beat; H, M: own closes; L, VL: bespoke non-lethal endings.
  - BRUTALITY FAIL: a gag final (the model-kit frame).
