# LADDER + BRUTALITY WORK LIST · owner K
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 K: LADDER 19 PASS / 55 WEAK · BRUTALITY 21 PASS / 48 WEAK / 5 FAIL / 0 pending · 6 kills pass both with no face note (not listed) · 68 kills listed · 13 face notes (faceless survival ending / live face at XT, from the KIT-BODY face census).

- **handcannon.hot-lead (HOT LEAD)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.10000-fps (10,000 FPS)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.inertia (INERTIA)**
  - 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 big hole by the dead face, close.
- **handcannon.hole-in-one (HOLE IN ONE)**
  - 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 hole straight through the chest; the grass shows through it.
- **handcannon.getaway (GETAWAY)**
  - 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: re-graded after the KIT-BODY horror floor lift (calibre wounds live 01:21): the fist-sized crater with its exit blowout and bone chips, a real dead face.
- **handcannon.bedside-manner (BEDSIDE MANNER)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.made-to-measure (MADE TO MEASURE)**
  - 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 coffin.
- **handcannon.on-the-house (ON THE HOUSE)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.earmuffs (EARMUFFS)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.newtons-cradle (NEWTON'S CRADLE)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.left-behind (LEFT BEHIND)**
  - 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: only the brain is left in the pool.
  - 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).
- **handcannon.next-week (NEXT WEEK)**
  - 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 by the newspaper.
  - 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).
- **handcannon.limbo (LIMBO)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.no-clip (NO-CLIP)**
  - LADDER WEAK: XT to L are the same frame.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.crime-scene (CRIME SCENE)**
  - 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: re-graded after the KIT-BODY horror floor lift (calibre wounds live 01:21): the fist-sized crater with its exit blowout and bone chips, a real dead face, and the flayed-skull XT face.
- **handcannon.bullet-catch (BULLET CATCH)**
  - 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 jaw blown off: teeth and an eye in the pool.
- **handcannon.slasher (SLASHER)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) 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).
  - 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.
- **handcannon.small-cover (SMALL COVER)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.totality (TOTALITY)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: the exit flash hides the wound it should show.
- **handcannon.avalanche (AVALANCHE)**
  - LADDER WEAK: XT=VH, then H to VL the same snow frame.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.soft-landing (SOFT LANDING)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY PASS: re-graded after the KIT-BODY horror floor lift (calibre wounds live 01:21): the fist-sized crater with its exit blowout and bone chips, a real dead face.
- **handcannon.figurehead (FIGUREHEAD)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) 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.
- **handcannon.burial-at-sea (BURIAL AT SEA)**
  - 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 shroud underwater.
- **handcannon.trophy-room (THE TROPHY ROOM)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) 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).
- **handcannon.proving-ground (THE PROVING GROUND)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.skin-classic (BLOWN AWAY)**
  - 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: re-graded after the KIT-BODY horror floor lift (calibre wounds live 01:21): the fist-sized crater with its exit blowout and bone chips, a real 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.
- **handcannon.skin-taped (STRAPPED)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.skin-camo (NIGHT VISION)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.skin-cartoon (AROUND THE WORLD)**
  - LADDER WEAK: XT=VH, then H to VL one wide frame.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) 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).
- **handcannon.skin-ice (PARADOX)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.skin-neon (THE LIST)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.skin-gold (SILENCE IS GOLDEN)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) 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.
- **handcannon.mid-brake (BRAKE)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) 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).
- **handcannon.mid-swallowed (SWALLOWED)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.mid-challenge-accepted (CHALLENGE ACCEPTED)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: the thumbs-up reads as a gag.
  - 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.
- **handcannon.mid-take-a-seat (TAKE A SEAT)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY PASS: re-graded after the KIT-BODY horror floor lift (calibre wounds live 01:21): the fist-sized crater with its exit blowout and bone chips, a real dead face.
- **handcannon.mid-safetys-on (SAFETY'S ON)**
  - LADDER WEAK: the same composition at all six levels with the gore stepping down.
  - BRUTALITY WEAK: a body in a pool with the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.mid-plaster (PLASTER)**
  - 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: re-graded after the KIT-BODY horror floor lift (calibre wounds live 01:21): the fist-sized crater with its exit blowout and bone chips, a real dead face.
- **handcannon.mid-flinch (FLINCH)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.mid-burp (BURP)**
  - 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 the round meat decal: no hand-cannon-specific horrific close (the fist-sized exit hole, the head gone, the limb blown away) and no held dead face.
- **handcannon.mid-vanity (VANITY)**
  - 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: re-graded after the KIT-BODY horror floor lift (calibre wounds live 01:21): the fist-sized crater with its exit blowout and bone chips, a real dead face.
- **handcannon.mid-staring-contest (STARING CONTEST)**
  - 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 eye forced out of the head, beside it.
  - 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).
- **golden.streets-of-gold (STREETS OF GOLD)**
  - LADDER WEAK: VH=H (the body with the gold stream, Faris behind). Needs: H its own close.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
  - 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.
- **golden.the-vault (THE VAULT)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.never-runs-dry (NEVER RUNS DRY)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: buried under the gold pile.
- **golden.the-pearl (THE PEARL)**
  - LADDER WEAK: XT to M are all the clam. Needs: VH, H and M their own pictures.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.eureka (EUREKA)**
  - LADDER WEAK: H, M and L are three lying bodies. Needs: M and L their own poses.
  - BRUTALITY PASS: the skull showing under the hat.
  - 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.
- **golden.the-mimic (THE MIMIC)**
  - LADDER WEAK: M is an empty dark frame with a star. Needs: a body at M.
  - BRUTALITY WEAK: only the legs show; the teeth in him would be the image.
- **golden.the-swap (THE SWAP)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY FAIL: a small, dark body.
- **golden.end-of-the-rainbow (END OF THE RAINBOW)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.the-stack (THE STACK)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: the gold bars hide most of the body.
- **golden.acid-test (ACID TEST)**
  - LADDER WEAK: XT=VH, and M is the empty green pool. Needs: VH its own beat and a body at M.
  - BRUTALITY PASS: the flesh eaten by the acid sores.
- **golden.the-claw (THE CLAW)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.octopus-garden (THE OCTOPUS'S GARDEN)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.golden-handcuffs (GOLDEN HANDCUFFS)**
  - LADDER WEAK: M is an empty floor, and VL is a tiny cuff. Needs: a body at M and a readable VL.
  - BRUTALITY FAIL: a gag final: a chick in a box.
- **golden.hand-in-pocket (HAND IN POCKET)**
  - LADDER WEAK: H is the empty 10.9 timer frame. Needs: a body at H.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.dowser (DOWSER)**
  - LADDER WEAK: XT=VH (the same close with the stick). Needs: VH its own beat.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.champion (CHAMPION)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.just-right (JUST RIGHT)**
  - LADDER WEAK: XT=M (the same curled body). Needs: M its own pose.
  - BRUTALITY WEAK: curled up with little blood.
- **golden.the-loupe (THE LOUPE)**
  - LADDER WEAK: XT=H (the same cat). Needs: H its own picture.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.ribbon-cutting (RIBBON CUTTING)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.cheers (CHEERS)**
  - LADDER WEAK: XT=H (the goblet close), and L=VL. Needs: H and VL their own pictures.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.gold-star (GOLD STAR)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.skin-taped (UNDER THE TAPE)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.skin-camo (NEEDLE IN A HAYSTACK)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.skin-cartoon (SKIN CARTOON)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.skin-ice (SKIN ICE)**
  - LADDER WEAK: XT=H (the face in the bucket). Needs: H its own picture.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
- **golden.skin-neon (SKIN NEON)**
  - LADDER WEAK: XT=H (the balls close). Needs: H its own picture.
  - BRUTALITY WEAK: a body with blood but no golden-gun-specific horrific close (the gold round's wound, gilt flesh, the face) held at XT.
