# LADDER + BRUTALITY WORK LIST · owner M
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 M: LADDER 1 PASS / 11 WEAK · BRUTALITY 0 PASS / 9 WEAK / 3 FAIL / 0 pending · 0 kills pass both with no face note (not listed) · 12 kills listed · 6 face notes (faceless survival ending / live face at XT, from the KIT-BODY face census).

- **portalgun.excuse-me (EXCUSE ME)**
  - LADDER WEAK: XT holds the landing in a pool, but the shot is wide and the same at all six levels (only the blood changes). LADDER fails: give each level its own picture, and goreCam the body at XT/VH.
  - BRUTALITY WEAK: an X-glyph face; XT needs the real dead face (b.faceNow / 'xx').
- **portalgun.the-doorway-effect (THE DOORWAY EFFECT)**
  - LADDER WEAK: wide and identical at all six levels; the body is a speck at XT. goreCam on the dried sitter at XT/VH, and give each lower level its own beat.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) 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).
- **portalgun.infinite-fall (INFINITE FALL)**
  - LADDER WEAK: XT and VH are the same red-print wall; H to VL are the same Faris frame. Give VH, M, L and VL their own beats.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) and no held dead face.
- **portalgun.crash-test (CRASH TEST)**
  - LADDER WEAK: wide and identical at all six levels; the dummy segments are specks. goreCam on the segments at XT/VH and vary each level.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) and no held dead face.
- **portalgun.stranded (STRANDED)**
  - LADDER WEAK: the same frame at all six levels (the frozen figure on the door). Give each level its own picture.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) 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).
- **portalgun.the-man-in-the-scope (THE MAN IN THE SCOPE)**
  - LADDER WEAK: the same scope frame at all six levels with less blood. Change the beat per level (the scope pulls off, the glint, the body).
  - BRUTALITY FAIL: an unreadable red mess in the scope.
- **portalgun.the-haunting (THE HAUNTING)**
  - LADDER WEAK: XT to M are the same staring figure on the stairs (now with d58Stare). Give VH, H and M their own beats.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) 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).
- **portalgun.the-dive (THE DIVE)**
  - LADDER WEAK: XT to H are the same ripples with the remains. Vary VH and H.
  - BRUTALITY FAIL: rings with red eyes; no body.
- **portalgun.crush-depth (CRUSH DEPTH)**
  - LADDER WEAK: the same figure in the water at all six levels. Give each level its own picture.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) 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).
- **portalgun.crossfire (CROSSFIRE)**
  - LADDER WEAK: XT to L are the same body over the table. Vary VH, H, M and L.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) and no held dead face.
- **portalgun.the-grand-tour (THE GRAND TOUR)**
  - LADDER PASS: passes (six different pictures); keep it.
  - BRUTALITY WEAK: a body with blood but no portal-specific horrific close (the body sheared at the portal edge, the halves apart) 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).
- **portalgun.the-original (THE ORIGINAL)**
  - LADDER WEAK: the same underwater frame at all six levels. Give each level its own picture.
  - BRUTALITY FAIL: dark and blurred.
  - 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).
