# LADDER + BRUTALITY WORK LIST · owner N
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 N: LADDER 0 PASS / 21 WEAK · BRUTALITY 2 PASS / 18 WEAK / 1 FAIL / 0 pending · 0 kills pass both with no face note (not listed) · 21 kills listed · 2 face notes (faceless survival ending / live face at XT, from the KIT-BODY face census).

- **sniper.the-long-way-in (THE LONG WAY IN)**
  - LADDER WEAK: tail-wrap: one composition shrinking from XT down, and VL is an empty frame. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.the-bait (THE BAIT)**
  - LADDER WEAK: tail-wrap: one composition shrinking from XT down, and VL is an empty frame. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.mascot (MASCOT)**
  - LADDER WEAK: XT=VH, H=M, and VL is empty. Needs: VH and M their own beats and a crafted VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.playing-statue (PLAYING STATUE)**
  - LADDER WEAK: XT, VH, H and M are the same statue. Needs: VH, H and M their own pictures.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.the-guide-line (THE GUIDE LINE)**
  - LADDER WEAK: XT, VH and H are the same frame under the light. Needs: VH and H their own pictures.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) 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.
- **sniper.the-gutter (THE GUTTER)**
  - LADDER WEAK: XT=VH, and H=M (the body in the scope). Needs: VH and M their own pictures.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.bone-flowers (BONE FLOWERS)**
  - LADDER WEAK: tail-wrap: one composition shrinking from XT down, and VL is an empty frame. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY PASS: the bones blooming out of the body like coral.
- **sniper.the-last-look (THE LAST LOOK)**
  - LADDER WEAK: XT, VH and H are the same body; M is dark, and VL is empty. Needs: VH and H their own pictures, a readable M, a crafted VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.eight-bells (EIGHT BELLS)**
  - LADDER WEAK: XT, VH and H are the same blurred body. Needs: VH and H their own pictures.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.the-long-shadow (THE LONG SHADOW)**
  - LADDER WEAK: XT=VH, H is dark, M=L, and VL is empty. Needs: own pictures throughout.
  - BRUTALITY FAIL: dark, and small.
- **sniper.hold-your-breath (HOLD YOUR BREATH)**
  - LADDER WEAK: tail-wrap: one composition shrinking from XT down, and VL is an empty frame. Needs: VH its own beat, own closes at H and M, bespoke L and VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.between-beats (BETWEEN BEATS)**
  - LADDER WEAK: M=L (lying), and VL is empty. Needs: L its own pose and a crafted VL.
  - BRUTALITY PASS: the head blown open, gore out.
- **sniper.soap-bubble (SOAP BUBBLE)**
  - LADDER WEAK: XT=VH, and VL is empty. Needs: VH its own beat and a crafted VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.sling (SLING)**
  - LADDER WEAK: VH=M (the body on the wheel), and VL is the empty wheel. Needs: M its own picture and a crafted VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.echo-valley (ECHO VALLEY)**
  - LADDER WEAK: XT, VH and H are the same skeletal figure. Needs: VH and H their own pictures.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.the-bag (THE BAG)**
  - LADDER WEAK: XT to M are the same frozen body, and L=VL (the block). Needs: VH, H and M their own pictures, and VL its own ending.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.the-watched (THE WATCHED)**
  - LADDER WEAK: all six are the same crystal figure. Needs: six pictures.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) 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.
- **sniper.the-cloud (THE CLOUD)**
  - LADDER WEAK: XT=VH, and VL is an empty table. Needs: VH its own beat and a crafted VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.drain (DRAIN)**
  - LADDER WEAK: VL is empty. Needs: a crafted VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.rehearsal (REHEARSAL)**
  - LADDER WEAK: H is a dark frame with half a GAME OVER. Needs: a readable H.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
- **sniper.the-brass (THE BRASS)**
  - LADDER WEAK: XT, VH and H are the same body, and VL is empty. Needs: VH and H their own pictures, a crafted VL.
  - BRUTALITY WEAK: a body with a wound but no sniper-specific horrific close (the head shot exiting, the skull fragment, the eye) and no held dead face.
