
@Image01 — INSTRUCTION BOARD
Board only: rules, character locks, door physics, dialogue beats.
ArtCraft: m_tzfp0s2qn1tt4f02waskwfx4kwrfb9






PASS — Gemini hard audit: @Image2-6 have no visible story text/bubbles, no left-hand grenade, no extra grenade, no barrier/wall hole, correct door direction, Blue only final/inside, Fire inside by @Image6, door open by @Image5, refs are different useful moments not clones.
| image | role | fire_location | grenade_hand | grenade_count | door_state | blue_location | text_present | story_focus |
|---|---|---|---|---|---|---|---|---|
| @Image1 | Instruction board | board only | right-hand rule stated visually/textually; board not a story frame | one-rule | shows constants and beat sheet | canon insert + final reveal rule | yes, allowed because board only | rules for Seedance |
| @Image2 | Closed door start | outside | right hand visible/locked | one | closed; hinge screen-left; latch screen-right | absent | no story text | start state before blast |
| @Image3 | Right-hand hinge flare insert | outside, cropped prop insert | right hand only; left hand not visible | one | closed; lime flare starts at hinge screen-left | absent | no | cause of door opening |
| @Image4 | Hinge impact | outside/edge | right-hand grenade; no hand transfer in prompt | one | hinge failure; screws/pins eject; door starts opening screen-right | absent | no | physics of door bust |
| @Image5 | Open door entry start | outside/threshold ready to enter | right hand lowered | one | fully open/bent screen-right; same debris/smoke | absent | no | bridge into approved entry clip |
| @Image6 | Empty room + Blue reveal | fully inside | right hand lowered / prompt lock; not story focus | one max; de-emphasized | open behind/faint doorway glow | inside existing back-left darkness behind bars | no speech bubbles/captions; dialogue prompt-only | Fire line + Blue response |
# Day 8 Final Working Blueprint ## Clip purpose Fire opens the facility door with the grenade, enters the empty cage room, says the room is empty, and Blue answers from the darkness. This is the trap reveal. ## Exact start state Fire is outside a closed corrugated metal facility door. One lime-green grenade is in her RIGHT hand. Door hinge side is screen-left. Door latch side is screen-right. Red lamp above door. Wet concrete threshold. ## Exact end state Fire is fully inside the empty cage room. The same door is open behind her. Blue is a humanoid navy/cyan silhouette inside existing back-left cage-room darkness behind cage bars. Fire has said: “There’s nothing in here.” Blue answers: “Exactly.” ## Character positions - Fire: outside at @Image2, outside/hinge close-up @Image3, outside during hinge impact @Image4, threshold/entering @Image5, fully inside by @Image6. - Blue: absent until @Image6 only; appears inside back-left darkness behind cage bars. ## Prop hand / prop count - Grenade: exactly one. - Hand: Fire RIGHT hand only when visible. - No hand transfer. No left-hand grenade. If hand is unclear, prompt resolves it as right hand. ## Door physics - One corrugated metal door only. - Hinge side screen-left. - Latch side screen-right. - Grenade flare hits hinge seam. - Screws/pins eject down/out. - Door buckles/swings open toward screen-right. - Door stays open after @Image5; no closing, no regeneration. ## Dialogue timing - 0:07.2–0:08.3 Fire: “There’s nothing in here.” - 0:08.3–0:10.0 Blue: “Exactly.” - Dialogue is prompt-only. No story-ref speech bubbles/captions/text. ## Camera path One continuous push: behind Fire outside → hinge impact → open threshold → into empty cage room → settle on Blue reveal. No cuts. No angle jumps. ## Poison bans No barrier. No wall hole. No second door. No extra grenade. No left-hand grenade. No text/speech bubbles in story refs. No Blue before final reveal. No monster Blue. No Fire outside at end. No posters/signs/readable text in story refs. No fight/contact yet.
@Image1 = INSTRUCTION BOARD: Fire/Blue canon, right-hand grenade rule, door constants, hinge physics, empty-room reveal, dialogue beats. @Image2 = CLOSED DOOR START: Fire outside closed corrugated door; RIGHT-hand grenade aimed at screen-left hinge seam. @Image3 = RIGHT-HAND HINGE FLARE: close insert; only Fire's RIGHT hand holds the single lime grenade at hinge seam. @Image4 = HINGE IMPACT: screws/pins eject; same door begins opening toward screen-right; Fire remains outside. @Image5 = OPEN DOOR / ENTRY START: same door fully open/bent screen-right; debris and lime smoke on threshold; Fire ready to enter. @Image6 = EMPTY ROOM / BLUE REVEAL: Fire fully inside empty cage room; Blue humanoid silhouette appears in existing back-left darkness. STYLE: GLYTCH anime cel-shading, lime blast light, rain-wet concrete, cold cyan cage-room darkness, Trigger impact with Shinkai reflections. CAMERA: one continuous push from behind Fire outside toward the hinge, through the opened doorway, and into the empty cage room; stable forward motion only, no cuts, no angle jumps. CINEMATIC TIMELINE — 10 seconds 35mm lens, wet threshold reflections, red warning lamp, lime grenade glow fading into cyan interior shadow. 0:00-0:01.2: Start on @Image2. Fire Watermelon stands outside the closed service door. Her dark strapped boots plant on wet concrete. Exactly one lime-green grenade is in her RIGHT hand, aimed at the screen-left hinge seam. Her left hand is empty or out of focus. 0:01.2-0:02.2: Use @Image3. Only her right hand and grenade drive the action. The grenade nose points directly at the hinge line. She does not touch the handle. The door remains closed. 0:02.2-0:03.5: Use @Image4. A lime flare hits the hinge seam. Hinge pins and screws eject downward and outward across the puddled threshold; rain droplets flash green. 0:03.5-0:04.8: The same corrugated door slab buckles and swings toward screen-right from hinge failure. Fire braces outside, grenade still in her right hand, no entering yet. 0:04.8-0:05.8: Use @Image5. Door reaches the fully open bent state: one door attached screen-right, hinge side screen-left, screws/pins/shards/lime smoke on wet floor. Fire steps toward the opening. 0:05.8-0:07.2: Camera follows Fire through the doorway into the empty cage room. Empty cages line both sides; no prisoners, no animals, no monsters. The red/lime doorway glow and debris remain behind her. 0:07.2-0:08.3: Fire slows inside, grenade lowered and no longer visually dominant, looking at the empty cages. Fire says clearly: “There’s nothing in here.” 0:08.3-0:10.0: Use @Image6. In the existing back-left darkness behind cage bars, Blue Razz appears as a controlled humanoid navy/cyan silhouette with cyan eyes, navy mask, faint nearly-white blue hair edge, and blue scarf edge. Blue says calmly: “Exactly.” Hold on the silence after his line. No background music. No BGM. Sounds only: rain on metal, grenade charge whine, hinge pins snapping, screws skittering on wet concrete, heavy door groan, lime smoke hiss, wet boot steps, low cyan electrical hum, Fire dialogue, Blue dialogue. Hard locks: one door only; hinge side screen-left; latch side screen-right; door opens toward screen-right; Fire starts outside and ends inside; no barrier; no wall hole; no extra grenade; no left-hand grenade; no handle pull; no visible speech bubbles/captions/story text; no Blue before final reveal; Blue stays inside darkness; no monster; no fight/contact yet.