Blue Razz Day 8 — Seedance Board v11

Corrected structure: one actual Seedance instruction board plus five different reference shots/angles/moments. Not clones. Continuity is logical element alignment: same door state, debris, room, Fire path, Blue location.
Board + 5 refsDifferent shots, aligned elementsGemini PASSArtCraft tokens included
SEEDANCE INSTRUCTION BOARD

@Image01 — SEEDANCE INSTRUCTION BOARD

Board image: character anchors, fixed environment constants, and five-beat shot logic.

ArtCraft: m_0g7yyhc9ma117zsk08y5nx3sq06azj

WIDE START THRESHOLD

@Image02 — WIDE START THRESHOLD

Different shot: wide exterior start with Fire at already-open door.

ArtCraft: m_jz64e2t8mgt365m98es01k9cg1q642

LOW BOOT / DEBRIS INSERT

@Image03 — LOW BOOT / DEBRIS INSERT

Different shot: footwork, grenade, screws/pins/puddles, door edge permanence.

ArtCraft: m_c2dkazgncm5s6nghvfavb14pj2k8vf

INTERIOR EMPTY-CAGE GEOGRAPHY

@Image04 — INTERIOR EMPTY-CAGE GEOGRAPHY

Different shot: inside aisle layout, empty cages, door glow/debris behind.

ArtCraft: m_9fg9hewy0nw6v9hb2jsj2jmw3v58p6

OVER-SHOULDER BLUE REVEAL

@Image05 — OVER-SHOULDER BLUE REVEAL

Different shot: Fire inside, Blue cyan eyes in existing back-left darkness.

ArtCraft: m_rrc9kwvkyd8qssyc1znrp0sbbjd716

END DETAIL — BLUE BEHIND BARS

@Image06 — END DETAIL — BLUE BEHIND BARS

Different shot: tight Blue reveal behind bars, Fire separated/implied inside.

ArtCraft: m_59eaafahdrvwnv2tcn4xzh65rgdkja

Audit

PASS — Images 2-6 are distinct shots/angles/moments, not repeated clones. Continuity holds: no barrier, no door regeneration, Fire stays inside by reveal, Blue appears inside existing cage-room darkness, no extra grenade, boots consistent.

Cut Bible

# Blue Razz Day 8 — Seedance Board v11

## What changed after Bloom correction
This is NOT five clones for consistency. @Image1 is the Seedance instruction board. @Image2-6 are different useful reference shots: wide start, low debris/boot insert, empty-cage interior geography, over-shoulder reveal, tight Blue reveal/end. Continuity means the elements align logically, not same composition repeated.

## One Hero Action
Fire enters the already-open blasted facility doorway, discovers the cage room is empty, then Blue reveals he was already waiting in the interior darkness.

## Physical Truths
- Door is already blasted open at 0:00; it never opens, closes, heals, or breaks again.
- One corrugated metal door, attached screen-right; hinge side screen-left; latch side screen-right.
- Same threshold debris: hinge screws, pins, metal shards, wet puddles, lime smoke.
- Fire starts at threshold and ends inside room. She does not end outside.
- Blue stays deeper inside/back-left behind cage bars. He never appears outside or through a new hole.
- Empty cages remain empty. No animals/prisoners/monsters.
- Fire has exactly one lime-green grenade lowered in right hand.

## @Image Plan
@Image1 — Instruction board: character anchors + door constants + beat sheet.
@Image2 — Wide start shot: exterior threshold, Fire at already-open door, cages visible.
@Image3 — Low insert: boots/debris/grenade crossing threshold, door edge constant.
@Image4 — Interior geography: empty cage room aisle from inside, door glow/debris behind, no Blue yet.
@Image5 — Over-shoulder reveal: Fire inside looking toward Blue eyes in back-left cage darkness.
@Image6 — End/reveal detail: Blue humanoid cyan-eyed silhouette behind bars, Fire separated in foreground/reflection, same room.

## Poison bans
No barrier. No closed door. No regenerated door. No second door. No wall hole. No posters/signs/readable text in story refs. No Fire outside at end. No Blue outside. No monster Blue. No extra grenade. No attack/contact/fight yet.

Seedance Prompt

@Image1 = INSTRUCTION BOARD: Fire/Blue character anchors, fixed door/debris/cage constants, 5-beat movement sheet.
@Image2 = WIDE START: Fire at the already-open blasted threshold, cages visible through doorway.
@Image3 = LOW INSERT: Fire's strapped boots cross the same screws/pins/puddles; one grenade lowered in right hand.
@Image4 = INTERIOR GEOGRAPHY: empty cage room aisle, door glow and debris behind, no Blue visible yet.
@Image5 = OVER-SHOULDER REVEAL: Fire inside looking toward Blue's cyan eyes in existing back-left darkness.
@Image6 = END DETAIL: Blue humanoid silhouette behind cage bars; Fire separated in foreground/reflection.

STYLE: GLYTCH anime cel-shading, cold cyan interior darkness, Shinkai rain reflections.

CAMERA: one continuous slow push from threshold into cage room, starting behind Fire and ending deeper on Blue's reveal; no cuts, no angle jumps.

CINEMATIC TIMELINE — 7 seconds
35mm lens, shallow depth, wet concrete reflections, red exterior spill fading into cyan cage-room shadow.

0:00-0:01.1: Start with @Image2. Fire stands at the already-blasted open threshold. The single corrugated door is fixed open screen-right; hinge side screen-left; same screws, pins, shards, lime smoke, and puddles stay on the threshold.
0:01.1-0:02.4: Use @Image3. Her dark strapped boots step across the debris field. Exactly one lime-green grenade hangs lowered in her right hand; she does not throw it.
0:02.4-0:03.8: Use @Image4. Camera enters the cage-room aisle. Empty cages line both sides; no prisoners, no animals. The open door glow remains behind Fire.
0:03.8-0:05.4: Use @Image5. Fire slows inside and turns attention toward the existing back-left darkness. Two cyan eyes ignite behind cage bars.
0:05.4-0:07.0: Use @Image6. Blue Razz remains a controlled humanoid navy/cyan silhouette behind bars; Fire is fully inside, separated by empty cages. Hold silence before Day 9.

No background music. No BGM. Sounds only: rain on metal, wet boot scrape, screws shifting underfoot, lime smoke hiss, low cyan electrical hum, one held breath.