@Image1 CHARACTER / START — grenade aimed, no manual opening

01_fire_closed_door.png
Process: cut bible → physics map → spatial map → poison ban list → refs → Seedance prompt.
Key fix: Fire never manually opens the door; Blue never appears from a wall hole. Door is opened by grenade flare at hinge seam.
# Day 8 — The Trap: Cut Bible ## Cut Brief Fire uses a grenade to open a bait facility door, finds empty cages, then Blue reveals he set the trap from the existing interior darkness. ## One Hero Action Fire opens the facility door with a grenade and discovers the rescue lead was bait. ## Cause/Effect Physics 1. Fire stands OUTSIDE the closed service door, feet on wet threshold. 2. She does NOT touch the handle or pull the door manually. 3. Right hand holds ONE lime-green grenade at hip/chest height, angled toward hinges. 4. Grenade flare/energy hits the hinge seam. 5. Hinge pins pop loose, screws scatter, door panel buckles open. 6. Smoke moves inward through the existing doorway. 7. Empty cages are visible inside; no animals move. 8. Fire lowers grenade and freezes at threshold. 9. Blue speaks from existing interior darkness behind/inside the doorway, not from a wall hole. ## Spatial Map - Camera side: outside the service entrance looking toward the door/interior. - Door: single corrugated metal service door, centered, no secondary door. - Wall: blank concrete, no posters, no flyers, no labels, no signs, no holes. - Door closed state: hinges screen-left, latch screen-right. - Door opened state: door panel buckles inward/rightward into the doorway path, still part of same doorway. - Fire: outside/threshold only, never deep inside. - Blue: existing interior cage-room darkness or deep doorway shadow only; no new wall opening. - Cages: directly beyond the same doorway. ## Ref Plan @Image1 CHARACTER/START: Fire outside closed door holding grenade ready; no manual opening. @Image2 ENVIRONMENT: clean closed-door master, no character. @Image3 INTERIOR: empty cages seen through/behind same doorway, no character. @Image4 ACTION/PHYSICS: grenade flare hits hinge seam and door buckles open. @Image5 SURFACE: threshold debris/screws/hinge pins/lime smoke from same door. @Image6 PAYOFF: Fire at threshold, empty cages ahead, Blue only as cyan eyes/navy humanoid silhouette in existing interior darkness. ## Poison Ban List - No wall hole / new tunnel / new doorway for Blue. - No Fire hand on door handle. - No manual door opening. - No posters, flyers, signs, warning labels, readable text. - No changed hinge side or door position. - No teleporting Fire inside. - No barefoot/sneakers/random footwear. - No NSFW/pinup pose. - No animals escaping. - No monster/mutant/watermelon creature. - No full Day 9 Blue reveal. ## Audit Standard Any generated ref that adds a poison element is deleted, not shown.






REFERENCE MAP @Image1 = Fire outside the closed service door: blank wall, closed corrugated door, hinges screen-left, latch screen-right, Fire one step back holding one lime grenade aimed at hinges, no hand on handle. @Image2 = clean master exterior: same closed door layout, blank concrete wall, red lamp, wet threshold, no characters, no posters, no holes. @Image3 = interior cage room behind the same doorway: rows of open empty cages, cold cyan light, no characters, no animals. @Image4 = grenade flare action: Fire outside, grenade flare hits screen-left hinge seam, door buckles inward toward screen-right, wall intact. @Image5 = surface continuity: wet threshold after hinge break, screws, hinge pins, bent plates, lime smoke, lower edge of same buckled door. @Image6 = payoff frame: Fire still at threshold, empty cages ahead, Blue Razz only in existing interior doorway darkness behind her; no wall hole. IDENTITY LOCK Fire keeps @Image1 design: pink-coral hair, watermelon outfit, correct brown boots, exactly one lime-green grenade in her right hand. Blue keeps @Image6 design: humanoid anime boy, navy mask/outfit, cyan eyes, nearly white hair with only a faint pale-blue tint. STYLE: lime smoke, cold cyan cage light, anime cel-shaded, Shinkai rain texture. CAMERA: one continuous forward glide. Starts behind Fire outside the closed door, follows the grenade flare into the screen-left hinge seam, crosses the wet threshold, passes Fire’s right shoulder, and ends holding on the empty cages with Blue’s cyan eyes in the existing interior darkness behind her. No cuts. CINEMATIC TIMELINE (7s — the trap) 0:00-0:01.0: Fire stands one step back from the closed door. Her right hand raises the lime grenade toward the screen-left hinge seam; her left hand stays off the handle. Rain beads on her boots and the blank wall. 0:01.0-0:02.1: Her thumb presses the grenade latch. A lime flare leaves the grenade and strikes the hinge seam. Hinge pins snap screen-left; screws skid across the wet concrete. 0:02.1-0:03.3: The same corrugated door panel buckles inward toward screen-right. The latch side stays visible and untouched. Lime smoke pushes through the existing doorway; no animals cross the threshold. 0:03.3-0:04.7: Camera glides over the @Image5 debris field. Fire plants one boot beside the screws, lowers the grenade hand, and turns her head toward the open empty cages. 0:04.7-0:05.8: Rows of cage doors hang open in cold cyan light. Fire says quietly with one mouth movement: “Huh? There’s nothing here.” Her shoulders stop. 0:05.8-0:07.0: In the existing interior darkness behind Fire, Blue’s cyan eyes open. A small cyan weapon-core glow pulses once near his hip. His masked jaw moves, calm male voice: “Looking for someone to save?” Final frame holds on Fire at the threshold, empty cages ahead, Blue behind her. No background music. No BGM. Audio contains rain on concrete, grenade latch click, hinge pins snapping, screws skidding, metal door groan, lime smoke hiss, Fire’s quiet line, Blue’s calm line, then room tone. Anime cel-shaded. Grenade opens the door. Same doorway. No wall hole. Empty cages. Blue behind Fire.