Blue Razz Day 8 — Usable 3 Refs

Trimmed dashboard. Removed the cage-style poison and extra-grenade risk. Use only these three references and the adjusted prompt below.
3 refs onlyBad cage refs excludedArtCraft tokens included
USE — INSTRUCTION BOARD

@Image01 — USE — INSTRUCTION BOARD

Character locks, door constants, poison bans, and movement logic.

ArtCraft: m_0g7yyhc9ma117zsk08y5nx3sq06azj

USE — WIDE START THRESHOLD

@Image02 — USE — WIDE START THRESHOLD

Best start frame: Fire at already-open blasted door, empty cages visible.

ArtCraft: m_jz64e2t8mgt365m98es01k9cg1q642

USE — INTERIOR EMPTY-CAGE GEOGRAPHY

@Image03 — USE — INTERIOR EMPTY-CAGE GEOGRAPHY

Best room/cage style: use this for all cage geometry.

ArtCraft: m_9fg9hewy0nw6v9hb2jsj2jmw3v58p6

Selection Logic

USE: @Image1 board, @Image2 wide start, @Image3 interior cage geography.

EXCLUDE: old low boot insert = extra grenade risk; old over-shoulder + Blue detail = incompatible cage styles.

Cut Bible

# Day 8 — Usable 3-Reference Dashboard

## Decision
Use fewer than 6 refs because some v11 images introduced incompatible cage styles.

## USE
- @Image1 instruction board: still valuable for character locks, door constants, poison bans, beat logic.
- @Image2 wide threshold start: good start frame / door state / Fire at open doorway.
- @Image3 interior empty-cage geography: good usable cage-room style and layout.

## EXCLUDE
- Old @Image3 low boot insert: extra grenade risk.
- Old @Image5 over-shoulder reveal: wire-mesh cage style conflicts with usable cage style.
- Old @Image6 Blue behind bars: thick rectangular cage bars conflict with usable cage style.

## Physical sequence with only usable refs
Fire starts at already-open blasted threshold, steps inside, enters the empty cage aisle, and Blue reveals from back-left darkness using the character/position logic from the instruction board, but the cage style must follow @Image3.

## Hard locks
No barrier. No closing/regenerating door. No second door. No extra grenade. No Fire outside at end. No Blue outside. No monster Blue. Cage style follows @Image3 only.

Adjusted Seedance Prompt — 3 refs only

@Image1 = INSTRUCTION BOARD: Fire/Blue character anchors, fixed blasted-door constants, debris, empty cage-room rules, and five-beat movement logic.
@Image2 = WIDE START: Fire at the already-open blasted threshold; same fixed bent corrugated door, wet concrete, lime smoke, empty cage room visible.
@Image3 = INTERIOR GEOGRAPHY: the usable empty cage-room aisle style; wet floor, open empty cages, same doorway glow/debris behind.

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

CAMERA: one continuous slow push from behind Fire at the threshold into the cage-room aisle; stable forward movement only, no cuts, no angle jumps.

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

0:00-0:01.4: Start with @Image2. Fire Watermelon stands at the already-blasted open threshold, back/three-quarter to camera. The single corrugated metal door is already bent open and fixed screen-right; hinge side screen-left. Same screws, pins, shards, puddles, and lime smoke remain on the floor.
0:01.4-0:03.0: Fire steps forward into the open doorway. Her dark strapped boots cross the same wet threshold debris. Exactly one lime-green grenade stays lowered in her right hand; she does not throw it.
0:03.0-0:04.8: Use @Image3 for the room layout. The camera enters the same empty cage-room aisle. Empty cages line both sides; no prisoners, no animals, no monsters. The red/lime doorway glow and debris remain behind Fire.
0:04.8-0:06.2: Fire slows inside the room and turns attention toward the back-left darkness described in @Image1. Two cyan eyes appear behind the same cage-bar style, far inside the room.
0:06.2-0:07.0: Blue Razz remains a controlled humanoid navy/cyan silhouette from @Image1, behind the cages, not outside and not attacking. Fire is fully inside, separated from Blue by empty cages. Hold the 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.

Hard locks: do not use any barrier; do not close or regenerate the door; do not change cage style away from @Image3; do not add an extra grenade; do not put Fire outside at the end; do not make Blue a monster or place him outside.