[Characters] <The protagonist> corresponds to [PROTAGONIST IMAGE REFERENCE]. Use only the appearance
[Characters] <The protagonist> corresponds to [PROTAGONIST IMAGE REFERENCE]. Use only the appearance, hairstyle, and clothing. <The antagonist> corresponds to [ANTAGONIST IMAGE REFERENCE]. Use only the appearance, hairstyle, and clothing. [Scenes] <The subterranean dock> references [LOCATION IMAGE REFERENCE]. Use only the spatial layout, architecture, and lighting. Do not use the people in the image. Do not use the image background for characters. Do not interchange the characters' appearances, clothing, actions, positions, or dialogue. [Setup] Subject: The antagonist and the protagonist. [Stage 1] 0s-2s. Initial state: The antagonist stands in a low crouch facing the protagonist. Primary event: The antagonist lunges forward, throwing a sudden, heavy right hook that connects squarely with the protagonist's jaw. End state: The protagonist's head snaps back, a spray of saliva and blood flying from his mouth as he stumbles right. — extreme photorealism on every pore and bead of sweat; key from the overhead teal fluorescent tube raking across the antagonist's right shoulder; fill from the magenta practical bouncing off the damp concrete floor; rim light from a distant flickering cyan strip behind the protagonist's left shoulder; casts a soft shadow consistent with the direction of the light across the pillar at frame left; fine 35mm grain visible in the motion blur; prismatic highlights flare on the arc of flying saliva; blacks tinted rather than pure black in the deep underside of the crouch. <CRACK of fist hitting jaw> Execute one visible causal beat. [Stage 2] 2s-4s. Continue from previous stage: The protagonist is reeling. Primary event: The protagonist wipes blood from his lip with a shaky hand, stares directly into the camera/antagonist, and his brow furrows with defiance. Dialogue language: American English. The protagonist says in a raspy, taunting tone: {Is that all you've got?} End state: The protagonist stands his ground, centered in the frame, sweat glistening on his forehead. — cinematic lighting holds; key from the overhead magenta tube now dominant on the protagonist's face as he centers himself; fill from the teal bounce off the oil-slick puddle at mid ground; rim light from the far-background cyan strip cropped by the frame edges at upper right; gentle bloom halos the sweat on his brow; vintage grade deepens the cut lip's crimson; shadows carry a violet or ultramarine cast across his jaw and neck; saturated luminous and vivid never murky even in the wet darkness; no text. <Heavy, wet breathing> Execute one visible causal beat. [Stage 3] 4s-6.5s. Initial state: Both fighters are 3 feet apart. Primary event: The antagonist roars and charges, wrapping his arms around the protagonist's waist and slamming him backward into a concrete pillar. End state: The protagonist is pinned against the pillar, dust falling from the ceiling rebar. — handheld camera lurches with the charge; DEPTH: near / mid / far preserved — the charging antagonist fills the near plane, the pillar mid, ceiling rebar dissolving into haze above; key from the teal fluorescent strip raking the antagonist's back and the impact point on the pillar; fill from the magenta practical splashing up from the floor puddle; rim light from a dim amber work-light behind the pillar; casts a soft shadow consistent with the direction of the light down the pillar's vertical face; fine 35mm grain surges in the motion; controlled chromatic aberration on the pillar edge; blacks tinted rather than pure black in the pillar's shadow side; shadows carry a violet or ultramarine cast. <Dull THUD of body hitting concrete> Execute one visible causal beat. [Stage 4] 6.5s-8.5s. Continue from previous stage: Pinned position. Primary event: The antagonist delivers two rapid-fire knee strikes to the protagonist's ribs. The camera shakes violently with each impact, losing focus briefly. End state: The protagonist winces, doubling over slightly, his hands gripping the antagonist's vest. — extreme photorealism on torn fabric and white-knuckled grip; camera shake throws the frame; key from the overhead teal tube now strobing with each impact; fill from the magenta floor bounce; rim light from the far cyan strip partially cropped by the frame edges; gentle bloom pulses on the strobe; fine 35mm grain spikes in the defocus; subtle halation bleeds the teal tube into the concrete; saturated luminous and vivid never murky; shadows carry a violet or ultramarine cast across the antagonist's knees; blacks tinted rather than pure black. <OOF, sharp exhales> Execute one visible causal beat. [Stage 5] 8.5s-11s. Initial state: The protagonist is hunched. Primary event: The protagonist suddenly drives his head forward in a brutal headbutt against the antagonist's nose, then follows with a sharp left elbow to the antagonist's temple. End state: The antagonist staggers back three steps, blood streaming from his nose, wiping his face. — cinematic lighting; key from the teal overhead catching the protagonist's skull on the forward drive; fill from the magenta bounce off the floor; rim light from the far-wall amber work-light behind the antagonist as he staggers; casts a soft shadow consistent with the direction of the light fanning backward across the wet floor; prismatic highlights on the blood mist dispersing in the damp air; rich saturation on the deep crimson streaming from the broken nose; controlled chromatic aberration on the elbow's fast arc; vintage grade; fine 35mm grain; no text; the subject is lit only by this scene, photographed in it not pasted onto it. <CRUNCH of bone on bone> Execute one visible causal beat. [Stage 6] 11s-13.5s. Initial state: The antagonist is staggered. Primary event: The antagonist spits a thick glob of blood onto the oil-slicked floor and glares with cold intensity. Dialogue language: American English. The antagonist says in a low, menacing growl: {You have no idea what's coming.} End state: The antagonist resets into his wide, predatory stance, shoulder rolling. — extreme photorealism on the blood glob's viscosity and the oil-slick iridescence; key from the magenta fluorescent tube now dominant, raking the antagonist's snarling face from above-left; fill from the teal bounce off the wet floor near plane; rim light from the distant cyan strip dissolving into haze at the far end of the dock; gentle bloom on the magenta tube haloing the antagonist's shoulders; vintage grade; fine 35mm grain; shadows carry a violet or ultramarine cast across the antagonist's chest; blacks tinted rather than pure black in the pooled blood on the floor; saturated luminous and vivid never murky; no text. <Liquid SPLAT on floor> Execute one visible causal beat. [Stage 7] 13.5s-16s. Initial state: Fighters facing off. Primary event: The protagonist throws a flurry of jabs; the antagonist parries and catches the protagonist's arm, twisting it and throwing him across the floor into a puddle. End state: The protagonist is sliding through an iridescent oil slick on his side, soaking his clothes. — cinematic lighting; key from the teal overhead sweeping across the jab flurry in motion blur; fill from the magenta practical; rim light from the far amber strip behind the mid-plane fighters; DEPTH: near / mid / far — oil-slick puddle in near plane catches prismatic highlights and subtle halation from the overhead tubes; protagonist's sliding body in mid plane; far concrete wall dissolving into haze; fine 35mm grain prominent in the slide; controlled chromatic aberration on the thrown arm; rich saturation on the iridescent slick; shadows carry a violet or ultramarine cast; blacks tinted rather than pure black; keep the scene exactly; colour and grade only. <Sliding SPLASH across wet cement> Execute one visible causal beat. [Stage 8] 16s-18s. Initial state: The protagonist is on the floor. Primary event: The antagonist dives onto the protagonist for a ground-and-pound, but the protagonist kicks upward, his steel-toed boot catching the antagonist in the chest. End state: The antagonist is knocked backward, gasping for air, while the protagonist scrambles to his feet. — extreme photorealism on the boot's steel toe and the impact deformation of the antagonist's vest; key from the teal overhead now angled steeply as the antagonist dives; fill from the magenta practical at floor level; rim light from the far cyan strip behind the protagonist as he scrambles upright; casts a soft shadow consistent with the direction of the light across the wet floor beneath both fighters; gentle bloom on the overhead tube; fine 35mm grain; blacks tinted rather than pure black in the deep underside of the dive; shadows carry a violet or ultramarine cast; saturated luminous and vivid never murky; no text. <Heavy metallic THUMP> Execute one visible causal beat. [Stage 9] 18s-20.5s. Initial state: Both fighters rising. Primary event: They collide in the center of the frame, locked in a desperate grapple. The camera orbits them quickly, showing their strained faces and bulging neck muscles. End state: They are stuck in a stalemate, chest-to-chest, sweat dripping between them. — cinematic lighting orbits with the camera; key from whichever fluorescent tube enters frame during the orbit — teal and magenta alternating as the camera swings; fill from the opposite practical; rim light from the far-wall amber source, briefly cropped by the frame edges during the orbit; prismatic highlights streak across the anamorphic lens during the swing; subtle halation bleeds tube light into the fighters' silhouettes; fine 35mm grain; controlled chromatic aberration on fast-moving frame edges; rich saturation on strained skin and soaked fabric; shadows carry a violet or ultramarine cast; blacks tinted rather than pure black; the subject is lit only by this scene, photographed in it not pasted onto it. <Gritting teeth, fabric tearing> Execute one visible causal beat. [Stage 10] 20.5s-23s. Initial state: Grapple. Primary event: The protagonist breaks the hold by stomping on the antagonist's foot and delivering a massive uppercut that lifts the antagonist's chin. End state: The antagonist's head jerks up, his eyes rolling back momentarily. — extreme photorealism on the chin lift and eye-roll; key from the magenta overhead catching the underside of the antagonist's rising jaw; fill from the teal bounce off the near-plane puddle; rim light from the far cyan strip directly behind the antagonist's lifted head; casts a soft shadow consistent with the direction of the light down the antagonist's throat; gentle bloom on the magenta source; fine 35mm grain; vintage grade deepens the bruising already forming; rich saturation; shadows carry a violet or ultramarine cast; blacks tinted rather than pure black; no text; colour and grade only. <Wet SMACK of punch> Execute one visible causal beat. [Stage 11] 23s-26s. Initial state: The antagonist is dazed. Primary event: The protagonist follows up with a series of three heavy body blows and a final, decisive overhand right to the temple. End state: The antagonist's knees buckle, his body going limp as he begins to fall. — cinematic lighting; key from the teal overhead catching the protagonist's driving shoulder on each blow; fill from the magenta practical; rim light from the far amber work-light silhouetting the antagonist's buckling legs; casts a soft shadow consistent with the direction of the light fanning across the wet floor; DEPTH: near / mid / far — protagonist's forearm in near plane, the antagonist's torso mid, far background concrete dissolving into haze; fine 35mm grain; prismatic highlights on the sweat spray from each impact; controlled chromatic aberration on the overhand right's arc; rich saturation; saturated luminous and vivid never murky; shadows carry a violet or ultramarine cast; blacks tinted rather than pure black; keep the scene exactly. <THUD, THUD, CRACK> Execute one visible causal beat. [Stage 12] 26s-30s. Initial state: The antagonist falling. Primary event: The antagonist collapses face-first into the oil slicked puddle. The protagonist stands over him, chest heaving, blood dripping from his knuckles onto the concrete. The camera slowly zooms in on the protagonist's battered face as he looks down at the fallen opponent. End state: The antagonist lies motionless on the floor; the protagonist remains standing, center frame, illuminated by a flickering cyan flare. — extreme photorealism on every bruise, cut, and blood drop; cinematic lighting; key from the flickering cyan flare overhead, strobing gently across the protagonist's battered face on the slow zoom; fill from the residual magenta tube reflecting off the oil-slick puddle in the near plane; rim light from the far teal strip dissolving into haze at the back of the dock; casts a soft shadow consistent with the direction of the light from the protagonist's standing figure down onto the motionless antagonist; DEPTH: near / mid / far — blood dripping onto wet concrete in the near plane, the antagonist face-down in the mid plane, the far dock wall dissolving into haze; gentle bloom on the cyan flare; subtle halation halos the flickering tube; prismatic highlights on the iridescent oil slick surrounding the antagonist's body; fine 35mm grain; vintage grade; rich saturation; saturated luminous and vivid never murky; shadows carry a violet or ultramarine cast across the fallen antagonist and the pooled oil; blacks tinted rather than pure black in the deepest corners; controlled chromatic aberration on the slow zoom's edge; the subject is lit only by this scene, photographed in it not pasted onto it; no text; colour and grade only; keep the scene exactly. <Slow, ragged gasping> Execute one visible causal beat. [Maintain Consistency] Keep character identity, number of characters, clothing damage, oil stains, prop ownership, spatial direction, and audio relationships consistent. The protagonist has a cut lip; the antagonist has a broken, bloody nose and a torn vest.