Preview unavailable.
AIS FLOWS / Andrei Spirydovich
Haunted Manor Proton Chase 1080
PROMPT
Use @img1 as the exclusive room/location authority. Preserve the exact room geometry, wide open floor area, balcony levels, skylight beam, wall lamps, doors, architectural proportions, floor material, perspective and aba...
Use @img1 as the exclusive room/location authority. Preserve the exact room geometry, wide open floor area, balcony levels, skylight beam, wall lamps, doors, architectural proportions, floor material, perspective and abandoned haunted-manor atmosphere. Do not replace @img1 with another building, corridor, tunnel, alley or unrelated architecture. Use @img2 as the hero identity authority. Preserve the same face, body proportions, hairstyle, tan work suit, boots and overall appearance. Use @img3 as the EXCLUSIVE proton-equipment authority. Preserve the exact proton pack and exact handheld wand shown in @img3 as one fixed physical object. Keep the same wand silhouette, black housing, ribbed handgrip, control placement, hoses/cables and exact silver cylindrical front emitter. The same physical wand remains unchanged before firing, during firing, between shots and after firing. Firing changes ONLY the energy emitted from the correct silver front emitter. Do not redesign, enlarge, simplify, elongate or morph the wand into another gun. Use @img4 as the exclusive ghost identity/anatomy authority. Preserve the same small white cartoon-like ghost, large expressive orange eyes, open expressive mouth, small arms/hands and soft flowing tail-like lower body. No legs. Do not redesign it. These are modular visual references, not temporal Start Images. FORMAT: Vertical 9:16 only. Fill the full frame. No black bars or letterboxing. SCENE: A handheld operator-filmed ghost-hunting chase inside the exact wide abandoned manor hall from @img1. The action is already underway immediately. The hero is pursuing the ghost across the open room while firing several short proton-stream attempts. The ghost is genuinely trying to ESCAPE from the hero. CRITICAL SPATIAL BEHAVIOR: The ghost must maintain clear physical distance from the hero. It does NOT circle closely around him. It does NOT fly toward him. It does NOT hover beside his body. It does NOT repeatedly enter arm’s reach. It does NOT behave as if tethered to him. Whenever the hero approaches, the ghost immediately moves AWAY from him. Maintain several human body lengths of separation whenever the room allows. The ghost should normally remain several meters away in the mid-ground while the hero stays foreground / mid-foreground. Its movement logic is: hero approaches -> ghost accelerates away -> distance increases -> hero fires across the visible gap -> ghost changes direction and continues fleeing. The ghost repeatedly tries to open more distance between itself and the hero. Use the width of the room. Let the ghost dart toward the opposite side, across the open floor, then sharply change direction when a proton shot approaches. The chase should visibly travel through space rather than both characters moving together as one cluster. CAMERA: External third-person handheld consumer MiniDV-style camera operated by another person. Never POV. The operator remains near one edge of the room and follows the chase from a diagonal observational angle. Use: - slight body sway; - mild handheld shake; - small framing drift; - tiny horizon imperfections; - delayed corrective pans; - natural reframing after sudden ghost movement. The camera should sometimes need to catch up because the ghost suddenly accelerates away. No dolly. No orbit. No crane. No gimbal-smooth tracking. HERO: The hero actively pursues the ghost with urgency. He uses quick steps, footing changes, torso rotation, shoulder movement and active weapon tracking. The wand remains held with a firm two-handed grip. His eyes, head, chest and weapon remain directed toward the fleeing ghost. He must physically react to the firing load: hands brace -> forearms tighten -> shoulders compensate -> torso absorbs the wand vibration. He never becomes a static firing pose. GHOST ESCAPE PERFORMANCE: The ghost is fast, evasive and strongly motivated to get away. Its movement includes: - fast lateral escape; - sudden direction changes; - quick backward acceleration away from the hero; - short rises/drops; - evasive body twists; - flowing tail movement caused by acceleration. The ghost should repeatedly look as if it narrowly escapes being caught. It never voluntarily closes distance with the hero. PROTON-FIRING MECHANICS: The hero fires several short, powerful proton-stream bursts from ONLY the exact silver front emitter of the unchanged wand from @img3. Each firing attempt follows a clear physical chain: hero tracks ghost -> hero braces the wand -> strong proton energy erupts from the exact front emitter -> the stream visibly travels across the open distance -> either misses or physically strikes the ghost -> the ghost reacts to the impact -> stream breaks -> ghost accelerates farther away -> hero corrects aim -> next firing attempt. The shots must feel POWERFUL. Use: - bright energetic core; - thick unstable proton stream; - violent electrical turbulence; - crackling energetic edges; - visible vibration through the wand; - brief light spill onto nearby floor/walls; - strong firing sound with real energy weight. Do NOT make the proton fire look like a weak thin laser line. Do NOT let it disappear before visually reaching the ghost. The viewer must clearly see the energy travel from the emitter across the distance toward the ghost. HIT PHYSICS: Several shots must visibly HIT the ghost. Every successful hit must have strong readable physical interaction. At the exact contact point: - bright electrical impact flash; - turbulent proton energy briefly clings to the ghost; - the ghost’s entire body receives a sudden force impulse. The ghost reacts immediately: - sharp full-body jolt; - violent brief electrical shudder; - rapid involuntary trembling / shaking; - flowing body ripples from the point of impact; - arms jerk; - head/body snap slightly; - the ghost is pushed or deflected AWAY from the hero. The hit must feel like a powerful electrical shock passing through a soft supernatural body. It does NOT freeze. It does NOT become rigid. It does NOT stop moving completely. Instead: impact -> hard jolt -> brief rapid shaking -> body ripples -> ghost tears free -> immediately accelerates away. The hit reaction lasts only briefly, but it must be unmistakable. The ghost should look physically affected by every successful proton hit, not merely make a sound. Some shots miss because the ghost dodges. Some shots connect briefly and violently. No shot creates permanent containment. DIALOGUE AND TIMING: The hero begins speaking immediately while already chasing and firing. No silent opening pause. During an early firing attempt: “Ты куда?” The ghost dodges and accelerates away. The hero rapidly corrects his aim and fires again while continuing: “Твоя мамка тебя уже ждёт!” The dialogue overlaps naturally with the chase and firing. He does not stop moving to speak. He does not lower the wand. He does not address the operator. Delivery is breathy, irritated-comic and spontaneous. No additional dialogue during the chase. GHOST SOUND: Only nonverbal reactions: short squeaks, startled ghost sounds, sharp yelps and brief electrically strained cries when hit. No intelligible speech. ENDING: After several firing attempts and several brief physical hits, the ghost makes one final rapid escape move and gets too far away to continue the immediate pursuit. The hero tries one final shot, misses, then stops running. The ghost keeps moving away and exits immediate reach. The hero comes to a complete stop. He lowers the wand slightly but keeps the same unchanged wand in his hands. He is visibly exhausted: - heavy breathing; - shoulders rising and falling; - chest heaving; - slight forward lean; - tired recovery posture. He first watches the direction where the ghost escaped. Then he gives one short exhausted glance toward the operator / camera and says: “А, чёрт с ним.” Short, annoyed, resigned and tired. Hold that recovery beat briefly and end. CAPTURE CHARACTER: Early-2000s consumer MiniDV / DV home-video feel over a clean detailed source. Mild handheld micro-shake, natural framing drift, restrained motion blur, slight exposure breathing, brief autofocus hesitation during fast motion and moderate early-digital compression. No timestamp. No REC overlay. No VHS tracking. No heavy signal damage. SOUND: Natural room ambience. Hero footsteps. Clothing and proton-equipment movement. Strong turbulent proton firing sounds. Sharp electrical impact crackle when shots connect. Ghost nonverbal impact reactions. Hero breathing/exertion. Clear Russian dialogue. Natural camera handling noise. No music. Absolutely no score or musical sting. MUST PRESERVE: - exact room from @img1; - hero identity from @img2; - exact pack and exact handheld wand from @img3; - same wand geometry in every frame; - ghost identity from @img4; - vertical 9:16; - ghost stays several body lengths away whenever possible; - ghost constantly tries to increase distance from hero; - ghost never circles close around hero; - hero actively pursues; - several strong short proton firing attempts; - proton stream visibly travels across the gap to ghost; - several shots physically connect; - every hit causes strong jolt + electrical shudder + body ripple + brief displacement away; - ghost never freezes; - after each hit ghost immediately tries to escape farther; - dialogue begins immediately: “Ты куда?” / “Твоя мамка тебя уже ждёт!”; - no trap; - no completed capture; - clear final stop; - heavy breathing; - final line: “А, чёрт с ним.”; - no music. END STATE: The ghost has successfully increased distance and escaped the immediate chase. The hero has stopped, still holding the exact unchanged wand from @img3. He breathes heavily, watches where the ghost escaped, briefly looks toward the operator and says: “А, чёрт с ним.” End.