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Seedance 2.0 Mini Cinematic Escort Battle Prompt 1
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Seedance 2.0 Mini Cinematic Escort Battle Prompt

A detailed prompt for generating a 15-second cinematic video using Seedance 2.0 Mini, depicting a mobile escort battle in an ancient Chinese Xianxia setting with strict character and location anchoring based on reference images.

Prompt
Cinematic photorealistic texture, pure ancient Chinese Xianxia action film, 15 seconds, 16:9, Seedance 2.0 Mini.
This round is not a stationary duel, nor does it continue to repeat the old pattern of "switch to a new weapon → protagonist studies → counter → sword stops at throat".
The core action motif is:
A mobile escort battle occurring on the real high-altitude imperial road shown in the current reference image.
The same Senior Sister and Junior Sister must continuously advance forward while protecting the injured Master, disciples, and ordinary people evacuating behind them.
The enemies' true goal is not necessarily to defeat the two protagonists.
What they want to do is:
Break through the defensive line formed by the two protagonists;
Cut into the evacuating crowd;
Seal off the path for continued advancement.
Therefore, the core of this entire battle is:
**Break the blockade ahead
Block pursuers behind
The two protagonists continuously swap front and back positions
Always reopen the path.**
Actions pursue silkiness but must never be soft.
Silkiness means:
The previous action naturally leads to the next;
Characters are always moving;
Attack and defense never reset to zero;
Weapon direction and character direction are always understandable;
After cuts, one still knows who is in front, who is behind, and who is attacking from where.
Power comes from:
Sudden initiation;
Obvious acceleration;
Real collisions;
Center of gravity changes;
Force offsets;
Imbalance;
Inertia;
Counter-grabs;
Hard stops;
Immediate restarts.
Prohibit soft, dance-like swordsmanship.
Prohibit resetting poses after striking once.
Enemies must have real judgment.
After the first strategy fails, they must change targets, attack routes, pursue, seal paths, flank, or actively separate the two protagonists.
Prohibit enemies lining up to offer attacks.
[Core Character Lock]
Strictly lock only @Image 1 and @Image 2 as the two core protagonists along with their respective primary weapons.
@Image 1 is always the same Sword Immortal Senior Sister as before:
Same adult East Asian female identity;
25–30 years old;
Same face;
Black long hair half-tied;
White jade hairpin;
Tall and slender proportions;
White embroidered silk Hanfu;
Semi-transparent layered wide sleeves;
Silver waist sash;
Jade pendant;
White cloth boots;
The only silver straight sword in the entire film.
@Image 2 is always the same Junior Sister as before:
Same adult East Asian female identity;
20–25 years old;
Same face;
Black braided hair;
Petite proportions;
Cyan-green linen Hanfu;
Dark belt;
Wooden hairpin;
Black cloth shoes;
The only dark steel sword in the entire film.
Enemies, Masters, disciples, ordinary people, and bystanders are all merely functional supporting characters.
Do not waste generation attention strictly locking supporting characters' faces, hairstyles, and complex clothing.
Just ensure that character types, positions, weapons, and action functions remain logically continuous within the shot.
[Round-Specific Scene Hard Anchor | Highest Priority]
The uploaded background reference for this round already displays a complete, highly recognizable location.
Therefore, this round directly enters:
HARD LOCATION ANCHOR.
The reference image is not style inspiration.
The entire video must truly take place on the same high-altitude celestial palace imperial road shown in the reference image.
Prohibit redesigning it into a "similar Xianxia location".
Must continuously maintain the following location identities:
The central axis of the frame always contains the same extremely long, straight, pale white high-altitude imperial road, extending from the foreground towards the distant center.
The imperial road always maintains obvious narrow depth; characters primarily move along the front-back direction; prohibit expanding it into a circular arena, huge courtyard, or wide plaza.
The left and right sides of the imperial road always maintain the same massive high-altitude drop, milky white sea of clouds, and continuous large waterfalls.
The mid-ground left and right continue to contain the same group of huge traditional palaces, maintaining original left-right positions, volume, and spatial relationship with the imperial road.
The left foreground continues to retain the same extremely prominent large dark cantilevered wooden structure building; dense wood structures must not disappear or shrink into ordinary small buildings.
Below the imperial road and under the mist, continue to maintain the same scale of dense ancient city.
The farthest center continues to contain the same giant mountain body / superstructure.
The distant center continues to retain the same huge ring-shaped gate / ring building.
Characters are always much smaller than the imperial road, palaces, waterfalls, underlying city, and distant superstructures.
Maintain the same bright cool white-grey, pale warm gold, low saturation daytime/morning light, milky white air haze, and huge depth as the original reference image.
The distant huge ring must always remain very far away.
Prohibit suddenly pulling it closer to become an ordinary mountain gate.
Prohibit regenerating the current imperial road into:
Circular arena;
Ordinary courtyard;
Wide plaza;
Another cloud bridge;
New floating platform;
New mountain gate;
New floating island;
New cliff;
New palace entrance;
New large staircase.
Prohibit suddenly widening the imperial road for convenient combat.
Prohibit day turning into night.
Prohibit replacing current soft weather with stormy dark clouds.
All actions and cameras must adapt to the current real imperial road.
Prohibit redesigning the scene for the sake of action.
[Background Dynamics | Must be alive, but default non-participatory in plot]
Scene continuously moves naturally.
Distant clouds slowly move.
Huge waterfalls continuously fall realistically downwards.
Water mist at the bottom of waterfalls continuously swirls and merges with the existing sea of clouds.
Cloud layers and fog layers at different distances maintain slightly different speeds, creating realistic parallax.
High-altitude natural wind continuously affects the black hair, wide sleeves, hem, tassels, and accessories of the two protagonists.
Thin mist between the distant ancient city and palaces continuously moves slowly.
Atmospheric perspective continuously produces subtle changes.
A few distant figures can naturally move within areas already existing in the reference image.
However:
The environment is narratively neutral by default.
Waterfalls cannot suddenly help anyone.
Mist cannot actively obscure enemies.
Wind cannot change sword paths.
Buildings cannot collapse on their own.
The imperial road cannot break.
The distant ring cannot suddenly activate spells.
The environment cannot actively resolve combat.
Only when characters truly step, hard stop, or collide with weapons, allow slight stone dust, scratches, metal sparks, fabric displacement, and sole friction debris.
Already appearing obvious traces should reasonably persist.
[0–5s | Hook: Cannot Retreat]
0.0–1.0s.
Use 24mm ultra-wide angle central axis grand panorama.
First reproduce the location; location priority is higher than complex action.
The first glance must confirm:
The same long white imperial road;
Same huge waterfalls on left and right;
Same large palaces on left and right;
Same huge wooden structure on the left;
Same ancient city below;
Same huge distant ring.
The two protagonists maintain small scale within the huge environment.
Senior Sister is in front.
Junior Sister is half a step behind.
Further back at a distance, an injured elderly Master, several disciples, and a few ordinary people are continuing to advance along the same imperial road.
Two enemy swordsmen block the path ahead.
The leading enemy blocks the effective passage area with a horizontal sword:
"Protecting them, you can't pass."
Senior Sister does not stop at all:
"Who said we were retreating?"
As soon as the last word falls.
The enemy launches without warning.
The camera immediately transitions from fixed grand panorama to approx. 32–35mm tracking shot retreating along the imperial road axis.
The first enemy quickly seizes Senior Sister's center line.
Senior Sister never retreats backwards.
Until the last moment, she only shifts diagonally by half a body width, using the same silver straight sword to complete a short, hard, real collision, pushing the enemy sword out of the imperial road's central axis.
No follow-up strike.
No posing.
She immediately continues forward past the enemy's shoulder.
Almost simultaneously.
The second enemy cuts towards Junior Sister from the opposite direction, trying to bypass her to attack the crowd behind.
Junior Sister does not chase enemies wildly.
She directly rushes into the position between the enemy and the evacuating crowd, only briefly changing the opponent's attack line with the dark steel sword, then continues forward.
An enemy passes quickly near the camera, body instantly filling the screen, forming the first natural hidden cut.
By the end of 0–5 seconds, the audience must clearly understand:
They are not staying to win.
They are reclaiming the path.
[5–10s | Upgrade: Enemies Start Attacking True Targets]
Maintain completely identical imperial road, left/right palaces, waterfalls, distant ring, and world scale.
Use approx. 35mm medium shot tracking moving along the bridge axis.
After the first attack fails, enemies must proactively change strategy.
The enemy leader no longer insists on winning head-to-head against Senior Sister.
He suddenly changes target, actively trying to bypass Senior Sister, cutting between Junior Sister and the evacuating crowd.
Another enemy simultaneously presses Senior Sister from the opposite direction, trying to truly separate the two protagonists.
Actions form a continuous causal chain:
Enemy horizontal slash forces Senior Sister to briefly deviate from the imperial road center line;
Senior Sister only performs one brief force release, not continuing entanglement;
The impact inertia already invested by the enemy causes their body to slightly overshoot the optimal attack position;
Junior Sister continues forward.
The leading enemy suddenly cuts diagonally from Junior Sister's right front.
Junior Sister catches the first strike.
The enemy does not pause, immediately changing to a second low-position attack.
Junior Sister is forced to shrink half a step towards the imperial road center line.
Just at the moment the enemy judges she has been sealed off ——
Senior Sister suddenly rushes fast from behind Junior Sister to the other side.
The two complete the first extremely fast front-back position exchange.
Not a double rotation.
Not a synchronized pose.
But a compact shoulder-crossing position swap while maintaining forward motion.
Senior Sister directly takes over the enemy originally pressing Junior Sister.
Junior Sister continues forward along the half-path opened up, becoming the new front position.
The camera only performs a short lateral move due to the two's real position swap.
An enemy sword grazes past the lens, forming a natural occlusion transition.
Prohibit unreasoned orbiting.
At this moment.
High-speed pursuit footsteps come from behind.
A functional pursuer originally falling further back has arrived.
Someone blocking the path ahead.
Someone pursuing from behind.
The two women are truly trapped for the first time in the most dangerous situation of the narrow imperial road:
Front and rear pincer attack.
[10–15s | Flip: Don't Guard People, Guard the Path]
Re-widen to approx. 28–32mm moving medium shot.
Use nearly 1 second to fully explain current space:
Junior Sister is in front;
Senior Sister is about one body length behind;
Front enemy leader reoccupies center line;
Rear pursuers approaching fast;
Evacuating Master, disciples, and ordinary people are still moving in safer positions further away.
Everyone remains on the same real imperial road from the reference image.
Prohibit suddenly cutting to other platforms.
Front enemies and rear pursuers launch almost simultaneously.
Junior Sister instinctively wants to turn back.
Senior Sister only says:
"Don't guard me."
Junior Sister stops turning back.
Senior Sister immediately follows with:
"Guard the path."
The two explode almost simultaneously.
Junior Sister does not turn back to save Senior Sister.
She continues forward, using a short and hard dark steel sword collision to forcibly push the front enemy's blade edge out of the imperial road's central axis.
Senior Sister simultaneously handles the rear pursuer.
She intentionally yields half a step, letting the enemy truly enter attack range.
Just at the moment the opponent's body strength has been invested, she suddenly cuts diagonally out of the attack axis.
The pursuer's own forward momentum causes their body to overshoot by half a body length.
Senior Sister does not chase.
Immediately accelerates forward again.
At this moment, Junior Sister has already pushed the front enemy half a body length away from the center line.
The two protagonists approach at high speed.
Shoulder lines graze at extremely close distance.
Complete the second front-back position exchange.
This time, they don't look at each other at all.
Junior Sister naturally falls to the rear position, taking over the enemy who has turned around to pursue again.
Senior Sister becomes the front position again, facing the leading enemy still blocking the path.
An enemy sword sweeps across the camera foreground, instantly filling the screen, forming the most explicit weapon-occlusion hard cut of the whole film.
Cut to a slightly lower reverse camera position.
Senior Sister only performs one extremely short, extremely fierce outward deflection with the silver sword.
The leader's sword path is thoroughly pushed out of the imperial road's central axis.
Because his body weight was already invested forward, his own inertia carries his body sideways by about two body lengths.
Enemies cannot fall off the bridge.
Cannot be exaggeratedly blown away.
Do not need to completely lose combat ability.
Just opening the path is enough.
Senior Sister and Junior Sister absolutely do not stop to deliver finishing blows.
The two pass directly between the enemies, continuing along the same white imperial road towards the distant huge ring.
The rear evacuating crowd also begins to advance along the reopened route.
The enemy leader turns back and shouts angrily:
"You can't win!"
Do not cut to heroic frontal close-ups.
The camera continues to follow the two women advancing from the side-rear.
Junior Sister is still adjusting her breathing:
"We were never here to win."
Senior Sister always looks at the road ahead:
"As long as the road is there, that's enough."
Leave only an extremely short beat.
Deeper down the same distant imperial road, several functional enemies originally existing in the distant figure layer begin to slowly spread out, entering next-round path-blocking positions.
Prohibit generating them from thin air in the mist.
Prohibit refreshing them suddenly from buildings.
They existed in the real distance from the beginning, only revealing hostility through movement at this moment.
The two protagonists do not slow down at all.
Silver sword and dark steel sword maintain natural low-position readiness.
The camera continues to retreat along the imperial road axis.
Black hair, hems, waterfalls, mist, clouds, distant palaces, and the huge world always move naturally.
In the state where the two are still actively walking towards the next batch of enemies:
Direct cut to black.
[Camera & Editing]
Three narrative segments, but absolutely not mechanically equal to three shots.
The whole film uses a small amount of truly functional cuts.
Main camera routes:
24mm central axis grand panorama confirming real location → 32–35mm tracking retreating along existing imperial road axis → Human body passing lens forms hidden cut → Weapon grazing lens forms occlusion cut → When front-rear pincer occurs, re-widen shot to explain space → Finally side-rear continuously following two protagonists advancing towards distant ring.
All cuts can only be triggered naturally by the following events:
Character occlusion;
Weapon occlusion;
Real weapon collision;
Obvious change in movement direction;
Obvious body imbalance;
Sudden change in speed.
Prohibit mechanical fragmented cutting.
Prohibit camera being more restless than the action.
Prohibit meaningless ORBIT.
Prohibit changing positions of imperial road, palaces, waterfalls, and distant rings for camera movement.
Action drives the camera.
The camera cannot drive scene deformation.
[Sound]
Opening first establishes:
High-altitude natural wind;
Low-frequency rumble of huge waterfalls existing continuously at a distance;
Footsteps on light-colored stone imperial road;
Extremely distant ancient city environmental noise floor.
After combat explosion add:
Short sharp sword wind-breaking;
Hard, sharp metal collisions;
Shoe sole friction;
Silk fabric twitching;
Fast footsteps of pursuers;
Gradually heavyening character breathing.
When front-rear pincer forms, temporarily lower music and wide environmental sound field.
Highlight:
Footsteps;
Breathing;
Weapon directions.
After the path is reopened, combat sounds gradually fade behind the characters.
Final dialogue must be clear:
"We were never here to win."
"As long as the road is there, that's enough."
After dialogue ends:
Waterfall;
High-altitude wind;
Continuous forward footsteps
Reoccupy the main sound field.
Music must never overpower action details and dialogue.
[Seedance 2.0 Mini Generation Priorities]
P0: The location identity of the uploaded background reference image absolutely cannot change.
P0: Identity stability of @Image 1 and @Image 2 core characters.
P1: Attribution and continuity stability of silver straight sword and dark steel sword.
P1: Clear front-back spatial relationship on the same imperial road.
P1: Continuous character forward direction, enemy attack direction, and camera axis.
P2: Specific faces and complex clothing of enemies, Masters, disciples, and ordinary people.
If model complexity needs reduction:
First reduce supporting character details;
Then reduce extra attack moves;
Next reduce decorative visual effects.
Absolutely cannot sacrifice:
Reference image location identity;
Core protagonist identity;
Action causality;
Spatial continuity.
[Negative Constraints]
Prohibit turning current high-altitude imperial road into circular arena. Prohibit changing to ordinary courtyard. Prohibit changing to wide plaza. Prohibit adding another cloud bridge. Prohibit adding independent mountain gate. Prohibit adding floating island. Prohibit adding combat platform. Prohibit deleting left/right huge waterfalls. Prohibit deleting left/right large palaces. Prohibit deleting left huge cantilevered wooden structure. Prohibit deleting underlying dense ancient city. Prohibit deleting distant huge ring structure. Prohibit pulling distant huge ring closer to become ordinary gate tower. Prohibit changing relative positions of distant palaces and mid-ground buildings. Prohibit day suddenly turning into night. Prohibit stormy dark clouds replacing current soft weather. Prohibit widening imperial road for action. Prohibit changing imperial road width after cuts. Prohibit environment actively participating in plot. Prohibit sudden broken bridge. Prohibit buildings collapsing on their own. Prohibit mist actively obscuring enemies. Prohibit waterfall suddenly changing attack. Prohibit wind suddenly changing sword path. Prohibit characters teleporting without trajectory. Prohibit two protagonists swapping positions out of nowhere. Prohibit random large-area sword qi. Prohibit energy waves colliding. Prohibit light pollution. Prohibit enemies lining up to offer attacks. Prohibit enemies being passive for long periods. Prohibit long-duration weapon shoving. Prohibit characters stopping to wait after one move. Prohibit meaningless rotations. Prohibit meaningless Poses. Prohibit slow motion. Prohibit bullet time. Prohibit hit-stop. Prohibit severe Motion Blur obscuring characters and weapons. Prohibit frantic camera shaking. Prohibit continuous facial close-ups instead of real action. Prohibit arm, finger, and weapon clipping through models during action. Prohibit protagonist weapon duplication. Prohibit character face swapping. Prohibit random costume changes. Prohibit background sudden drift. Prohibit subtitles.
blurry, bad quality, low quality, low resolution, noisy, jpeg artifacts, watermark, text, error; deformed, mutated, bad anatomy, poorly drawn hands, bad composition, out of frame, disfigured; inconsistent character, changing clothes, face morphing, background shift, glitching cuts, disappearing props
Author
@SoranView original post
Published
Aug 20, 2026
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Seedance 2.0

CCTV Footage Anomaly Script

Create a 30-second realistic fixed security-camera recording inside an ordinary apartment building hallway at night. IMPORTANT: This is a SINGLE CONTINUOUS STATIC CAMERA SHOT. The camera never moves, never zooms, and never changes angle. The hallway has an elevator clearly visible at the CENTER of the frame. The elevator has two clearly visible sliding doors. The man must walk directly toward the elevator doors, stop in front of them, enter the elevator through the open doors, and then the elevator doors must close. Do NOT let the man walk into a wall. Do NOT change the hallway layout. Do NOT move the elevator. Do NOT introduce any other person. VISUAL STYLE: Authentic low-quality apartment CCTV footage. Fixed ceiling-mounted security camera. Wide 16:9 frame. Slight fisheye distortion. Low-light digital noise. Mild compression artifacts. Flat fluorescent hallway lighting. Small timestamp in the corner. No cinematic camera movement. No dramatic color grading. No horror-film effects. TIMELINE: 0–7 seconds: The hallway is completely ordinary and empty. A man enters the frame from the far end and casually walks toward the elevator in the CENTER of the hallway. His normal human shadow is clearly visible on the floor beneath and behind him. 7–12 seconds: The man reaches the elevator. The elevator doors OPEN clearly. The man walks through the OPEN elevator doorway and stands INSIDE the elevator. He is completely visible inside the elevator. The elevator doors then CLOSE completely. 12–16 seconds: The hallway is empty. The closed elevator remains completely normal. The man's shadow is no longer visible because he is inside the closed elevator. Nothing happens for a few seconds. 16–20 seconds: A subtle anomaly begins. A dark human-shaped shadow slowly appears from underneath the CLOSED elevator doors. There is NO PERSON outside creating this shadow. The shadow is clearly detached from any physical person. It slowly extends farther across the hallway floor. 20–25 seconds: The detached shadow continues moving away from the elevator across the floor. It moves like the shadow of a person walking, even though there is NO PERSON anywhere in the hallway. The elevator doors remain CLOSED the entire time. The physical environment remains completely unchanged. 25–30 seconds: The detached shadow reaches the middle of the hallway. It suddenly stops. Hold on the empty hallway with the impossible shadow visible on the floor. Then abruptly CUT TO BLACK. ABSOLUTE PRIORITIES: 1. The man MUST enter the elevator, not the wall. 2. The elevator must be clearly visible and centered. 3. The elevator doors must visibly OPEN before he enters. 4. The man must be completely INSIDE the elevator before the doors close. 5. The elevator doors must remain CLOSED while the detached shadow emerges. 6. The detached

@Meem

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