Create a 15-second ultra-realistic close-quarters combat scene in strict 16:9 landscape, 24fps, cinematic live-action quality. This is Scene 1 of a two-part fight. Scene 1 must end with the protagonist trapped in a dangerous disadvantage state, naturally leading into Scene 2. REFERENCE ROLES: image1 = protagonist reference. image2 = enemy reference. Use image1 as the strict reference for the protagonist’s face, hairstyle, hair color, body type, height proportion, outfit, shoes, accessories, and overall demeanor. Use image2 as the strict reference for the enemy’s face, hairstyle, hair color, body type, height proportion, outfit, shoes, accessories, and overall demeanor. Do not swap identities. Do not change faces, clothing colors, body types, or styling. No third fighter. CORE STYLE: Modern hard-edged practical close-quarters combat. Fast, brutal, close-range exchanges with authentic contact and clear force feedback. The camera should feel like a high-quality third-person ACT action game: mostly behind the protagonist’s shoulder, side-rear, or waist-height follow shots, with brief side medium or close shots for key blocks and heavy impacts. This does not need to be a true single take, but it must flow like one continuous fight. Use body occlusion, support-post occlusion, doorframe wipes, whip pans, impact shakes, and action matching for invisible cuts. After every cut, preserve momentum, position, injury, body orientation, and attack direction. No teleporting, no sudden reset, no axis confusion. SCENE: Late-night torrential rain inside a shuttered abandoned house. The fight happens in the narrow, damp ground-floor main hall and connecting corridor. The floor is dark wet wood mixed with cracked tile, shallow puddles, and roof leaks. Rain blows in through broken windows and a half-open front doorway. The space includes stained plaster walls, a thick wooden support post near the center, a broken cabinet on the left wall, a narrow corridor on the right, and an old staircase with a damaged handrail toward the rear-right. The far end leads toward a darker back room. Lighting is dim and moody: cold blue moonlight and lightning from broken windows, plus one weak warm bulb near the hallway. Rain, wind, dripping water, wet floor reflections, broken wood, doorframes, support post, walls, cabinet edge, and staircase must feel physically present and usable in the fight. SPATIAL START: The protagonist starts slightly left of center in the main hall, back near the broken cabinet and entrance wall, facing right-front. The enemy starts about three meters ahead to the right-front, back nearer the window side. The fight moves deeper into the house toward the central support post and staircase. Keep the line of action clear: the enemy generally stays ahead of the protagonist unless a wraparound shot clearly shows a position change. ACTION PRINCIPLES: Use practical fist fighting, elbows, knees, low kicks, short grappling, close control, and compact throws. The protagonist is calm, precise, efficient, and counters immediately after blocks with small movements. The enemy is stronger, more aggressive, and pressures forward with body-weight attacks. The enemy must not be passive. The protagonist must not dominate cleanly and must clearly lose ground by the end. Every strike must show start point, path, contact, and result. Blocks must truly redirect attacks. Heads, shoulders, torsos, feet, and centers of gravity must react according to force direction. No fake air swings, no contactless reactions, no random spins, no floating, no wire-fu, no exaggerated flying. TIMELINE: 0:00–0:04 — Enemy opening assault Start already mid-combat. No staring, posing, or circling. Camera: slightly wide third-person follow shot, about one meter behind the protagonist’s right shoulder. The protagonist is left-center foreground; the enemy rushes from right-front through the wet hall. The enemy’s right foot splashes through a puddle and throws a right straight punch at the protagonist’s face. The protagonist slips slightly left so the fist grazes past the cheek, slaps the enemy’s wrist inward with the left hand, then raises the right forearm to parry the enemy’s follow-up left hook. Without pause, the enemy crashes forward with a right shoulder body slam. The protagonist is forced back half a step, shoe sole sliding briefly on the wet floor, but regains footing. The enemy raises a knee toward the protagonist’s midsection. The protagonist clamps inward with both elbows to absorb and redirect the knee to the left side, while stepping the right foot outside the enemy’s support leg to prepare a counter. Keep the enemy directly ahead. Fast, sharp, no slow motion. 0:04–0:08 — First counterattack Use the protagonist’s arm sweep or shoulder occlusion to cut naturally to a slightly low side medium tracking shot. The protagonist controls the enemy’s right forearm with the left hand and drives a short right punch into the enemy’s right ribs. The enemy contracts from the hit, but instantly fires a left horizontal elbow toward the protagonist’s temple. The protagonist blocks with the right forearm, visibly absorbing the shock, then rotates into a short left elbow to the enemy’s chest and follows with a low right-foot sweep to the enemy’s left shin. The enemy’s foot shifts but recovers quickly. No exaggerated lift-off. The enemy grabs the protagonist’s upper arm and violently shoves them backward toward the central wooden support post. The camera tracks the retreat. At the last second, the protagonist braces the left palm against the support post and pivots around it to bleed off force. The enemy’s heavy follow-up punch misses and slams into the post or nearby wall edge with a hard wooden thud. The post must not break. 0:08–0:12 — Support-post chase Use the support post briefly filling the frame for an invisible cut into a tight over-the-shoulder follow shot behind the protagonist as both circle the post and move deeper toward the staircase. The enemy pressures with alternating left and right straight punches. The protagonist retreats while blocking: right palm deflects the first punch outward, left forearm absorbs the second. The enemy changes rhythm and lands a real right mid-level kick into the protagonist’s guarded left arm and ribs. The impact truly lands, staggering the protagonist two steps sideways. The protagonist’s shoulder bumps hard into the stair-side wall or damaged handrail area. Dust, water droplets, and a small impact shake respond naturally. The enemy surges in, left hand pressing down on the protagonist’s shoulder, right elbow driving toward the face. At the last moment, the protagonist ducks so the elbow grazes past the top or side of the head. The protagonist tries to catch the enemy’s upper arm with the left hand and control the wrist with the right hand, attempting to jam the arm against the wall or handrail. The enemy rips the arm free with brute strength and delivers a short brutal headbutt to the protagonist’s brow line. The protagonist’s head snaps back. A small abrasion appears near the brow. Focus wavers briefly. 0:12–0:15 — Protagonist loses ground / cliffhanger Quick side close-up for the headbutt contact and dizziness, then pull back to a readable medium shot. The enemy grabs and drags the protagonist away from the stair-side wall toward the center-right of the hall, hooks the protagonist’s leg, and forces a rough clinch. The protagonist plants the right foot and avoids fully falling, but the enemy keeps pressing. The enemy drives the protagonist back against the staircase post or wall corner near the stairs and lands one short shoulder bump and one compact knee strike. The protagonist blocks the worst of it with forearm and thigh, but folds in pain and loses position. The enemy raises the right elbow high for a threatening downward smash toward the protagonist’s back or shoulder. End on this dangerous moment: tight threatening framing, raised elbow prominent, protagonist trapped and vulnerable, rain and thunder in the background. Do not resolve the attack. Scene 1 must end in danger. CAMERA / VISUAL RULES: Maintain live-action realism fused with ACT-game third-person combat framing. Use over-the-shoulder follow shots, side-rear tracking, waist-height movement, and brief side medium or close shots for important contact. Camera movement must be fast but weighted, not floating or spinning wildly. Use only short low-amplitude impact shakes aligned with force direction. Allow moderate motion blur during fast movement, but keep faces, limbs, and contact points clear at key moments. No fisheye, no long slow motion, no freeze frame, no bullet time, no UI, no health bars, no text overlays. VISUAL DETAIL: Ultra-realistic skin, muscle tension, wet hair, wet fabric, rain sheen, puddle splashes, old wood, cracked plaster, broken window reflections, dim bulb glow, and lightning flashes. Cool blue-gray palette with occasional warm tungsten accent. High contrast but preserve shadow detail. Wet surfaces reflect light naturally. No waxy skin, no plastic CG look, no over-sharpened edges, no compression artifacts. AUDIO: Synchronized on-location sound: heavy rain on roof, distant thunder, dripping water, wet footsteps, shoe friction on wet floor, fabric rustle, hard breathing, punches and elbows hitting flesh, forearm blocks, knee impacts, body bumps into wood and wall, stair rail vibration, hollow room reverb. No dialogue. Music only as a very restrained low-frequency pulse, never covering fight sounds. NEGATIVE: No identity drift, no face drift, no clothing change, no body proportion change, no extra people, no duplicate characters, no extra limbs, no fused bodies, no body penetration, no fake hit reactions, no passive waiting enemy, no teleporting, no sliding without cause, no hovering, no wuxia movement, no energy effects, no exaggerated shockwaves, no wall explosions, no protagonist clean domination, no meaningless pauses, no hero pose opening, no repeated combo loops, no sudden black-screen ending. Scene 1 structure must be clear: enemy opening pressure → protagonist short counter → support-post chase → protagonist loses ground → unresolved dangerous cliffhanger. High intensity for the full 15 seconds, brutal but grounded, exciting but readable, with the camera always centered around the protagonist.