HELL MINER V06 — STAGING CONTRACT
DEPTH: Hellminer is at the LOWEST ACTIVE working face many galleries below loading station. Do not put his entrance beside the crane. Existing higher galleries may appear above/behind him; no working galleries below his entrance.
LOAD BAY: one intact four-sided cart, same gauge as approach; brake settles it before visible buffer. Posts anchored to deck/beam. One crane dump and a chip/rim contact launch the small blue gem; cart stays put. No repeated cart or grab in lower-fall background.
GEM: about 3cm physically. Close lens makes it prominent without enlargement. It tumbles independently; crown/pavilion directions change, chips disperse rather than remain a frozen entourage. One contact at rim, airy fall, natural angled rock-lip contact, short inward skitter. SFX planned, not mixed.
DEEP FALL: explicit near-rock occlusion compresses depth/time. We do NOT claim huge vertical distance happens under real-time gravity in a one-second shot. Two source sections may be joined under actual occlusion; no long full song held on falling stone.
ARRIVAL: gem crosses actual timber doorway floor, THEN rolls several metres fully inside to the established rear-heel floor patch. Low/downward threshold frame does not show an apparently empty room. Boots enter view gradually because camera and jewel approach, not by spawning beside unchanged gem.
WORK ROOM: old quarry mouth SOUTH, solid cracked mineral target NORTH. No opening before strike. Brass pipe WEST/left and lantern EAST/right in rear master. Same adult-size timber cross-section. No chute, rails, stairs or carts in room.
REVEAL: camera follows gem to heel -> rises along boot/calf -> backpack/helmet -> overhead pulled-back two-handed pick. Both hands ordinary grips, straight wrists, no neck wrap. Tool inside frame and clear of ceiling; feet load before forward step/rear-heel drive.
CONTACT: follow pick forward; steel contacts same seam BEFORE fracture. Falling chunks expose NORTH passage. Gem remains on rear-heel patch, smaller in wide views and possibly occluded by moving boot.
ARC: after contact, camera moves around hero's LEFT flank, outside tool's sweep. Side waypoint shows old quarry mouth LEFT and new dark passage RIGHT, hero still facing same way. Continue around forward shoulder through free space at opened gap to eye-level reverse. This is a high-risk unverified generated orbit, not proof of a seamless 3D set. Fallback is an intentional debris-covered match cut, not a background morph.
REVERSE/RETREAT: old blue quarry remains behind face; pipe RIGHT, lantern LEFT. One pullback through real new gap; fresh rock becomes foreground only after lens crosses.
TURN/DIVE: near-rock concealed turn/edit faces camera forward into Hell. Pitch down, bank and level outside Devil terrace. Camera flies over/around figure; Devil remains on terrace. No need for upside-down barrel roll; clarify direction with foreground parallax. Gold eyes react toward high-left impact echo; lips sealed.
TIMING: 16 waypoints, NOT 16 holds or separate paid renders. 9.00s provisional opening edit sketch, NOT verified song conform or generation durations. Two explicit edit handoffs (depth ellipsis and forward turn); orbit fallback remains optional. No Runway video/credits, no game or music changes.

