Tag Archives: plot outline

Detailed Break Down of “Avatar”


Promotional poster of the movie, "Avatar"

 

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View the original Avatar Script at IMSDB

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I created a detailed break down of the plot to the movie, “Avatar,” which I chose for two reasons. First, it’s the highest grossing movie of all time after, and if you want to understand best-sellers, why start anywhere else?

Second, the script is admirably tight. James Cameron does such a good job of introducing and recalling variables that the script almost reads like a computer program if you look at it with the right eyes, which I’m going to give you. I made a list of every character, object, location and piece of background information that appears in the movie. Then I broke down every beat into four stages:

1: A character (usually Jake) is introduced to a situation. I call this character, the “beat protagonist.”

2: The beat protagonist encounters a character who presents a conflict or an opportunity that will hurt or hinder the beat agent’s attempt to achieve their immediate or long-term goals. I call this character, the “beat agent.movie plot”

3: The beat protagonist and beat agent respond to each other using a specific set of signature character traits and skills that belong to their character.

4: One of the characters will either win or lose the encounter, resulting in a closing situation that will affect the direction of the story. Usually, if Jake wins, something good happens to him, unless he wins by using one of his flaws. Anytime he uses a flaw, he loses in the end. If the beat agent wins for any reason, something bad happens to Jake.

When describing these events of each beat, I wrote the characters, objects, locations and background information in capital letters to highlight the variables and show how the whole movie is strung together by recycling the same variables that were strategically introduced earlier in the movie.

 

Characters

CHARACTER: JAKE

PROTAGONIST ULTIMATE GOAL 1: FIND A CAUSE WORTH FIGHTING FOR/PROTECT THE WEAK FROM THE STRONG

PROTAGONIST ULTIMATE GOAL 2: BE MORE THAN A MAN CAN BE

PROTAGONIST ULTIMATE GOAL 3: WALK

PROTAGONIST ULTIMATE GOAL 4: FLY

PROTAGONIST PREVIOUS CAREER: MARINE

PROTAGONIST CURRRENT CAREER: DISABLED VETERAN

PROTAGONIST WEAKNESS: INOPERABLE LEGS

PROTAGONIST WEAKNESS: UNPREPARED FOR PANDORA

PROTAGONIST FLAW: OBEDIENCE

PROTAGONIST RESOURCE: WHEEL CHAIR

PROTAGONIST RESPONSE: SARCASM AND HUMOR

PROTAGONIST RESPONSE: NEVER GIVE UP

PROTAGONIST RESPONSE: FOLLOW AND LEARN FROM THE EXPERTS

PROTAGONIST CURSE: RECIEVES NO SYMPATHY FROM UNIVERSE

PROTAGONIST SKILL: ACT LIKE A MARINE

SKILL: NA’VI LANGUAGE

HUMAN RESPONSE: REFUSAL OF THE CALL

RESOURCE: WHEELCHAIR

RESOURCE: AVATAR BODY

CHARACTER: BAR BULLY

(Metaphor for RDA)

CHARACTER GOAL: CONTROL THE WEAK WITH VIOLENCE

CHARACTER STRENGTH: HEIGHT/SIZE

CHARACTER WEAKNESS: NO FIGHTING SKILLS

CHARACTER: BARTENDER

CHARACTER 3 GOAL 1: MAKE MONEY SELLING ALCOHOL TO PATRONS

CHARACTER: TWO RDA CORP AGENTS

GOAL 1: FIND JAKE SULLY

GOAL 2: DELIVER INFO TO JAKE

GOAL 3: CONVINCE JAKE TO JOIN RDA CORP ON PANDORA

CHARACTER: SPACESHIP NURSE

SKILL: MEDICINE

CHARACTER: FLIGHT LINE SERGEANT

CHARACTER GOAL 1: GIVE ROOKIES INFO ON PANDORA

CHARACTER: DOZER

SKILL: BULLDOZE OVER THINGS

STRENGTH: IMPENITRABLE

WEAKNESS: NOT VERSATILE

CHARACTER: MECH SUIT WARRIOR

CHARACTER: QUARITCH

CHARACTER GOAL 1: MAINTAIN AN EFFECTIVE FIGHTING FORCE AGAINST PANDORA

CHARACTER GOAL 2: HELP HUMANS SURVIVE PANDORA

SKILL: BUREAUCRATIC RANK

SKILL: MECH PILOT

CHARACTER: NORM

SKILL: LANGUAGE SKILLS

TRAIT: JEALOUSY

TRAIT: INSECURITY

CHARACTER: MAX

CHARACTER 9 SKILL 1: TECH SAVY

CHARACTER: GRACE

TRAIT: SMOKING HABIT

TRAIT: HIGH EXPECTATIONS

TRAIT: DEDICATION TO SCIENCE

SKILL: KNOWLEDGE OF NA’VI

SKILL: NA’VI GREETING

GOAL 1: PACIFISM

CHARACTER: SELFRIDGE

FLAW: BUREAUCRATIC INEPTITUDE

FLAW: GREED

FLAW: DISRESPECT FOR NATURE

FLAW: PHYSICALLY WEAK

GOAL 1: MONEY

GOAL 2: MINE UNOBTANIUM

GOAL 3: HAVE A MILITARY ASSET ON THE AVATAR PROGRAM

SKILL: BUREAUCRATIC RANK

SKILL: GOLF

 

CHARACTER: TRUDY

RESPONSE: TOUGH GIRL

CHARACTER: MILITARY ESCORT

CHARACTER: FOREST BANSHEE

CHARACTER: BULL HAMMERHEAD

CHARACTER: GIANT THANATOR

CHARACTER: NEYTIRI

SKILL: KNOWLEDGE OF PANDORA

SKILL: BOW

SKILL: RIDE DIRE HORSE

SKILL: USE ANTENNA/SHAHAYLA

SKILL: RIDE MOUNTAIN BANSHEE

SKILL: NATURISM

SKILL: SUMMON BANSHEE CALL

SKILL: TREE HOPPING

SKILL: RIDE MOUNTAIN BANSHEE

NA’VI FLAW 1: RACISM

RESOURCE: BOW

CHARACTER: THE GREAT TREE

RESOURCE: WOODSPRITE

RESOURCE: ROOT TENDRILS

RESOURCE: WILLOW TENDRILS

CHARACTER: PACK OF VIPERWOLVES

CHARACTER: TSUTEY

FLAW: RACISM

FLAW: JEALOUSY

CHARACTER: EYTUKAN

CHARACTER: EWA

CHARACTER: MO’AT

CHARACTER: MOUNTAIN BANSHEE

SKILL 1: FLY

SKILL 2: SHRIEK

SKILL: SHAHAYLU

RESOURCE: ANTENNA

RESOURCE: TEETH

RESOURCE: CLAWS

RESOURCE: WINGS

CHARACTER: FAN LIZARD

CHARACTER: HEXAPEDE

CHARACTER: GROUP OF CHILDREN NA’VI

CHARACTER: GROUP OF TEENAGE NA’VI

CHARACTER: GROUP OF HUNTER NA’VI

CHARACTER: GROUP OF WOMEN NA’VI

CHARACTER: GROUP OF ELDER NA’VI

CHARACTER: GROUP OF RANDOM NA’VI

CHARACTER: JAKE’S BANSHEE

CHARACTER: LEONOPTERYX

CHARACTER: STURMBEEST

CHARACTER: DEAD NA’VI LADY p 79

CHARACTER: TREE OF VOICES

SKILL: HEAR PRAYERS

SKILL: ANSWER PRAYERS

CHARACTER: DOZER PILOT

      FLAW: OBEDIENCE

CHARACTER: GROUP OF FOOT SOLDIERS

CHARACTER: RANDOM FOOT SOLDIER

CHARACTER: WAINFLEET

CHARACTER: PRISON GUARD #1

CHARACTER: PRISON GUARD #2

CHARACTER: NA’VI ANCESTOR SPIRITS

CHARACTER: GROUP OF HORSE CLAN WARRIORS

CHARACTER: GROUP OF BANSHEE CLAN WARRIORS

CHARACTER: GROUP OF RDA PERSONELL

CHARACTER: GROUP OF MECH SUIT WARRIORS

CHARACTER: VALKYRIE PILOT

CHARACTER: GROUP OF SCIENTISTS

CHARACTER: VALKRYIE GUNSHIP 1

CHARACTER: VALKRYIE GUNSHIP 2

Locations

LOCATION: PROTAGONIST DREAM

LOCATION: STREETS OF PROTAGONIST HOME TOWN

LOCATION: INSIDE PROTAGONIST HOME

LOCATION: PROTAGONIST NIGHT LIFE SPOT (CONFLICT AGENT 1 & 2)

LOCATION: ALLEY BEHIND PROTAGONIST NIGHT LIFE SPOT

LOCATION: PANDORA FLIGHT LINE

LOCATION: BRIEFING ROOM

LOCATION: AVATAR LAB

LOCATION: AVATAR CONTROL ROOM

LOCATION: RDA CONTROL ROOM

LOCATION: AVATAR TRAINING COMPOUND

LOCATION: MILITARY HANGAR

LOCATION: THE SKIES OF PANDORA

LOCATION: GUNSHIP

LOCATION: JUNGLE LANDING ZONE

LOCATION: NA’VI SCHOOL

LOCATION: DEEP JUNGLE

LOCATION: DEEP JUNGLE 2

LOCATION: DEEP JUNGLE 3

LOCATION: DEEP JUNGLE 4

LOCATION: HOMETREE

LOCATION: RDA CAFETERIA

LOCATION: HOMETREE/THIRD LEVEL

LOCATION: HOMETREE/COMMONS

LOCATION: HOMETREE/RIVERBANK

LOCATION: RDA OPS CENTER

LOCATION: RAIN FOREST

LOCATION: TRUDY’S GUNSHIP

LOCATION: SITE 26/LINK MODULE

LOCATION: SITE 26/SLEEPING MODULE

LOCATION: HOMETREE/BANSHEE EYRIE

LOCATION: RANDOM FOREST

LOCATION: MOUNTAIN TRAL

LOCATION: BANSHEE ROOKERY

LOCATION: THE WELL OF SOULS

LOCATION: HOMETREE/LOWEST LEVEL

LOCATION: WILLOW GROVE

LOCATION: SELFRIDGE’S OFFICE

LOCATION: DRAGON GUNSHIP/COCKPIT

LOCATION: DRAGON GUNSHIP/ROOF

LOCATION: RDA COMPOUND CORRIDOR

LOCATION: RDA COMPOUND PRISON

LOCATION: RDA COMPOUND AIRFIELD

LOCATION: FOREST CLEARING

LOCATION: WELL OF SOULS

LOCATION: RUINS OF HOMETREE

LOCATION: CLAN GATHERING

LOCATION: NA’VI BATTLE CAMP

Background Info

BACKGROUND INFO: STORY UNIVERSE’S PRIMARY FLAW: THE RICH CONTROL THE WORLD AND EXPLOIT THE POOR MERCILESSLY IN THEIR INSATIABLE PURSUIT OF PROFITS

BACKGROUND INFO: PANDORA EXISTS (a place where PROTAGONIST can achieve his ultimate goals)

BACKGROUND INFO: THE UNIVERSE CAN FULFILL PROTAGONIST ULTIMATE GOAL 3 for enough money, which PROTAGONIST doesn’t have

BACKGROUND INFO: JAKE IS A TWIN, AND HIS TWIN IS DEAD

BACKGROUND INFO: RDA CORP HAS AN AVATAR PROGRAM ON PANDORA

BACKGROUND INFO: AVATARS REQUIRE MATCHING DNA TO FUNCTION

BACKGROUND INFO: THERE ARE NO HEROES ON PANDORA, ONLY MERCENARIES

BACKGROUND INFO: THERE IS NO SPECIAL TREATMENT ON PANDORA

BACKGROUND INFO: THE AIR ON PANDORA WILL KNOCK YOU OUT AND THEN KILL YOU

BACKGROUND INFO: EVERYTHING ON PANDORA WANTS TO KILL YOU

BACKGROUND INFO: NOT EVERYONE WILL SURVIVE 6 YEARS ON PANDORA

BACKGROUND INFO: AVATARS ARE EXPENSIVE

BACKGROUND INFO: THE AVATAR PROGRAM BUILT A SCHOOL TO TEACH NA’VI ENGLISH

BACKGROUND INFO: THE AVATAR PROGRAM’S SCHOOL ENDED IN DISASTER

BACKGROUND INFO: HUMANS ARE ON PANDORA TO MINE UNOBTANIUM

BACKGROUND INFO: EWA is TEAM NA’VI’s deity.

BACKGROUND INFO: NEYTIRI’S SISTER was killed by RDA.

BACKGROUND INFO: MIND-MELT BOND IS CALLED “SHAHAYLU”

BACKGROUND INFO: UNOBTAINIUM IS A SUPERCONDUCTOR THAT CAN MAKE THINGS FLOAT

BACKGROUND INFO: MOUNTAIN BANSHEE’S ATTACK IF YOU LOOK IN THEIR EYES. p.60

BACKGROUND INFO: DIRE HORSES DON’T ESTABLISH PERMANENT/MONOGOMOUS SHAHAYLU with NA’VI.

BACKGROUND INFO: MOUNTAIN BANSHEES ESTABLISH PERMANENT, MONOGOMOUS SHAHAYLU WITH NA’VI.

BACKGROUND INFO: TO BECOME TARONU/HUNTER YOU MUST CHOOSE YOUR OWN BANSHEE AND IT MUST CHOOSE YOU.

BACKGROUND INFO: TARONU/HUNTERS GET THEIR BANSHEE WHEN THEY ARE READY.

BACKGROUND INFO: SYLWANIN was killed at TEAM NA’VI school for burning a DOZER.

BACKGROUND INFO: LEONOPTERYX CAN DESTROY GUNSHIPS p.75

BACKGROUND INFO: THE WELL OF SOULS IS TEAM NA’VI’S MOST SACRED PLACE p.76

BACKGROUND INFO: NEYTIRI’S ANCESTOR TAMED A LEONOPTERYX.

BACKGROUND INFO: ONLY 5 LEONOPTERYX HAVE EVER CHOSEN A NA’VI.

BACKGROUND INFO: EVERY NAVI KNOWS THAT NEYTIRI’S ANCESTOR BROUGHT THE CLANS TOGETHER IN A TIME OF GREAT SORROW.

BACKGROUND INFORMATION: NEYTIRI IS BETROTHED TO TSU’TEY

BACKGROUND INFO: RDA WILL ATTACK THE WELL OF SOULS

BACKGROUND INFO: THE FINAL TEST OF BECOMING A NA’VI MAN IS “THE DREAM HUNT”

BACKGROUND INFO: THE TREE OF VOICES CAN HEAR AND ANSWER PRAYERS

BACKGROUND INFO: THE TREES ON PANDORA SHARE A NEURAL NETWORK

BACKGROUND INFO: NAVIGATION EQUIPMENT WORKS WORST AT THE WELL OF SOULS

BACKGROUND INFO: TSU’TEY IS SECOND IN LINE TO BE LEADER OF TEAM NA’VI

BACKGROUND INFO: EWA CAN USE THE GREAT TREE TO MOVE SOULS INTO NEW BODIES

BACKGROUND INFO: JAKE IS THE NEW LEONOPTYRX RIDER/CLAN UNIFIER

BACKGROUND INFO: TEAM NA’VI IS MASSING FOR AN ATTACK

BACKGROUND INFO: QUARITCH HAS THE POWER TO DECLARE MARTIAL LAW

BACKGROUND INFO: EWA DOESN’T TAKE SIDES, ONLY PROTECTS THE BALANCE OF LIFE

Resources

TEAM AVATAR RESOURCES

AVATAR POD

JAKE’S AVATAR

NORM’S AVATAR

GRACE’S AVATAR

COFFEE

BURRITOS

VLOGGING STATION

VLOG

RANDOM SCIENCE EQUIPMENT

AIRLOCK

TEAM MILITARY RESOURCES

RDA COMPOUND

AIRLOCK

RDA COMPOUND/CONTROL ROOM

RDA COMPOUND/SELFRIDGE’S OFFICE

RDA COMPOUND/RDA AVATAR LAB

RDA COMPOUND/AVATAR TRAINING GROUND

RDA COMPOUND/CAFETERIA

RDA COMPOUND/PRISON

RDA COMPOUND/CORRIDOR

RDA COMPOUND/AIRFIELD

RDA COMPOUND/BRIEFING ROOM

MILITARY RESOURCE: DOZER

WEAPON: BLADES

CAMERA

VIDEO PHONE

MILITARY RESOURCE: MECH SUIT

MILITARY RESOURCE: GUNSHIP

FLYING

RADIO

MISSLES

NAVIGATION EQUIPMENT

MILITARY RESOURCE: HEAVY MACHINE GUN

MILITARY RESOURCE: WOODEN SPEAR

VIDEO OF JAKE BASHING THE DOZER

DRAGON GUNSHIP

VALKYRIE GUNSHIP

MISSLES

GAS

HAND GUN

BULLETS

PRISON

KEY CARD

BIOSUITS

GAS MASK

COMPUTER

VIDEO

RADIO

SURVEILANCE CAMERA

ALARM BUTTON

EMERGENCY DOOR

TRAUMA BAG

MORPHINE

PALLETS OF EXPLOSIVES

TEAM NAVI RESOURCES

NA’VI FLAW: RACISM

NA’VI IDEOLOGY: NATURISM

NA’VI PRIME PEROGATIVE: HARMONY WITH NATURE

NA’VI RESOURSE: KNIFE

NA’VI RESOURCE: BOW

NA’VI RESOURCE: FIGHTING STAFF

NA’VI RESOURCE: DIREHORSE

NA’VI RESOURCE: BOLO

NA’VI RESOURCE: BEETLE FOOD

NA’VI RESOURCE: HAMMOCK

NA’VI RESOURCE: ANTENNA

NA’VI RESOURCE: NA’VI LANGUAGE

NA’VI RESOURCE: KAVA

NA’VI CUSTOM: THE DREAM WALK

NA’VI CUSTOM: NA’VI CAN PICK A MATE AFTER SURVIVING THE DREAM WALK

NA’VI CUSTOM: TEAM NA’VI’S SPIRITUAL LEADER IS CALLED A TSAHIK

NA’VI CUSTOM: DUEL CHALLENGE

NA’VI RESOURCE: SPIRIT ANIMAL

NA’VI SKILL: INVOKE CUSTOM

NA’VI SKILL: SHAHAYLU

NA’VI SKILL: TREE HOPPING

NA’VI SKILL: TRACKING

NA’VI SKILL: NA’VI GREETING

NA’VI SKILL: RIDE BANSHEE

NA’VI SKILL: DEATH RITES

NA’VI SKILL: DREAM WALK RITES

NA’VI SKILL: GROUP PRAYER CHANT

NA’VI SKILL: SOUL TRANSFER

NA’VI SKILL: SOUL TRANSFER RITE

NA’VI SKILL: WAR CRY

GROUP OF HORSE CLAN WARRIORS

GROUP OF BANSHEE CLAN WARRIORS

TEAM PANDORA RESOURCES

POISON AIR

GRAVITY

WIND

UNOBTAINIUM

BANSHEE

DIRE HORSE

NA’VI

FLOATING MOUNTAINS

GIANT TREES

FORESTS

RIVERS

NEURAL NETWORK

MAGNETIC ROCK

LEONOPTEREYX

 

 

BEAT 1 PLOTTING INFO

PAGE: 1-2

SUMMARY:

PROLOGUE

 

PROTAGONIST’S BEAT GOAL:

Relate key information to the audience

 

BEAT’S ON PLOT PROGRESSION:

Introduce most important variables about the protagonist and background information.

 

BEAT 1 SEQUENCE OF EVENTS

OPENING LOCATION:

LOCATION: FLYOVER OF FOREST CANOPY IN JAKE’S DREAM. (Jake wants to fly.)

Also shown is LOCATION: JAKE’S HOUSE (JAKE lives in poverty.)

ALSO shown is LOCATION: CITY STREET (The masses on Earth live in poverty.)

 

OPENING SITUATION:

JAKES is having a dream.

JAKE states BACKGROUND INFORMATION 1

JAKE states BACKGROUND INFORMATION 2

JAKE states BACKGROUND INFORMATION 3

JAKE states PROTAGONIST ULTIMATE GOAL 1

JAKE states PROTAGONIST ULTIMATE GOAL 2

JAKE states PROTAGONIST ULTIMATE GOAL 3

JAKE states PROTAGONIST ULTIMATE GOAL 4

 

PROTAGONIST TAKES ACTION TO ACHIEVE THE CURRENT BEAT GOAL:

JAKE dreams he can be and do more since society won’t give him the chance.

 

AGENT OF CONFLICT OR OPPORTUNITY:  

The economy is oppressive and merciless. JAKE can’t afford a cup of coffee on his disability checks.

 

FINAL IMAGE:

JAKE wakes up. His eyes open in the same way as the final image of the movie when JAKE wakes up as a Na’vi.

 

 

BEAT 2 PLOTTING INFO

PAGE: 3-4

SUMMARY:

JAKE attempts to achieve PROTAGONIST ULTIMATE GOAL 1

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to find a cause worth fighting for.

 

BEAT AGENT’S BEAT GOAL:

BAR BULLY wants to oppress the weak.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Introduce PROTAGONIST’S GOALS and conflict resolution abilities by using the beat conflict as microcosm of the story conflict

 

BEAT 2 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: POOL HALL

 

OPENING SITUATION:

JAKE is drinking trying to impress BEAT 1 EXTRAS

 

THE PROTAGONIST ATTEMPTS TO ACCOMPLISH BEAT 1 GOAL:

JAKE is doing something that resembles PROTAGONIST ULTIMATE QUEST GOAL 2 despite PROTAGONIST WEAKNESS 1. But JAKE knows his he’s only achieving PROTAGONIST ULTIMATE GOAL 2 superficially. So he looks around LOCATION: POOL HALL for a more meaningful opportunity to accomplish his goal.

 

AGENT OF CONFLICT OR OPPORTUNITY:  

JAKE sees BAR BULLY standing at the bar.

 

BEAT AGENT’S ACTION:

BAR BULLY accomplishes GOAL 1 by hitting a woman. This provides JAKE an opportunity to be a hero and fight above his weight class.

 

PROTAGONIST’S REACTION TO BEAT AGENT’S ACTION:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE on BAR BULLY. JAKE attacks BAR BULLY.

 

THE UNIVERSE’S COUNTERACTION TO THE PROTAGONIST’S ACTION:

BAR BULLY fights back.

 

THE PROTAGONIST’S COUNTERACTION TO THE UNIVERSE’S ACTION:

JAKE uses CHARACTER TRAIT: NEVER GIVE UP.

 

THE VICTOR/OUTCOME OF THE CONFLICT:

JAKE wins the fight, but BARTENDER throws JAKE out POOL HALL into BACK ALLEY and then throws JAKE’S WHEELCHAIR on him.

 

FINAL IMAGE:

JAKE is laying on the ground, defeated for winning.

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 1: SARCASM AND HUMOR

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 2: NEVER GIVE UP

 

He laughs to himself to show he is never daunted in the face of overwhelming odds or seeming defeat.

 

HOW THE OUTCOME OF THE ENCOUNTER AFFECTS THE PROTAGONIST’S ABILITY TO COMPLETE ANY QUEST GOAL:

JAKE is found in the BACK ALLEY by RDA AGENTS who were looking for him.

RDA gives JAKE an opportunity to achieve his goals

 

 

BEAT 3 PLOTTING INFO

 

PAGE: 4-5

 

SUMMARY:

JAKE receives and accepts a job offer on PANDORA.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to defy the world

 

BEAT AGENT’S BEAT GOAL:

TWO RDA AGENTS want to recruit JAKE for the Avatar program.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

A tragic and unexpected opportunity provides the CATALYST moves JAKE out of stasis and into unknown territory

 

BEAT 3 SEQUENCE OF EVENTS

OPENING LOCATION:

ALLEY BEHIND POOL HALL

 

OPENING SITUATION:

JAKE is lying on the ground

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE THE CURRENT BEAT GOAL:

JAKE continues laying on the ground as he has nowhere else to go really. This is his life.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

TWO RDA CORP. AGENTS fulfill their 3 goals:

GOAL 1: FIND JAKE SULLY

GOAL 2: DELIVER INFORMATION TO JAKE

GOAL 3: CONVINCE JAKE TO JOIN RDA CORP ON PANDORA

 

BACKGROUND INFORMATION: JAKE IS A TWIN, AND HIS TWIN IS DEAD

BACKGROUND INFORMATION: RDA CORP HAS AN AVATAR PROGRAM ON PANDORA

BACKGROUND INFORMATION: AVATARS REQUIRE MATCHING DNA TO FUNCTION

 

PROTAGONIST ULTIMATE GOAL 1: FIND A CAUSE WORTH FIGHTING FOR

ALLIGNS WITH

RDA AGENTS’ GOAL 3: CONVINCE JAKE TO JOIN RDA CORP ON PANDORA

RDA AGENTS gives JAKE a sales pitch he can’t refuse

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE accepts the offer

 

RESULTING SITUATION:

JAKE leaves Earth

 

 

 

 

BEAT 4 PLOTTING INFO

PAGE: 5-9

SUMMARY: REACH PANDORA

JAKE arrives on PANDORA and receives a quick safety briefing.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to get to Pandora

 

BEAT AGENT’S BEAT GOAL:

FLIGHT LINE SERGEANT wants to get the new arrivals off the plane safely

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Moves JAKE towards predestined opportunities and conflicts

Introduce necessary variables related to new environment

 

BEAT 4 SEQUENCE OF EVENTS

OPENING LOCATION:

LOCATION: SPACESHIP

 

OPENING SITUATION:

JAKE wakes up from deep sleep.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS

 

Via narration, JAKE gives the audience BACKGROUND INFORMATION: THERE ARE NO HEROES ON PANDORA, ONLY MERCENARIES

Via a transport ship, JAKE arrives at PANDORA FLIGHT LINE where he’s briefed by FLIGHT LINE SERGEANT

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

FLIGHT LINE SERGEANT GOAL 1: GIVE ROOKIES INFO ON PANDORA

ALLIGNS WITH

PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS

 

FLIGHT LINE SERGEANT provides BACKGROUND INFORMATION: THERE IS NO SPECIAL TREATMENT ON PANDORA

FLIGHT LINE SERGEANT provides BACKGROUND INFORMATION: THE AIR ON PANDORA WILL KNOCK YOU OUT AND THEN KILL YOU

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Nobody gives JAKE any special treatment

 

RESULTING SITUATION:

JAKE is last off the transport ship

JAKE sees a DOZER with arrows in its tires, foreshadowing TEAM NA’VI

JAKE sees a MECH SUIT foreshadowing he’ll have to fight one

 

 

 

 

 

BEAT 5 PLOTTING INFO

 

PAGE: 10

SUMMARY:

JAKE introduced to the dangers of PANDORA by QUARITCH’S safety briefing.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to attend a safety briefing with QUARITCH

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants to warn the new recruits how dangerous Pandora is.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Introduce new sources of conflict and new background information

 

BEAT 5 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: BRIEFING ROOM late.

 

OPENING SITUATION:

JAKE enters the room.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS

QUARITCH gives a safety briefing to newcomers.

QUARITCH GOAL 1: MAINTAIN AN EFFECTIVE FIGHTING FORCE AGAINST PANDORA

QUARITCH GOAL 2: HELP HUMANS SURVIVE PANDORA ALLIGNS WITH PROTAGONIST GOAL 4: COMPLETE 6 YEAR CONTRACT ON PANDORA

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH uses BACKGROUND INFORMATION: THERE IS NO SPECIAL TREATMENT ON PANDORA

 

QUARITCH gives Jake BACKGROUND INFORMATION: EVERYTHING ON PANDORA WANTS TO KILL YOU

 

QUARITCH gives Jake BACKGROUND INFORMATION: NOT EVERYONE WILL SURVIVE 6 YEARS ON PANDORA

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE. He’s bored with routine safety briefings

RESULTING SITUATION:

JAKE is one step closer to completing QUEST CHAIN 2

BEGIN QUEST CHAIN 3

QUARITCH eyes JAKE sternly

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

QUARITCH knows JAKE exists, setting up the beat when QUARITCH assigns JAKE QUEST CHAIN 3.

 

 

 

BEAT 6 PLOTTING INFO

 

PAGE: 11-14

 

SUMMARY: INPROCESS INTO AVATAR PROGRAM WITH TEAM MEMBERS

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to inprocess into the Avatar program

 

BEAT AGENT’S BEAT GOAL:

NORM wants to help JAKE inprocess

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Introduce Jake’s primary allies and set up to introduce QUEST CHAIN 3: INFILTRATE TH NA’VI

 

BEAT 6 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: AVATAR LAB,

Jake meets MAX

OPENING SITUATION:

JAKE enters AVATAR LAB led by NORM, who is explaining how the Avatar program works

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS

Jake uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 1: SARCASM AND HUMOR

Jake uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 2: NEVER GIVE UP

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:  

Jake asks NORM and MAX for help understanding science, but they are distracted.

 

NORM gives JAKE BACKGROUND INFORMATION: AVATARS ARE EXPENSIVE

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is pretty much on his own and is unprepared to win Grace’s favor in the next beat:

 

 

 

 

BEAT 7 PLOTTING INFO

 

PAGE: 13-14

 

SUMMARY:

JAKE inprocesses into TEAM AVATAR and meets GRACE.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to be accepted onto the Avatar team despite being unqualified

 

BEAT AGENT’S BEAT GOAL:

GRACE wants JAKE off the Avatar team because he’s unqualified

 

BEAT’S IMPACT ON PLOT PROGRESSION:

INTRODUCE JAKE’S CONFLICT WITH GRACE

SET UP GRACE’S CONFLICT WITH SELFRIDGE

 

BEAT 7 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: AVATAR CONTROL ROOM

 

OPENING SITUATION:

JAKE enters AVATAR CONTROL ROOM with NORM and MAX

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

 

JAKE meets GRACE emerging from AVATAR POD

GRACE demonstrates TRAIT 1: SMOKING HABIT

GRACE demonstrates TRAIT 2: HIGH EXPECTATIONS

 

GRACE’S GOAL 1: PACIFISM VS PROTAGONIST SKILL 1: ACT LIKE A MARINE

 

GRACE tests NORM and JAKE’S expertise. NORM passes. JAKE fails.

NORM uses SKILL 1: LANGUAGE SKILLS

MAX uses SKILL 1: TECH SAVY

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

PROTAGONIST RESPONSE TO OVERWHELMING ODDS 1: SARCASM AND HUMOR

PROTAGONIST RESPONSE TO OVERWHELMING ODDS 2: NEVER GIVE UP

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE leaves to tell SELFRIDGE to take JAKE off the Avatar team

 

RESULTING SITUATION:

Grace storming out of AVATAR CONTROL ROOM

 

 

 

 

BEAT 8 PLOTTING INFO

PAGE: 15-17

 

SUMMARY:

GRACE tries to get SELFIRDGE to take JAKE off TEAM AVATAR.

 

PROTAGONIST’S BEAT GOAL:

GRACE wants SELFRIDGE to take JAKE off the Avatar team

 

BEAT AGENT’S BEAT GOAL:

SELFRIDGE wants GRACE to keep JAKE on the Avatar team

 

BEAT’S IMPACT ON PLOT PROGRESSION:

INTRODUCE ANTAGONIST

INTRODUCE MAJOR SOURCE OF CONFLICTS

INTRODUCE BACKGROUND INFO

 

BEAT 8 SEQUENCE OF EVENTS

OPENING LOCATION:

LOCATION: RDA CONTROL ROOM

 

OPENING SITUATION:

SELFRIDGE is playing mini golf and makes it known he doesn’t care about what’s going on around him, demonstrating CHARACTER 11 TRAIT 1: BEUROCRATIC INEPTITUDE

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

GRACE storms into RDA CONTROL ROOM

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

SELFRIDGE lectures GRACE revealing important variables:

SELFRIDGE GOAL 1: MONEY

SELFRIDGE GOAL 2: MINE UNOBTANIUM

BACKGROUND INFORMATION: THE AVATAR PROGRAM BUILT A SCHOOL TO TEACH NA’VI ENGLISH

BACKGROUND INFORMATION: THE AVATAR PROGRAM’S SCHOOL ENDED IN DISASTER

BACKGROUND INFORMATION: HUMANS ARE ON PANDORA TO MINE UNOBTANIUM

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

GRACE protests

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

SELFRIDGE reveals SELFRIDGE GOAL 3: HAVE A MILITARY ASSET ON THE AVATAR PROGRAM

SELFRIDGE uses SKILL 1: BEAUROCRATIC RANK and rejects GRACE’S demand.

 

RESULTING SITUATION:

GRACE leaves defeated

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE’S membership on the Avatar team is permanently secured

SELFRIDGE announces a new quest chain for JAKE: FIND DIPOLOMATIC SOLUTION TO CONFLICT WITH NA’VI


 

BEAT 9 PLOTTING INFO

 

PAGE: 17-20

SUMMARY: JAKE TRAINS HOW TO USE HIS AVATAR

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to train how to use his AVATAR BODY

 

BEAT AGENT’S BEAT GOAL:

GRACE wants JAKE to take it slow

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE trains how to use PROTAGONIST RESOURCE: AVATAR BODY

JAKE achieves PROTAGONIST ULTIMATE GOAL 3: WALK

JAKE completes QUEST CHAIN 2: INPROCESS INTO PANDORA

 

BEAT 9 SEQUENCE OF EVENTS

OPENING LOCATION:

AVATAR CONTROL ROOM

OPENING SITUATION:

JAKE enters his AVATAR POD with GRACE’S assistance

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE THE CURRENT BEAT GOAL:

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:  

GRACE uses TRAIT 2: HIGH EXPECTATIONS

GRACE uses BACKGROUND INFORMATION: THERE IS NO SPECIAL TREATMENT ON PANDORA

 

PROTAGONIST’S REACTION TO AGENT’S OPENING ACTION:

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 1: SARCASM AND HUMOR

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 2: NEVER GIVE UP

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE connects JAKE to his Avatar even though she doesn’t want to.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE wakes up in his Avatar body at LOCATION: AVATAR TRAINING COMPOUND

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 2: NEVER GIVE UP

JAKE achieves PROTAGONIST ULTIMATE GOAL 3: WALK

JAKE partially achieves PROTAGONIST ULTIMATE GOAL 2: BE MORE THAN A MAN CAN BE

NORM and MAX try to stop JAKE but are unable

JAKE runs through the training course and demonstrates proficiency using his Avatar body

 

RESULTING SITUATION:

JAKE wins a little favor in GRACE’S eyes

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is ready to journey into Pandora’s jungle

 

 

 

BEAT 10 PLOTTING INFO

 

PAGE: 23-25

SUMMARY:

JAKE completes his military inprocessing.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to follow orders to meet QUARITCH

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants JAKE to give him intel on TEAM NA’VI

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE completes QUEST CHAIN 2: INPROCESSING INTO PANDORA

JAKE accepts QUEST CHAIN 3: INFILTRATE TEAM NA’VI

 

BEAT 10 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: MILITARY HANGAR

 

OPENING SITUATION:

JAKE is walking and talking to TRUDY

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

TRUDY gives JAKE QUEST GOAL 3.2.1: DOOR GUNNER AND MILITARY ESCORT FOR AVATAR TEAM. JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE and accepts the quest.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH offers JAKE QUEST GOAL 3.2: GATHER MILITARY INTEL ON NA’VI.

In return, he will fulfill PROTAGONIST ULTIMATE GOAL 3: WALK at the end of his 6 year tour on Pandora.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE and says, “Hell yeah.”

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE accepts a military mission that conflicts with his Avatar mission and PROTAGONIST ULTIMATE GOAL 1: FIND A CAUSE WORTH FIGHTING FOR (PROTECT THE WEAK FROM THE STRONG)


 

BEAT 11 PLOTTING INFO

 

PAGE: 26-30

SUMMARY: JAKE ESCORTS AVATAR TEAM TO NA’VI SCHOOL IN THE JUNGLE

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to escort GRACE and NORM to TEAM NA’VI SCHOOL

 

BEAT AGENT’S BEAT GOAL:

GRACE doesn’t want MILITARY ESCORT to come with them.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE moves into the unknown where he can find what he doesn’t know he’s missing

 

BEAT 11 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: THE SKIES OF PANDORA

 

OPENING SITUATION:

TRUDY is piloting JAKE, GRACE NORM and MILITARY ESCORT in MILITARY RESOURCE: GUN SHIP

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE sees a FOREST BANSHEE flying around

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE

JAKE tracks the FOREST BANSHEE with MILITARY RESOURCE: HEAVY MACHINE GUN

 

AGENT OF CONFLICT OR OPPORTUNITY:  

TRUDY lands her GUN SHIP at LOCATION: JUNGLE LANDING ZONE. GRACE refuses to allow MILITARY ESCORT to accompany them into the dangerous jungle.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE doesn’t protest despite PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

JAKE, GRACE and NORM walk into the jungle without incident.

 

RESULTING SITUATION:

They are setting themselves up for trouble.

 

 

 

 

BEAT 12 PLOTTING INFO

 

PAGE: 31-34

SUMMARY:

JAKE, GRACE AND NORM retrieve SCIENCE EQUIPMENT from NA’VI SCHOOL.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to escort NORM and GRACE in and out of Pandora’s jungle safely

 

ANTAGONIST’S BEAT GOAL:

GIANT THANATOR wants to eat JAKE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Provide information on TEAM NA’VI

Move JAKE closer to TEAM NA’VI

 

BEAT 12 SEQUENCE OF EVENTS

OPENING LOCATION:

LOCATION: NA’VI SCHOOL

 

OPENING SITUATION:

JAKE, GRACE and NORM enter the school.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE

He pays attention to his surroundings and asks questions

JAKE asks GRACE questions about the school, but she is not forthcoming with answers.

GRACE relays BACKGROUND INFORMATION: HUMANS HAVE NOTHING TEAM NA’VI WANT

 

They leave LOCATION: NA’VI SCHOOL and enter LOCATION: DEEP JUNGLE, where JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA and goofs around.

JAKE is attacked by BULL HAMMERHEAD and then GIANT THANATOR.

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GIANT THANATOR attacks JAKE

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE runs.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GIANT THANATOR chases JAKE.

 

RESULTING SITUATION:

JAKE escapes but gets lost in the jungle

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE fails to complete the beat goal, but this is a false failure, as it will bring him into contact with TEAM NA’VI.

 

 

 

 

BEAT 13 PLOTTING INFO

PAGE: 35-36

SUMMARY: JAKE tries to survive alone in Pandora’s jungle.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to survive the night

 

ANTAGONIST’S BEAT GOAL:

NEYTIRI wants to kill JAKE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE makes contact with CHARACTER 16: NEYTIRI

 

BEAT 13 SEQUENCE OF EVENTS

OPENING LOCATION:

LOCATION: DEEP JUNGLE 2

 

OPENING SITUATION:

JAKE is walking cautiously through the jungle.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE.

He makes MILITARY RESOURCE: WOODEN SPEAR

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA and makes a bunch of noise and doesn’t pay attention to what’s around him.

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

JAKE doesn’t see NEYTIRI because she is using SKILL 1: KNOWLEDGE OF PANDORA

NEYTIRI is about to kill JAKE, but THE GREAT TREE uses RESOURCE 1: WOODSPRITE to pacify NEYTIRI

 

RESULTING SITUATION:

JAKE is blessed by THE GREAT TREE. So NEYTIRI follows and watches over him.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is one step closer to making contact with TEAM NA’VI.

 

 

 

BEAT 14 PLOTTING INFO

 

PAGE: 37-43

SUMMARY:

NEYTIRI saves JAKE

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to survive the night.

 

BEAT AGENT’S BEAT GOAL:

PACK OF VIPERWOLVES want to eat JAKE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE makes contact with TEAM NA’VI.

 

BEAT 14 SEQUENCE OF EVENTS

OPENING LOCATION:

LOCATION: DEEP JUNGLE 3

 

OPENING SITUATION:

JAKE being hunted by PACK OF VIPERWOLVES

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST SKILL 1: ACT LIKE A MARINE

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

He turns MILITARY RESOURCE: WOODEN SPEAR into a torch

AGENT OF CONFLICT OR OPPORTUNITY:  

PACK OF VIPERWOLVES attacks JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE fights back but loses.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI saves JAKE using SKILL 1: KNOWLEDGE OF PANDORA and NA’VI RESOURCE: BOW

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE tries to thank NEYTIRI, but she uses SKILL 2: NATURISM

NEYTIRI tries to teach JAKE killing predators is bad if it’s not necessary.

NEYTIRI uses NA’VI FLAW 1: RACISM and tells JAKE he’s like a baby.

 

JAKE pleads for her to help him, but she refuses until THE GREAT TREE uses RESOURCE 1: WOODSPRITES to bless JAKE again.

RESULTING SITUATION:

NEYTIRI agrees to help JAKE and leads him to safety.

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE has earned an opportunity to infiltrate TEAM NA’VI.

 

 


 

BEAT 15 PLOTTING INFO

 

PAGE: 43-45

SUMMARY:

JAKE is taken captive by TSU’TEY.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to follow NEYTIRI to safety

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY wants to kill JAKE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE gets closer to TEAM NA’VI but experiences backlash

JAKE meets a recurring source of conflict in TEAM NA’VI community

 

BEAT 15 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: DEEP JUNGLE 4

 

OPENING SITUATION:

JAKE and NEYTIRI are running through entertaining background.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE tries to get to know NEYTIRI by asking her questions.

 

AGENT OF CONFLICT OR OPPORTUNITY:  

TSUTEY shows up riding NA’VI RESOURCE: DIREHORSE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

TSUTEY uses NA’VI RESOURCE: BOLO to catch JAKE.

TSUTEY tries to use NA’VI FLAW: RACISM and NA’VI RESOURCE: BOW to kill JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA. He’s helpless.

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI intercedes and saves JAKE’S life, but TSUTEY hauls JAKE to HOMETREE for judgment.

 

RESULTING SITUATION:

JAKE is officially a helpless captive.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA

JAKE enters TEAM NA’VI’s home, a huge step closer to infiltrating them.

This is his first chance to gather military intelligence on TEAM NA’VI.

 

 

 

 


 

BEAT 16 PLOTTING INFO

 

PAGE: 45-48

SUMMARY: Jake joins TEAM NA’VI

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to not get killed by TEAM NA’VI

 

BEAT AGENT’S BEAT GOAL:

EYTUKAN wants to kill JAKE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE survives the night and succeeds at infiltrating TEAM NA’VI

New Na’vi characters are introduced

 

BEAT 16 SEQUENCE OF EVENTS

 

OPENING LOCATION:

LOCATION: HOMETREE

OPENING SITUATION:

JAKE is dragged to the center of a circle of Na’vi.

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE is docile.

 

AGENT OF CONFLICT OR OPPORTUNITY:  

EYTUKAN uses NA’VI FLAW 1: RACISM and says JAKE should have been killed already instead of brought to their home.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE tries to be friendly. It doesn’t work.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI tells the mob that THE GREAT TREE told her to save JAKE in BEAT 13.

MO’AT shows up to speak on behalf of EWA. MO’AT questions JAKE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE tells MO’AT he’s a warrior and he wants to learn from them. MO’AT decides they could learn from JAKE Too.

 

RESULTING SITUATION:

MO’AT orders NEYTIRI to train JAKE in the ways of TEAM NA’VI.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE begins a new TRAIN IN THE WAYS OF TEAM NA’VI.

 

 

BEAT 17 PLOTTING INFO

 

PAGE: 48-50

SUMMARY:

Jake learns to eat with TEAM NA’VI.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to impress NEYTIRI by eating BEETLE FOOD

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to test JAKE by feeding him BEETLE FOOD

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Establish JAKE and NEYTIRI’S personal and training relationship.

 

BEAT 17 SEQUENCE OF EVENTS

 

OPENING LOCATION:

TREE HOME

 

OPENING SITUATION:

JAKE and NEYTIRI are sitting down for dinner.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE eats dinner with NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY:  

NEYTIRI wants JAKE to eat NA’VI RESOURCE: BEETLE FOOD

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI encourages JAKE to BEETLE FOOD.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE eats BEETLE FOOD enthusiastically and compliments them.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

MO’AT and EYTUKAN comment that NEYTIRI will kill JAKE

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 2: NEVER GIVE UP

 

RESULTING SITUATION:

JAKE survives his first lesson.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is one step closer to completing his training.


 

BEAT 18 PLOTTING INFO

PAGE: 50

SUMMARY: JAKE debriefs with the Avatar team

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to debrief with the Avatar team.

 

BEAT AGENT’S BEAT GOAL:

NORM and GRACE don’t appreciate JAKE’S victory

 

BEAT’S IMPACT ON PLOT PROGRESSION:

The Avatar team accepts JAKE’S role as their new ambassador to TEAM NA’VI.

 

BEAT 18 SEQUENCE OF EVENTS

 

OPENING LOCATION:

HOMETREE, He wakes up in JAKE wakes up in AVATAR CONTROL ROOM.

OPENING SITUATION:

JAKE falls asleep next to NEYTIRI in NA’VI RESOURCE 6: HAMMOCK.

NEW LOCATION:

AVATAR CONTROL ROOM

 

OPENING SITUATION:

JAKE is laying in his AVATAR POD.

GRACE is slapping JAKE in the face, telling him to wake up.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE greets GRACE.

 

NEW LOCATION:

RDA CAFETERIA

 

OPENING SITUATION:

JAKE is sitting at a cafeteria table with NORM, GRACE and MAX.

JAKE tells his audience about his night and its implications for their mission.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NORM is jealous. GRACE is credulous. MAX is impressed.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 1: SARCASM AND HUMOR

 

RESULTING SITUATION:

GRACE and NORM accept the situation.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE progresses one step closer to quest goal.

 

 

BEAT 19 PLOTTING INFO

PAGE: 51-52

SUMMARY: JAKE debriefs with the military team

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to report his progress to QUARITCH

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants intel on HOMETREE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress military plot line

 

BEAT 19 SEQUENCE OF EVENTS

OPENING LOCATION:

RDA CONTROL ROOM

OPENING SITUATION:

JAKE is in a meeting with QUARITCH and SELFRIDGE.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE tells QUARITCH about his night and becoming TEAM NA’VI ambassador

 

AGENT OF CONFLICT OR OPPORTUNITY:  

SELFRIDGE is at the meeting.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

SELFRIDGE says HOMETREE is the next UNOBTANIUM mining site.

SELFRIDGE uses GOAL 2: MINE UNOBTANIUM

 

SELFRIDGE says bad press from killing NA’VI is better than bad shareholder reports.

SELFRIDGE uses GOAL 1: MONEY

SELFRIDGE gives JAKE new mission: CONVINCE NA’VI TO RELOCATE in 3 months.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE accepts the mission.

 

RESULTING SITUATION:

The meeting ends.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE has conflicting missions.

 

 

 

BEAT 20 PLOTTING INFO

PAGE: 53

SUMMARY: JAKE identifies NA’VI in photos to GRACE, which brings up the topic of NEYTIRI’S sister, who GRACE informs JAKE, is dead.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to give GRACE inside information about TEAM NA’VI.

 

ANTAGONIST’S BEAT GOAL:

NORM resents JAKE’S success

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE gives GRACE intel on Na’vi, and GRACE trains JAKE by giving him info that prepares him.

JAKE learns NEYTIRI’s sister was killed by humans.

 

BEAT 20 SEQUENCE OF EVENTS

OPENING LOCATION:

AVATAR LAB

OPENING SITUATION:

JAKE is sitting at a computer terminal with GRACE, NORM and MAX.

GRACE is showing JAKE pictures of TEAM NA’VI on the terminal.

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE identifies TSU’TEY, NEYTIRI, EYTUKAN and MO’AT in photographs for GRACE. GRACE explains the cultural significance of the positions each person holds in NA’VI society.

 

AGENT OF CONFLICT OR OPPORTUNITY:  

NORM and GRACE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NORM resents JAKE’S success and ignorance. He gives JAKE BACKGROUND INFORMATION: EWA is TEAM NA’VI’s deity.

GRACE tells JAKE BACKGROUND INFORMATION: RDA killed NEYTIRI’S sister

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

Sadness

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE puts JAKE into his Avatar body.

 

RESULTING SITUATION:

JAKE goes into his avatar body.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

The stakes of JAKES’s missions are escalated.

 

 

 

BEAT 21 PLOTTING INFO

PAGE: 54-56

 

SUMMARY:

JAKE trains how to use ANTENNA/SHAHAYLU and DIREHORSE

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to learn how to use ANTENNA/SHAHAYLU to ride a DIREHORSE.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to teach JAKE how to ANTENNA/SHAHAYLU to ride a DIREHORSE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Create tension by implying JAKE will fail at his training.

 

BEAT 21 SEQUENCE OF EVENTS

OPENING LOCATION:

AVATAR CONTROL ROOM

 

OPENING SITUATION:

GRACE puts JAKE in AVATAR POD and tells him not to do anything unusually stupid.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE enters his Avatar body through the AVATAR POD. He then wakes up at HOMETREE/ THIRD LEVEL. He walks through HOMETREE/COMMONS to HOMETREE/ RIVERBANK

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI brings a DIREHORSE for JAKE to ride.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI approaches on a DIREHORSE

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE TO OVERWHELMING ODDS 2: NEVER GIVE UP

JAKE uses ANTENNA/SHAHAYLU to mind-melt with the DIREHORSE

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI uses SKILL 2: NATURISM. She gives BACKGROUND INFORMATION: MIND-MELT BOND IS CALLED “SHAHAYLU” (metaphor for being one with nature)

 

NEYTIRI teaches JAKE how to use ANTENNA/SHAHAYLU

 

TSU’TEY approaches on his DIREHORSE and sneers at JAKE

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS

JAKE is unable to control the DIREHORSE and falls off repeatedly

 

RESULTING SITUATION:

TSU’TEY uses NA’VI FLAW: RACISM. He insults JAKE and tells him to give up

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is failing at his training, but NEYTIRI will not give up on him even though other NA’VI already have.

 

BEAT 22 PLOTTING INFO

PAGE: 56-57

 

SUMMARY:

JAKE gives military intel to QUARTICH and SELFRIDGE

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to provide QUARITCH with intel on TEAM NA’VI

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants more intel

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Sets up GRACE to move the Avatar program outside RDA COMPOUND

 

BEAT 22 SEQUENCE OF EVENTS

OPENING LOCATION:

RDA OPS CENTER

 

OPENING SITUATION:

JAKE is giving QUARITCH and SELFRIDGE military intel on HOMETREE

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE is giving QUARITCH and SELFRIDGE military intel on HOMETREE

 

AGENT OF CONFLICT OR OPPORTUNITY:

QUARITCH

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH tells JAKE he needs more intel.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

PROTAGONIST SKILL 1: ACT LIKE A MARINE

JAKE says, “Yes, sir.”

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

MAX sees JAKE consorting with the military and scowls.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE is unaware of Max’s presence.

 

RESULTING SITUATION:

MAX knows JAKE is playing both sides of the field.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Set up conflict with the Avatar team

 

 

 

BEAT 23 PLOTTING INFO

PAGE: 57

 

SUMMARY:

TEAM AVATAR prepares to move their operation to SITE 26

 

PROTAGONIST’S BEAT GOAL:

GRACE wants to move their operation to somewhere QUARITCH can’t interfere

 

BEAT AGENT’S BEAT GOAL:

NORM is excited

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Create tension with QUARITCH

Establish the mobility of the AVATAR PODS

 

BEAT 23 SEQUENCE OF EVENTS

OPENING LOCATION:

AVATAR LAB

 

OPENING SITUATION:

JAKE, GRACE and NORM packing up science equipment

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

GRACE says they’re moving the Avatar program to a site in the mountains so SELFRIDGE can’t interfere with her goal.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NORM

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NORM is excited about the opportunity to visit the new site in the FLOATING MOUNTAINS.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

GRACE confirms the location.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NORM expresses more excitement.

 

RESULTING SITUATION:

The AVATAR LAB gets moved.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

 

Moving the AVATAR LAB gives the Avatar team more autonomy but creates conflict with QUARITCH and SELFRIDGE’s goals

 


 

BEAT 24 PLOTTING INFO

PAGE: 57-59

 

SUMMARY:

 

 

PROTAGONIST’S BEAT GOAL:

 

 

BEAT AGENT’S BEAT GOAL:

 

 

BEAT’S IMPACT ON PLOT PROGRESSION:

 

 

 

BEAT 24 SEQUENCE OF EVENTS

OPENING LOCATION:

RAIN FOREST – ARIAL

TRUDY’S GUNSHIP

 

OPENING SITUATION:

TRUDY shows NORM how to control the GUNSHIP (using the technological equivalent to TEAM NA’VI’s ANTENNA/SHAHAYLU)

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

TRUDY explains how to operate the GUNSHIP

 

AGENT OF CONFLICT OR OPPORTUNITY:

NORM uses SEXUAL ATTRACTION

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NORM puts his hand on the joystick between TRUDY’S legs at her bequest.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TRUDY uses TRAIT: TOUGH GIRL

She is focused more on the mission than attraction

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE interrupts and says they’re getting close to the destination.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

TRUDY confirms GRACE’S statement by using the GUNSHIP’s instruments, which glitch out.

 

RESULTING SITUATION:

They enter the FLYING MOUNTAINS.

 

JAKE learns more about Pandora. JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA. He says he doesn’t know why the mountains float, but hints UNOBTAINIUM is responsible.

BACKGROUND INFORMATION: UNOBTAINIUM IS A SUPERCONDUCTOR THAT CAN MAKE THINGS FLOAT

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

 

The Avatar lab gets moved, and TRUDY sides with TEAM AVATAR.

 

 

BEAT 25 PLOTTING INFO

PAGE: 59-60

 

SUMMARY:

TEAM AVATAR sets up at SITE 26

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to get into the AVATAR POD

 

BEAT AGENT’S BEAT GOAL:

NORM wants to be the golden child of TEAM AVATAR

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Escalate tension between JAKE and NORM

 

 

BEAT 25 SEQUENCE OF EVENTS

OPENING LOCATION:

SITE 26

 

OPENING SITUATION:

NORM and TRUDY help JAKE and his WHEELCHAIR through AIRLOCK

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

The rest of TEAM AVATAR is literally carrying JAKE because of PROTAGONIST WEAKNESS 1: INOPERABLE LEGS

 

GRACE says to give JAKE the best AVATAR POD

 

AGENT OF CONFLICT OR OPPORTUNITY:

NORM

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NORM glares at JAKE

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE 2: NEVER GIVE UP. He asks NORM if he has a problem.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NORM says he’s more prepared than JAKE and questions JAKE’S value to TEAM AVATAR

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE 2: NEVER GIVE UP. JAKE gets in the AVATAR POD.

 

RESULTING SITUATION:

JAKE enters his AVATAR BODY

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Tension/conflict is built between JAKE and NORM. TEAM AVATAR is showing cracks.

 

 

BEAT 26 PLOTTING INFO

PAGE: 60

 

SUMMARY:

NEYTIRI introduces JAKE to MOUNTAIN BANSHEES. Gives introductory training lesson.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to learn whatever NEYTIRI has to teach him, master his skills and become a TARONU/HUNTER

 

BEAT AGENT’S BEAT GOAL:

MOUNTAIN BANSHEE wants to kill JAKE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE learns about MOUNTAIN BANSHEES.

States JAKE has more training to do before he succeeds at his goal.

Set goals for JAKE: BECOME A TARONU/HUNTER, IMPRESS NEYTIRI ENOUGH TO BE ALLOWED TO ATTEMPT TO TAME A MOUNTAIN BANSHEE, TAME A MOUNTAIN BANSHEE.

 

BEAT 26 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE – BANSHEE EYRIE

 

OPENING SITUATION:

NEYTIRI leads JAKE through the branches of HOMETREE to BANSHEE EYRIE. JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS

When they arrive, NEYTIRI uses SKILL 3: SUMMON BANSHEE CALL to call a MOUNTAIN BANSHEE

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA. He is scared and surprised by the MOUNTAIN BANSHEE

 

AGENT OF CONFLICT OR OPPORTUNITY:

MOUNTAIN BANSHEE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

MOUNTAIN BANSHEE uses SKILL 2: SHRIEK.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA. He looks at the MOUNTAIN BANSHEE.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI tells JAKE BACKGROUND INFO: MOUNTAIN BANSHEE’S ATTACK IF YOU LOOK IN THEIR EYES.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS. He turns his eyes and backs away.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI gives JAKE BACKGROUND INORMATION: DIRE HORSES DON’T ESTABLISH PERMANENT/MONOGOMOUS SHAHAYLU WITH NA’VI, BACKGROUND INFO: MOUNTAIN BANSHEES ESTABLISH PERMANENT, MONOGOMOUS SHAHAYLU with NA’VI, and BACKGROUND INFO: TO BECOME TARONU/HUNTER YOU MUST CHOOSE YOUR OWN BANSHEE AND IT MUST CHOOSE YOU.

 

RESULTING SITUATION:

JAKE uses PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA. He asks when he’ll get his BANSHEE.

 

NEYTIRI gives JAKE BACKGROUND INFO: TARONU/HUNTERS GET THEIR BANSHEE WHEN THEY ARE READY.

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

NEYTIRI gives JAKE a new goal: BECOME A TARONU/HUNTER

NEYTIRI foreshadows a CHOOSE/TAME a MOUNTAIN BANSHEE

NEYTIRI tells JAKE he is not ready for this quest, reinforcing that he is far from succeeding at his quest. Raises tension by lowering hope and making hope farther away that JAKE will succeed. Foreshadows more training.

 


 

BEAT 27 PLOTTING INFO

PAGE: 61

 

SUMMARY:

JAKE records a vlog about his training.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to go to sleep.

 

BEAT AGENT’S BEAT GOAL:

GRACE wants JAKE to record his vlog.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Show that JAKE is losing his connection to humanity and his old sense of reality.

BEAT 27 SEQUENCE OF EVENTS

OPENING LOCATION:

SITE 26

 

OPENING SITUATION:

JAKE is sitting at VLOGGING STATION. He is tired.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses HUMAN RESPONSE: REFUSAL OF THE CALL. He’s too tired and doesn’t think it’s necessary.

 

AGENT OF CONFLICT OR OPPORTUNITY:

GRACE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GRACE uses TRAIT: DEDICATION TO SCIENCE. GRACE tells JAKE he needs to record his vlog while it’s still fresh in his mind.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS. He begins recording his vlog.

 

RESULTING SITUATION:

The VLOGGING records JAKE saying he’s struggling and losing his mind, but he’ll persevere using PROTAGONIST SKILL 1: ACT LIKE A MARINE and PROTAGONIST RESPONSE 2: NEVER GIVE UP

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Foreshadow that JAKE is going through TEAM NA’VI equivalent of boot camp and is becoming indoctrinated and losing his orientation.

Foreshadow that JAKE is recording VLOGS about his experiences/impressions of TEAM NA’VI.

JAKE is learning a new SKILL: NA’VI LANGUAGE

 

 

 

 

BEAT 28 PLOTTING INFO

PAGE: 61-63

 

SUMMARY:

Training montage

 

PROTAGONIST’S BEAT GOAL:

Learn to use NA’VI RESOURCE: BOW

Learn SKILL: NA’VI LANGUAGE

 

BEAT AGENT’S BEAT GOAL:

JAKE wants to learn SKILL: NA’VI LANGUAGE and SKILL: BOW

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Jake is succeeding at learning multiple Na’vi skills. Plus, NORM and TRUDY are having sex, which solves the conflict between NORM and JAKE. Things are looking up. Tension release, goal progression and excitement for the audience.

 

BEAT 28 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE/ COMMONS

 

OPENING SITUATION:

NEYTIRI is teaching JAKE, SKILL: NA’VI LANGUAGE. She points to things.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses SKILL: NA’VI LANGUAGE successfully. He gives TEAM NA’VI name for the things NEYTIRI pointed to.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI teaches JAKE how to use NA’VI RESOURCE: BOW

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE fails to use NA’VI RESOURCE: BOW correctly.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI smacks JAKE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

(voice over) JAKE says NEYTIRI thinks he’s “some kind of retard”.

 

RESULTING SITUATION:

None. Scene ends abruptly.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is succeeding at learning to use NA’VI RESOURCE: BOW

 

 

 

 

BEAT 29 PLOTTING INFO

PAGE: 62

 

SUMMARY:

JAKE and NORM get on good terms, and NORM teaches JAKE the SKILL: NA’VI LANGUAGE.

 

PROTAGONIST’S BEAT GOAL:

Learn the SKILL: NA’VI LANGUAGE

 

BEAT AGENT’S BEAT GOAL:

NORM wants to teach JAKE, SKILL: NA’VI LANGUAGE

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Training progression montage

 

BEAT 29 SEQUENCE OF EVENTS

OPENING LOCATION:

SITE 26/INTERIOR at AVATAR POD

 

OPENING SITUATION:

JAKE is getting out of the AVATAR POD

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE wheels through the building

 

AGENT OF CONFLICT OR OPPORTUNITY:

NORM

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NORM is having sex with TRUDY

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE sees NORM and TRUDY having sex.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NORM uses TRAIT: INSECURITY. He blushes.

TRUDY uses RESPONSE: TOUGH GIRL

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

(voice over) JAKE states that NORM is no longer confrontational with him.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Fastforward- NORM is teaching JAKE the SKILL: NA’VI LANGUAGE

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

(voice over) JAKE says that NORM thinks he’s a retard too.

 

RESULTING SITUATION:

None. Abrupt scene change.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is succeeding at learning the SKILL: NA’VI LANGUAGE

NORM and TRUDY are a couple now.

NORM and JAKE are now friends.

 

 

 

BEAT 30 PLOTTING INFO

PAGE: 62-63

 

SUMMARY:

JAKE trains with NEYTIRI at SKILL: TREE HOPPING.

 

PROTAGONIST’S BEAT GOAL:

Train with NEYTIRI. Survive and impress her.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to train JAKE in SKILL: TREE HOPPING.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE is making major progress towards his goal of completing his training to be a TARONU/HUNTER

 

BEAT 30 SEQUENCE OF EVENTS

OPENING LOCATION:

RANDOM FOREST p.63

 

OPENING SITUATION:

JAKE is running with NEYTIRI

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE says he has to trust his body. He says, “With NEYTIRI, it’s learn fast or die.”

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI leads JAKE through progressively harder SKILL: TREE HOPPING obstacles.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI uses SKILL: TREE HOPPING and makes a death defying leap.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE 2: NEVER GIVE UP and PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS. He uses SKILL: TREE HOPPING and leaps behind NEYTIRI and succeeds.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI is impressed.

 

RESULTING SITUATION:

None. Abrupt scene change.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE learns SKILL: TREE HOPPING.

JAKE impresses NEYTIRI. He exceeds his teacher’s expectations.

JAKE is one step closer to fulfilling his goal.

 

 

 

 

BEAT 31 PLOTTING INFO

PAGE: 63

 

SUMMARY:

JAKE’S success impresses MO’AT, who rewards JAKE by letting GRACE and NORM back into TEAM NA’VI community.

 

PROTAGONIST’S BEAT GOAL:

GRACE wants to be part of TEAM NA’VI community.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to hate TEAM HUMAN for their crimes.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

GRACE and NORM are allowed access to TEAM NA’VI. TEAM NA’VI are becoming less racist. JAKE is improving relations on both sides. GRACE is impressed by JAKE’s progress. She serves him now and is kind to him.

 

BEAT 31 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE/COMMONS

 

OPENING SITUATION:

(voice over) JAKE says he talked MO’AT into letting GRACE and NORM back into TEAM NA’VI community.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

GRACE is standing in HOMETREE COMMONS.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI approaches GRACE and things are momentarily awkward.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

GRACE uses SKILL: NA’VI GREETING.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI uses SKILL: NA’VI GREETING.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Grace is happy.

 

RESULTING SITUATION:

None. Abrupt scene change.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

TEAM AVATAR reestablishes its alliance with TEAM NA’VI (unification scene)

Tension in this scene comes from BACKGROUND INFO: NEYTIRI’S SISTER was killed by RDA

Scene is proof JAKE is progressing in his goal to infiltrate TEAM NA’VI and become a TARONU/HUNTER

BEAT 32 PLOTTING INFO

PAGE: 64

 

SUMMARY:

Montage scene

JAKE trains with NEYTIRI in the SKILL: TRACKING and IDEOLOGY: NATURISM.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to learn SKILL: TRACKING from NEYTIRI.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to teach JAKE, SKILL: TRACKING and SKILL: NATURISM.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE is mastering the physical skills he needs to know, but he can’t progress towards his goal until he meets another condition: master naturism.

 

BEAT 32 SEQUENCE OF EVENTS

OPENING LOCATION:

RANDOM FOREST

 

OPENING SITUATION:

JAKE and NEYTIRI track all the animals that have attacked them and see them acting loving and like family with themselves and the flora/fauna around them.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST RESPONSE 3: FOLLOW AND LEARN FROM THE EXPERTS. He watches NEYTIRI as she shows him how to track animals.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI tells JAKE things about IDEOLOGY: NATURISM that he can’t understand.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE 1: SARCASM AND HUMOR, PROTAGONIST SKILL: ACT LIKE A MARINE and PROTAGONIST WEAKNESS 2: UNPREPARED FOR PANDORA. JAKE says he doesn’t understand her hippy teachings and dismisses them as useless.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI will not allow JAKE to hunt (and thus, be a TARONU/HUNTER) because the forest says he’s not ready, implying he must impress “the gods.”

 

RESULTING SITUATION:

Jake doesn’t know what he needs to do to complete his training.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE has made progress in condition: master Na’vi forest skills.

Introduce new condition: master naturism

Jake has not mastered naturism, and he does not know the condition exists or how to master it.

 

 

 

BEAT 33 PLOTTING INFO

PAGE: 65

 

SUMMARY:

GRACE teaches JAKE what he needs to know to complete condition: master naturism.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to make a vlog about his apprehension towards NATURISM.

 

BEAT AGENT’S BEAT GOAL:

GRACE wants JAKE to understand NATURISM.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE makes progress on his quest to master NATURISM.

 

 

BEAT 33 SEQUENCE OF EVENTS

OPENING LOCATION:

SITE 26/INTERIOR

 

OPENING SITUATION:

JAKE is recording a VLOG at VLOGGING STATION

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST RESPONSE: SARCASM AND HUMOR and PROTAGONIST SKILL: ACT LIKE A MARINE. He says “I just hope this tree hugger shit isn’t on the final.”

 

AGENT OF CONFLICT OR OPPORTUNITY:

GRACE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GRACE is using RANDOM SCIENCE EQUIPMENT. GRACE tells JAKE he must master the ways of TEAM NA’VI’s mind and body.

 

RESULTING SITUATION:

JAKE returns to his vlogging, ostensibly rejecting the advice.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE can’t master naturism because he’s still a marine. He progresses by receiving instruction from GRACE.

 

 

 

BEAT 34 PLOTTING INFO

PAGE: 65-66

 

SUMMARY:

JAKE and NEYTIRI get comfortable with each other as JAKE finishes his training.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to finish his training and get closer to NEYTIRI.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to help JAKE finish his training and get closer to him.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Goal completed: become ready for the final test of Na’vi training.

 

BEAT 34 SEQUENCE OF EVENTS

OPENING LOCATION:

RANDOM FOREST

 

OPENING SITUATION:

JAKE and NEYTIRI are moving through the forest in the dark expertly. JAKE’S eyes are dilated (aka open to see in the dark- metaphor).

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

Change location to fishing

JAKE uses SKILL: NA’VI BOW to catch a fix expertly.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

Change location to LOCATION: RANDOM FOREST

NEYTIRI gently instructs JAKE on using NA’VI RESOURCE: BOW gently and in synch with him.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE responds to her touch and looks in her eyes romantically.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI pulls away.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Change location to RANDOM FOREST

JAKE and NEYTIRI explore the forest and find a FAN LIZARD.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI dances carefree among the glowing FAN LIZARDS.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Change location to SITE 26/INTERIOR

JAKE gets out of his AVATAR POD. His human body is withering away as his Avatar body becomes stronger. JAKE says, “Everything is backwards now. Like out there is the true world, and in here is the dream.”

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Change location to RANDOM FOREST

JAKE uses NA’VI RESOURCE: BOW to shoot a HEXAPEDE.

JAKE uses NATURISM. JAKE blesses and thanks the dead animal.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI watches with approval. She says, “You are ready.”

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE has fulfilled condition 2: master NATURISM

JAKE and NEYTIRI are falling in love.

 

 

 

BEAT 35 PLOTTING INFO

PAGE: 66-69

 

SUMMARY:

JAKE acts like a Na’vi in human form, and GRACE warns him not to get too close.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to act like a Na’vi.

 

BEAT AGENT’S BEAT GOAL:

GRACE wants JAKE to take care of his human body.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Demonstrate JAKE’S mastery of NATURISM and foreshadow JAKE getting in too deep and the attack on HOMETREE.

 

BEAT 35 SEQUENCE OF EVENTS

 

OPENING LOCATION:

SITE 26/INTERIOR

 

OPENING SITUATION:

JAKE is getting out of his AVATAR POD. He is very weak and withered.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE is helped to his wheel chair by NORM and GRACE.

 

AGENT OF CONFLICT OR OPPORTUNITY:

GRACE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GRACE gives JAKE a burrito and tells him to take care of his human body.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE eats it unenthusiastically. JAKE uses NATURISM. He says, “I made a kill today. We ate it. I know where that meal came from.”

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE implores him to take care of his human body again.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses NATURISM. JAKE puts out GRACE’S CIGARETTE and tells her to quit smoking before she lectures him.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE tells JAKE he’s getting in too deep and that she knows from experience.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE asks what happened at the school.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE gives JAKE, BACKGROUND INFO: SYLWANIN was killed at TEAM NA’VI school for burning a DOZER.

GRACE warns JAKE not to get too attached.

 

RESULTING SITUATION:

GRACE adds, “It’s not our world, and we can’t stop what’s coming.”

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is acting like a Na’vi even in human form, and he is rejecting humanity. His transformation is complete.

GRACE foreshadows the humans’ assault on HOMETREE.

 

 

 

BEAT 36 PLOTTING INFO

PAGE: 69-70

 

SUMMARY:

TSU’TEY leads JAKE and some teenage Na’vi up the FLOATING MOUNTAINS to their final test as a TARONU/HUNTER

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to reach his final training test.

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY want to lead his students to their final training test.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE approaches the threshold beat.

 

BEAT 36 SEQUENCE OF EVENTS

OPENING LOCATION:

MOUNTAIN TRAIL

 

OPENING SITUATION:

TSU’TEY leads JAKE and several teenage Na’vi up a trail in the FLOATING MOUNTAINS riding DIRE HORSES.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST RESPONSE: SARCASM AND HUMOR and PROTAGONIST RESPONSE: NEVER GIVE UP. He says, “Are we doing this?” goading TSU’TEY forward.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

TSU’TEY leads JAKE and the other teenages up a precipitous series of vines, walls and trails.

 

RESULTING SITUATION:

JAKE uses PROTAGONIST RESPONSE: FOLLOW AND LEARN FROM THE EXPERTS. He follows and keeps up.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

This is the “approaching the threshold” beat.

 

 

BEAT 37 PLOTTING INFO

PAGE: 70-73

 

SUMMARY:

JAKE tames JAKE’S BANSHEE.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to pass the final training test to become a TARONU/HUNTER by taming JAKE’S BANSHEE.

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY wants JAKE to fail. NEYTIRI wants JAKE to succeed. JAKE’S BANSHEE wants to kill JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Quest completed.

 

BEAT 37 SEQUENCE OF EVENTS

OPENING LOCATION:

BANSHEE ROOKERY

 

OPENING SITUATION:

TSU’TEY, JAKE and teenage Na’vis approach the BANSHEE ROOKERY. NEYTIRI flies in on her MOUNTAIN BANSHEE to join them.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE UP and PROTAGONIST RESPONSE: FOLLOW AND LEARN FROM THE EXPERTS. He approaches the BANSHEE ROOKERY.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY, NEYTIRI, JAKE’S BANSHEE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

TSU’TEY says JAKE will go first.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE UP and PROTAGONIST RESPONSE: FOLLOW AND LEARN FROM THE EXPERTS. JAKE and NEYTIRI approach the MOUNTAIN BANSHEES.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI uses SKILL: KNOWLEDGE OF PANDORA. NEYTIRI coaches JAKE on how to pick, approach and tame a MOUNTAIN BANSHEE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE UP. JAKE wrestles JAKE’S BANSHEE into submission.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

JAKE’S BANSHEE fights back.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE. JAKE subdues JAKE’S BANSHEE and connects his ANTENNA.

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

JAKE and JAKE’S BANSHEE form the SHAHAYLA bond.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses SKILL: RIDE BANSHEE

 

RESULTING SITUATION:

JAKE and NEYTIRI take a celebratory lap around the FLOATING MOUNTAINS riding their MOUNTAIN BANSHEES.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Quest completed. JAKE is a TARONU/HUNTER

 

 

 

BEAT 38 PLOTTING INFO

PAGE: 73-75

 

SUMMARY:

NEYTIRI teaches JAKE the SKILL: RIDE BANSHEE

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to master the SKILL: RIDE BANSHEE

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY wants JAKE to be gone. LEONOPTERYX wants to eat JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE masters SKILL: RIDE BANSHEE.

Introduce/foreshadow THE WELL OF SOULS.

Introduce/foreshadow LEONOPTERYX.

 

BEAT 38 SEQUENCE OF EVENTS

OPENING LOCATION:

FLOATING MOUNTAINS

 

OPENING SITUATION:

NEYTIRI is teaching JAKE the SKILL: RIDE BANSHEE

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE says, “I may not be much of a horse guy, but I was born to do this. (foreshadowing his success at taming the LEONOPTERYX.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY, LEONOPTERYX

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

Change location to HOMETREE/BANSHEE EYRIE

JAKE feeds JAKE’S BANSHEE and bonds with it.

TSU’TEY eyes JAKE angrily.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

Change location to SKIES OF PANDORA

JAKE uses SKILL: RIDE BANSHEE. JAKE is riding JAKE’S BANSHEE expertly.

JAKE AND NEYTIRI fly over THE WELL OF SOULS.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

LEONOPTERYX attacks JAKE and NEYTIRI.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses SKILL: RIDE BANSHEE and outmaneuvers LEONOPTERYX.

 

RESULTING SITUATION:

JAKE and NEYTIRI survive and laugh together.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE masters SKILL: RIDE BANSHEE.

Introduce/foreshadow THE WELL OF SOULS.

Introduce/foreshadow LEONOPTERYX.

Establish JAKE and TSU’TEY are still in conflict.

 

 

BEAT 39 PLOTTING INFO

PAGE: 75-76

 

SUMMARY:

JAKE learns about LEONOPTERY and THE WELL OF SOULS. He gives TRUDY a disk with images of THE WELL OF SOULS to pass to QUARITCH.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to learn about Pandora and help QUARITCH.

 

BEAT AGENT’S BEAT GOAL:

GRACE wants to teach JAKE about the LEONOPTERYX and prevent QUARITCH from interfering with TEAM AVATAR’S mission.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Foreshadow future use of LEONOPTERYX and THE WELL OF SOULS.

Foreshadow QUARITCH attacking THE WELL OF SOULS.

 

BEAT 39 SEQUENCE OF EVENTS

OPENING LOCATION:

SITE 26/INTERIOR

 

OPENING SITUATION:

GRACE, NORM, JAKE and TRUDY are looking at pictures JAKE took on his flights.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE watches as GRACE looks at pictures he’s taken on his flights.

 

AGENT OF CONFLICT OR OPPORTUNITY:

GRACE and TRUDY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GRACE says the LEONOPTERYX is a legendary predator.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses SKILL: KNOWLEDGE OF PANDORA. He says TEAM NA’VI call the LEONOPTERYX, “The Last Shadow.”

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TRUDY gives JAKE BACKGROUND INFO: LEONOPTERYX CAN DESTROY GUNSHIPS

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Fast forward in time a few minutes.

JAKE points to a picture of THE WELL OF SOULS and asks about it.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE gives JAKE BACKGROUND INFO: THE WELL OF SOULS IS TEAM NA’VI’S MOST SACRED PLACE

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Fast-forward in time a few minutes.

JAKE gives TRUDY a disk with images of THE WELL OF SOULS reluctantly.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TRUDY tells JAKE that he needs to give QUARITCH some kind of intel or he’ll shut down the Avatar program.

 

RESULTING SITUATION:

TRUDY hides the chip as GRACE and NORM enter the room.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Foreshadow future use of LEONOPTERYX and THE WELL OF SOULS.

Foreshadow QUARITCH attacking THE WELL OF SOULS.

JAKE made a mistake that will have negative repercussions on a future quest.

 

 

 

 

BEAT 40 PLOTTING INFO

PAGE: 76-77

 

SUMMARY:

By talking about her grandfather, NEYTIRI foreshadows war with the humans, JAKE taming a LEONOPTERYX and becoming a hero to TEAM NA’VI for centuries.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to learn about TEAM NA’VI and get closer to NEYTIRI.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to teach JAKE about the history of the LEONOPTERYX.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Foreshadow that great sorrow will come, and JAKE will ride a LEONOPTERYX and bring the tribes together and be known by all Na’vi for generations to come.

This story is also the prize JAKE receives for completing his training, particularly with JAKE’S BANSHEE.

 

BEAT 40 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE/COMMONS

 

OPENING SITUATION:

JAKE stares at a LEONOPTERYX SKULL TOTEM hanging on a wall.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE touches the SKULL TOTEM.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI gives JAKE BACKGROUND INFO: NEYTIRI’S ANCESTOR TAMED A LEONOPTERYX, BACKGROUND INFO: EVERY NAVI KNOWS THAT NEYTIRI’S ANCESTOR BROUGHT THE CLANS TOGETHER IN A TIME OF GREAT SORROW, and BACKGROUND INFO: ONLY 5 LEONOPTERYX HAVE EVER CHOSEN A NA’VI.

PROTAGONIST’S REACTION TO AGENT’S ACTION:

Camera zooms in on the SKULL TOTEM.

 

RESULTING SITUATION:

Scene ends abruptly.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Foreshadow that great sorrow will come, and JAKE will ride a LEONOPTERYX and bring the tribes together and be known by all Na’vi for generations to come.

 

 

 

BEAT 41 PLOTTING INFO

PAGE: 77

 

SUMMARY:

JAKE kills a STURMBEEST and earns the appreciation of NEYTIRI and TSU’TEY.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to kill a STURMBEEST.

 

BEAT AGENT’S BEAT GOAL:

STURMBEEST wants to survive.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE wins NEYTIRI’S heart. This is a victory in his love quest.

JAKE wins some approval from TSU’TEY. This is progress in his quest to earn TSU’TYE’S respect.

 

BEAT 41 SEQUENCE OF EVENTS

OPENING LOCATION:

RANDOM FOREST

 

OPENING SITUATION:

JAKE, NEYTIRI and other hunters are riding BANSHEES, hunting a herd of STURMBEEST.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses SKILL: RIDE BANSHEE and SKILL: TRACKING

 

AGENT OF CONFLICT OR OPPORTUNITY:

STURMBEEST

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

STURMBEEST stampedes in a herd through the forest fleeing JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses SKILL: BOW to kill a STURMBEEST with one shot.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI expresses unbridled admiration and appreciation for JAKE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE is happy. He looks up and sees TSU’TEY flying above them.

 

RESULTING SITUATION:

TSU’TEY salutes JAKE in grudging admiration.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE has earned the full appreciation of NEYTIRI. JAKE makes progress in earning TSU’TEY’S appreciation.

 

 

 

BEAT 42 PLOTTING INFO

PAGE: 77

 

SUMMARY:

At a banquet party at HOMETREE, TSU’TEY gives JAKE a prize of KAVA for earning his respect and completing his quests.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to enjoy the party and be one with TEAM NA’VI.

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY wants to reward JAKE for his success.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Prize received. Quest ended.

 

BEAT 42 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE/COMMONS

 

OPENING SITUATION:

TEAM NA’VI are having a party and feasting on STURMBEEST.

NEYTIRI dances sensually.

NORM dances awkwardly.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE is telling GROUP OF YOUNG NA’VI about how he survived a LEONOPTERYX attack. The children are enthralled.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

Scowling, TSU’TEY approaches JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE braces himself.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TSU’TEY offers JAKE a bowl of KAVA.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE UP. He drinks the KAVA heartily.

 

RESULTING SITUATION:

Everyone is happy.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE receives a prize for completing his training quests. TEAM NA’VI fully accept him, as proven by GROUP OF YOUNG NA’VI admiring him and learning from him. And TSU’TEY gives JAKE a prize of KAVA, signaling JAKE has completed his quest to earn TSU’TEY’s respect.

 

 

BEAT 43 PLOTTING INFO

PAGE: 78-79

 

SUMMARY:

JAKE and TSU’TEY share a moment and almost become friends.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants TSU’TEY to accept him.

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY wants to wrestle with his conflicting racism and respect for JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Increase tension between JAKE and TSU’TEY

BEAT 43 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE/COMMONS

 

OPENING SITUATION:

JAKE and TSU’TEY are both drunk. They are surrounded by a rowdy GROUP OF YOUNG NA’VI.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE drinks KAVA.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

TSU’TEY uses NA’VI FLAW: RACISM. TSU’TEY tells JAKE he didn’t think HUMANS could be brave because they hide behind machines.

 

THE UNIVERSE INTERCEDES:

JAKE is prevented from reacting because NEYTIRI interrupts and insists he come dance with her.

 

PROTAGONIST’S REACTION TO UNIVERSE’S ACTION:

JAKE uses REFUSAL OF THE CALL. JAKE protests.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI forces JAKE to come dance.

 

PROTAGONIST’S REACTION TO UNIVERSE’S ACTION:

JAKE, NEYTIRI, GRACE and others dance without a care in the world.

JAKE and NEYTIRI are focused only each other, being in love.

 

RESULTING SITUATION:

TSU’TEY uses FLAW: JEALOUSY. TSU’TEY scowls at JAKE from a distance.

Other NA’VI acknowledge and celebrate JAKE and NEYTIRI being in love.

MO’AT gives the audience BACKGROUND INFORMATION: NEYTIRI IS BETROTHED TO TSU’TEY.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE reignites conflict with TSU’TEY.

JAKE and NEYTIRI are officially in love and out of the closet about it.

JAKE is accepted by most of TEAM NA’VI.

 

BEAT 44 PLOTTING INFO

PAGE: 79-80

 

SUMMARY:

JAKE explains NATURISM to the audience via narration.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to explain NATURISM to the audience.

 

BEAT AGENT’S BEAT GOAL:

DEAD NA’VI LADY wants to be one with PANDORA.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Impress one of the story’s morals on the audience.

Show how JAKE fully believes in NATURISM now.

 

BEAT 44 SEQUENCE OF EVENTS

OPENING LOCATION:

RANDOM FOREST

 

OPENING SITUATION:

JAKE watches NEYTIRI pour sensuous liquid on herself from a jug-like plant.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE says TEAM NA’VI are profoundly connected to nature and appreciate the symbiotic and continuous relationship all life has to its ecosystem. Everything is one, and all we have is borrowed. One day you have to give everything back.

 

AGENT OF CONFLICT OR OPPORTUNITY:

DEAD NA’VI LADY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

DEAD NA’VI LADY is lowered into the dirt. MO’AT recites a prayer. NEYTIRI performs DEATH RIGHTS.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE wakes up in the AVATAR POD. It is pitch black. JAKE can’t see the human world. He is in a coffin, being reborn. JAKE opens the AVATAR POD. His human body is more withered away.

 

RESULTING SITUATION:

JAKE records a VLOG saying, “I can barely remember my old life. I’m not sure who I am anymore.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE is converted to NATURISM to the death. He has been reborn a Na’vi and is so far from human he can’t even remember his past life.

 

 

 

BEAT 45 PLOTTING INFO

PAGE: 80-81

 

SUMMARY:

GRACE and JAKE report their progress to SELFRIDGE in person. They beg for more time, but SELFRIDGE says the attack on HOMETREE is eminent.

 

PROTAGONIST’S BEAT GOAL:

JAKE and GRACE want to convince SELFRIDGE to give them more time to negotiate with TEAM NA’VI.

 

BEAT AGENT’S BEAT GOAL:

SELFRIDGE wants TEAM NA’VI to move out of HOMETREE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Quest failed.

 

BEAT 45 SEQUENCE OF EVENTS

OPENING LOCATION:

SITE 26/INTERIOR

 

OPENING SITUATION:

SELFRIDGE is playing golf.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE and GRACE approach SELFRIDGE

 

AGENT OF CONFLICT OR OPPORTUNITY:

SELFRIDGE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

SELFRIDGE asks JAKE if TEAM NA’VI have relocated.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE: SARCASM AND HUMOR. JAKE wants to cut the chit chat and get to their report.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

SELFRIDGE says to proceed.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

GRACE says JAKE is making great progress but they need more time.

 

RESULTING SITUATION:

SELFRIDGE uses FLAW: BEUROCRATIC INEPTITUDE, FLAW: GREED, FLAW: DISRESPECT FOR NATURE and SKILL: BEAUROCRATIC RANK. He says the project is happening. TEAM NA’VI are irrelevant. They’re out of time. Then it starts raining on JAKE and GRACE.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE has failed to negotiate a truce with TEAM NA’VI. War is coming.

 

 

 

BEAT 46 PLOTTING INFO

PAGE: 81-82

 

SUMMARY:

QUARITCH gives JAKE one last chance to broker a peace treaty with TEAM NA’VI.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to convince QUARITCH to give him more time to complete his mission.

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants JAKE on TEAM HUMAN.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE has one last chance to complete his mission, upon the condition he pass the final test of Na’vi manhood.

 

BEAT 46 SEQUENCE OF EVENTS

OPENING LOCATION:

MILITARY HANGAR

 

OPENING SITUATION:

QUARITCH pulls up a chair, sits down and analyzes JAKE’S withered appearance.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE acts distant.

 

AGENT OF CONFLICT OR OPPORTUNITY:

QUARITCH

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH says “You’re not getting lost in the woods, are you?”

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE can’t make eye contact with QUARITCH.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

QUARITCH questions JAKE’S commitment to his mission and threatens to shut the Avatar program down.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE’S eyes flare with anger and alarm.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

QUARITCH says JAKE has already succeeded in his mission by giving him intel such as intel on THE WELL OF SOULS. QUARITCH gives JAKE BACKGROUND INFO: RDA WILL ATTACK THE WELL OF SOULS.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE sulks.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

QUARITCH tells JAKE he’ll get the prize for completing the military mission. JAKE will get his legs. QUARITCH tells JAKE it’s time to leave the Avatar program.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE begs QUARITCH to give him one more chance to complete the diplomacy mission. JAKE gives QUARITCH BACKGROUND INFO: THE FINAL TEST OF BECOMING A NA’VI MAN IS “THE DREAM HUNT.” If JAKE can complete it TEAM NA’VI will listen to him.

 

RESULTING SITUATION:

QUARITCH gives JAKE permission but says he needs to make it quick.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE must complete the final test of Na’vi manhood.

Time is running out.

 

 

BEAT 47 PLOTTING INFO

PAGE: 82-85

 

SUMMARY:

JAKE enters his AVATAR POD to take his final test. GRACE protests. JAKE states the stakes and accepts the mission.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to enter his AVATAR POD.

 

BEAT AGENT’S BEAT GOAL:

GRACE wants JAKE to take care of his human body.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Deliberate. Accept the mission. Step up to the threshold.

 

BEAT 47 SEQUENCE OF EVENTS

OPENING LOCATION:

SITE 26/INTERIOR

 

OPENING SITUATION:

JAKE is drinking coffee furiously. GRACE is smoking.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE moves towards his AVATAR POD.

 

AGENT OF CONFLICT OR OPPORTUNITY:

GRACE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GRACE tells JAKE he’s not strong enough to survive the final test.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE UP. JAKE pushes past GRACE.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE warns him the test is very life-threatening.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE: SARCASM AND HUMOR and PROTAGONIST RESPONSE: NEVER GIVE UP. JAKE tells GRACE to help or get out of the way.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NORM calibrates the AVATAR POD.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE gets in the AVATAR POD. JAKE says he has to become one of TEAM NA’VI.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE tells JAKE he can never be a Na’vi. RDA won’t spend the money to let him stay.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE tells GRACE that QUARITCH sent him to gather military intel on TEAM NA’VI.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE asks JAKE whose side he’s on now.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE replies he’s on TEAM NA’VI’s side. He’s not a soldier anymore.

JAKE states the stakes. Both sides would end him if they knew he was lying to them.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE warns him not to go one last time.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE proceeds to shut the AVATAR POD lid.

 

RESULTING SITUATION:

GRACE tells NORM to prep her AVATAR POD. She’s going in.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE

 

 

 

BEAT 48 PLOTTING INFO

PAGE: 85

 

SUMMARY:

NEYTIRI prepares JAKE for THE DREAM WALK.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to prepare for his DREAM WALK.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to help JAKE prepare for his DREAM WALK.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Step up to the threshold. Prepare to fulfill condition.

 

BEAT 48 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE/COMMONS

 

OPENING SITUATION:

NEYTIRI paints JAKE’S face with war paint.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE allows himself to be painted.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI tells JAKE he will know it when he meets his SPIRIT ANIMAL.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE looks at NEYTIRI with unrestrained love.

 

RESULTING SITUATION:

NEYTIRI returns the look. They’re totally in love.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Approaching the threshold. Preparing to enact the plan.

 

 

 

BEAT 49 PLOTTING INFO

PAGE: 85-88

 

SUMMARY:

JAKE completes THE DREAM WALK and find his SPIRIT ANIMAL is the LEONOPTERYX. EYTUKAN official declares JAKE a member of their group.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to take the DREAM WALK.

 

BEAT AGENT’S BEAT GOAL:

MO’AT wants JAKE to take the DREAM WALK.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE completes THE DREAM WALK quest.

Foreshadow JAKE taming a LEONOPTERYX and becoming a legend.

 

BEAT 49 SEQUENCE OF EVENTS

OPENING LOCATION:

HOMETREE/LOWEST LEVEL

 

OPENING SITUATION:

A procession is leading JAKE to the center of a formal gathering.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE walks with the procession to the center of the ring.

 

AGENT OF CONFLICT OR OPPORTUNITY:

MO’AT

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

MO’AT performs DREAMWALK RITES on JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE allows MO’AT to administer poison to him.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

The poison causes him to hallucinate profoundly.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE sees himself casting the shadow of a LEONOPTERYX.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

JAKE’S real body is thriving on the ground. MO’AT says the test is over but the elders must deliberate. Fast forward. EYTUKAN comes out of a tent with JAKE and GROUP OF ELDER NA’VI and announce that JAKE is officially one of their people.

 

RESULTING SITUATION:

Everyone celebrates.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Dream Walk quest completed.

JAKE’S pairing with the LEONOPTERYX is foreshadowed again.

 

 

BEAT 50 PLOTTING INFO

PAGE: 88-91

 

SUMMARY:

JAKE and NEYTIRI have sex and choose each other as life partners.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to have sex with NEYTIRI.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to have sex with JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE receives the prize for completing his quest to become Na’vi.

JAKE completes his quest to mate with NEYTIRI.

 

BEAT 50 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT/NIGHT RANDOM FOREST

 

OPENING SITUATION:

JAKE and NEYTIRI run through the forest playfully holding hands. They arrive at THE TREE OF VOICES.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

Change location to TREE OF VOICES

JAKE uses PROTAGONIST WEAKNESS: UNPREPARED FOR PANDORA.

JAKE looks around in awe.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI tells JAKE that THE TREE OF VOICES can hear and answer prayers.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

WOOD SPRITES fall gently on NEYTIRI and JAKE.

 

AGENT’S REACTION TO THE UNIVERSE’S ACTION:

NEYTIRI tells JAKE he can choose a mate now.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE tells NEYTIRI he has chosen her, but she must choose him.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI says she has already chosen JAKE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses RESOURCE: ANTENNA with SKILL: SHAHAYLU.

JAKE joins his ANTENNA with NEYTIRI’S ANTENNA. They form the SHAHAYLU bond together.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

After having sex, NEYTIR tells JAKE that she had NA’VI FLAW: RACISM, but JAKE cured her of it. NEYTIRI tells JAKE he taught her that spirit is all that matters. NEYTIRI also casually mentions that she and JAKE are now mated for life.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses PROTAGONIST RESPONSE: SARCASM AND HUMOR with PROTAGONIST RESPONSE: NEVER GIVE UP.

JAKE says, “That’s cool. I’m there.”

 

RESULTING SITUATION:

JAKE and NEYTIRI fall asleep in each other’s arms.

JAKE wakes up in his AVATAR POD contemplating how in over his head he is.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Complete quest to mate with NEYTIRI.

Receive prize for completing quest to become Na’vi.

 

 

 

BEAT 51 PLOTTING INFO

PAGE: 91-92

 

SUMMARY:

RDA attacks TEAM NA’VI while JAKE is not in JAKE’S AVATAR BODY.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to get back to NEYTIRI.

 

BEAT AGENT’S BEAT GOAL:

NEYTIRI wants to save JAKE’S AVATAR BODY.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Begin new conflict.

 

BEAT 51 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. WILLOW GLAD – DAWN

 

OPENING SITUATION:

JAKE and NEYTIRI lay in each other’s arms.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE’S AVATAR is asleep.

 

AGENT OF CONFLICT OR OPPORTUNITY:

DOZER

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

DOZER uses SKILL: BULLDOZE OVER THINGS

 

THE UNIVERSE’S REACTION TO THE AGENT’S ACTION:

NEYTIRI tries to wake up JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE’s body is unresponsive because JAKE isn’t uplinked to it.

Change location to: INT. SITE 26 – DAWN

JAKE rushes to get in the AVATAR POD.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE forces him to eat some eggs.

 

RESULTING SITUATION:

JAKE begrudgingly eats and slams the lid to the AVATAR POD shut.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Introduce new conflict/quest.

Approaching battle.

 

 

 

BEAT 52 PLOTTING INFO

PAGE: 92-94

 

SUMMARY:

RDA attacks TEAM NA’VI with DOZERS and MECH SUIT WARRIORS. JAKE attacks back, and QUARITCH leaves the RDA CONTROL ROOM to go kill JAKE.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to survive the attack and stop it.

 

BEAT AGENT’S BEAT GOAL:

DOZER PILOT and SELFRIDGE want to destroy trees.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Begin and escalate quest. False victory.

 

BEAT 52 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. WILLOW GLAD – DAWN

 

OPENING SITUATION:

NEYTIRI is dragging JAKE’S AVATAR BODY to safety.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE wakes up and runs in front of the DOZER to signal it to stop.

 

AGENT OF CONFLICT OR OPPORTUNITY:

DOZER PILOT and SELFRIDGE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

DOZER PILOT uses VIDEO PHONE to SELFRIDGE if he should stop.

 

THE UNIVERSE’S REACTION TO AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

SELFRIDGE uses FLAW: BEUROCRATIC INEPTITUDE with FLAW: DISRESPECT FOR NATURE and SKILL: BEAUROCRATIC RANK.

SELFRIDGE orders DOZER PILOT to continue, adding, “These people have to learn that we won’t stop.”

 

THE UNIVERSE’S REACTION TO AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

DOZER PILOT uses FLAW: OBEDIENCE.

DOZER PILOT doesn’t stop and runs over JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses ACTION: DODGE ATTACK

JAKE rolls out of the way of the DOZER’S BLADES.

JAKE uses ACTION: ATTACK.

JAKE smashes the CAMERA of the DOZER.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

The DOZER stops because it can’t see, but more DOZERS continue.

MECH SUIT WARRIOR sees JAKE and uses GIANT MACHINE GUN on JAKE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses ACTION: DODGE with ACTION: RUN AWAY.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Change location to: INT. RDA CONTROL ROOM

QUARITCH uses VIDEO PHONE.

QUARITCH watches a replay of the video and sees that JAKE attacked the DOZER.

 

RESULTING SITUATION:

QUARITCH uses SKILL: BUREAUCRATIC RANK.

QUARITCH storms out of the room demanding a GUNSHIP PILOT.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Escalate and progress current conflict.

 

 

 

BEAT 53 PLOTTING INFO

PAGE: 94-96

 

SUMMARY:

TSU’TEY challenges JAKE to a fight.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to stop TEAM NA’VI from attacking TEAM HUMAN.

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY wants to kill JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

 

BEAT 53 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. HOMETREE/COMMONS – DAY

 

OPENING SITUATION:

GRACE watches GROUP OF HUNTER NA’VI are preparing to go to battle. GRACE tries to stop them.

TSU’TEY uses NA’VI FLAW: RACISM.

TSU’TEY tells GRACE she can’t speak to them in their home.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE arrives with NEYTIRI.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

TSU’TEY uses ACTION: ATTACK on JAKE.

TSU’TEY strides up to JAKE and pushes him in the chest, knocking JAKE on the ground.

TSU’TEY angrily states that JAKE has mated with NEYTIRI. TSU’TEY adds that TEAM HUMAN destroys everything.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE UP.

JAKE falls down and stands back up and pulls NEYTIRI to his side.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

MO’AT asks if it’s true that JAKE and NEYTIRI mated.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

NEYTIRI confirms they have made their choice and it is done.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TSU’TEY recalls BACKGROUND INFORMATION: NEYTIRI IS BETROTHED TO TSU’TEY

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

MO’AT asks NEYTIRI if this is true, adding that it means NEYTIRI will never be TSAHIK.

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

NEYTIRI says she has chosen her path.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TSU’TEY uses KNIFE and ACTION: ATTACK on JAKE.

TSU’TEY attacks JAKE with a knife.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses ACTION: DODGE and ACTION: ATTACK.

JAKE dodges the blow and elbow’s TSU’TEY in the face.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

EYTUKAN stops TSU’TEY from attacking again.

EYTUKAN uses INVOKE CUSTOM: tells TSU’TEY he must challenge JAKE properly to a proper fight.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TSU’TEY uses NA’VI SKILL: DUEL CHALLENGE.

TSU’TEY challenges JAKE to a duel.

 

RESULTING SITUATION:

JAKE uses NA’VI SKILL: DUEL CHALLENGE.

JAKE accepts the invitation to fight.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Setback. Escalation. New conflict.

 

 

 

BEAT 54 PLOTTING INFO

PAGE: 97

 

SUMMARY:

TRUDY flies QUARITCH to SITE 26.

 

PROTAGONIST’S BEAT GOAL:

TRUDY wants to warn TEAM AVATAR of QUARITCH’S approach.

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants to approach SITE 26 without TEAM AVATAR knowing he’s coming.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Bad guys close in. Escalate tension. Foreshadow attack. Create time crunch.

 

BEAT 54 SEQUENCE OF EVENTS

OPENING LOCATION:

INT./EXT. GUNSHIP -DAY

 

OPENING SITUATION:

TRUDY is flying the GUNSHIP. QUARITCH is in the passenger seat.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

TRUDY uses RADIO to tell NORM she is approaching with QUARITCH.

 

AGENT OF CONFLICT OR OPPORTUNITY:

QUARITCH

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH shuts off the RADIO and tells TRUDY he didn’t tell her to announce his arrival.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TRUDY uses TRAIT: TOUGH GIRL with FLAW: OBEDIENCE.

TRUDY tells QUARTICH she’s just following procedures.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Change location to INT. SITE 26 –DAY

NORM uses RADIO. He is unable to contact TRUDY.

 

RESULTING SITUATION:

NORM looks helplessly at JAKE and GRACE.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Foreshadow QUARITCH’S approach. Escalate tension.

 

 

 

BEAT 55 PLOTTING INFO

PAGE: 97-98

 

SUMMARY:

JAKE and TSU’TEY duel with RESOURCE: FIGHTING STAFFS

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to defeat TSU’TEY in a duel.

 

BEAT AGENT’S BEAT GOAL:

TSU’TEY wants to kill JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Step 2 of duel with TSU’TEY

 

BEAT 55 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. HOMETREE/COMMONS -DAY

 

OPENING SITUATION:

JAKE and TSU’TEY circle each other carrying FIGHTING STAFFS. They are surrounded by GROUP OF RANDOM NA’VI.

GRACE asks JAKE what the hell he’s doing.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE tells GRACE, it’s the only way to make TSU’TEY listen.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

TSU’TEY uses RESOURCE: FIGHTING STAFF with ACTION: ATTACK

TSU’TEY lunges at JAKE with his FIGHTING STAFF.

 

RESULTING SITUATION:

TSU’TEY and JAKE go back and forth hitting each other with RESOURCE: FIGHTING STAFF.

Scene ends with cutaway as they’re still fighting.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Progress quest to defeat TSU’TEY in a duel.

 

 

 

BEAT 56 PLOTTING INFO

PAGE: 98-99

 

SUMMARY:

QUARITCH arrests TEAM AVATAR, and JAKE loses his duel with TSU’TEY.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to beat TSU’TEY in a duel.

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants to arrest JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE fails his quest to beat TSU’TEY.

JAKE’s false victory stopping the DOZER repercussions have come back to him.

Setback. Enemy scores a victory.

 

BEAT 56 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. SITE 26 – DAY

 

OPENING SITUATION:

The GUNSHIP lands outside and QUARITCH jumps out with GROUP OF FOOT SOLDIERS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

Change location to: INT. HOMETREE/COMMONS

JAKE uses RESOURCE: STAFF with ACTION: ATTACK on TSU’TEY.

JAKE and NEYTIRI trade blows. JAKE is winning.

 

AGENT OF CONFLICT OR OPPORTUNITY:

TSU’TEY and QUARITCH

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

Change location to: INT. SITE 26 – DAY

QUARITCH slams through the door.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NORM tries to stop QUARITCH.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

QUARITCH pushes NORM aside and turns the power to GRACE’S AVATAR POD off.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

Change location to: INT. HOMETREE/COMMONS

GRACE’S AVATAR BODY goes limp. Then JAKE’S AVATAR BODY goes limp just as TSU’TEY is swinging his FIGHTING STAFF at JAKE’S head.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TSU’TEY raises his arms victorious and gives a victory cry.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

Change location to INT. SITE 26 – DAY

JAKE wakes up in the AVATAR POD and asks QUARITCH, “What the hell?”

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

QUARITCH punches JAKE in the face and arrests TEAM AVATAR.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

Change location to: INT. HOMETREE/COMMONS

TSU’TEY says JAKE is a demon in a false body and should die. TSU’TEY prepares to kill JAKE with KNIFE.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

NEYTIRI uses ACTION: ATTACK on TSU’TEY.

NEYTIRI attacks TSU’TEY and protects JAKE while threatening TSU’TEY.

 

RESULTING SITUATION:

TSU’TEY walks off victorious.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Failure of quest to beat TSU’TEY in a duel.

Failure of quest to negotiate peace with TEAM NA’VI.

 

 

 

BEAT 57 PLOTTING INFO

PAGE: 99-102

 

SUMMARY:

JAKE and GRACE beg SELFRIDGE and QUARITCH to stop the attack but fail.

 

PROTAGONIST’S BEAT GOAL:

JAKE and GRACE want to convince SELFRIDGE and QUARITCH to not attack TEAM NA’VI.

 

BEAT AGENT’S BEAT GOAL:

SELFRIDGE and QUARITCH want to attack TEAM NA’VI.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE fails again in his quest to stop the attack.

 

BEAT 57 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. RDA CONTROL ROOM – DUSK

 

OPENING SITUATION:

JAKE, GRACE, QUARITCH, and SELFRIDGE are standing around the VIDEO PHONE watching VIDEO OF JAKE BASHING THE DOZER.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE is sitting in his WHEEL CHAIR bloody and bruised.

 

AGENT OF CONFLICT OR OPPORTUNITY:

QUARITCH and SELFRIDGE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH uses SPEECH on JAKE

QUARITCH tells JAKE he forgot which team he was on.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses BODY LANGUAGE: EVIL EYE on QUARITCH

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE intercedes.

GRACE begs SELFRIDGE and QUARITCH to back down.

GRACE gives SELFRIDGE and QUARITCH BACKGROUND INFO: THE TREES ON PANDORA SHARE A NEURAL NETWORK.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

SELFRIDGE uses FLAW: DISRESPECT FOR NATURE with SPEECH on GRACE.

SELFRIDGE tells GRACE he doesn’t believe or care about the sanctity of life on PANDORA. GRACE tells them they need to understand PANDORA.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

QUARITCH uses RESOURCE: JAKE’S VLOG on TEAM AVATAR.

QUARITCH shows a VLOG of JAKE saying TEAM NA’VI will never leave HOMETREE. TEAM HUMAN has nothing they want.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE uses BODYLANGUAGE: HORRIFIED.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

SELFRIDGE uses FLAW: BUREAUCRATIC INEPTITUDE with SKILL: BUREAUCRATIC RANK with SPEECH on TEAM AVATAR.

SELFRIDGE says the Avatar program is shut down, and TEAM AVATAR will leave PANDORA on the next space shuttle.

 

RESULTING SITUATION:

JAKE, GRACE and NORM are speechless.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

All hope is lost.

 

 

 

BEAT 58 PLOTTING INFO

PAGE: 102

 

SUMMARY:

QUARITCH tells SELFRIDGE that their dozers were attacked by Na’vi and wiped out.

 

PROTAGONIST’S BEAT GOAL:

QUARITCH wants to learn about TEAM NA’VI’S attack on TEAM HUMAN’S DOZERS.

 

BEAT AGENT’S BEAT GOAL:

WAINTREE wants to tell QUARITCH and SELFRIDGE about the attack on the DOZERS.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Bad guys close in. Escalate tension. Reduce hope.

 

BEAT 58 SEQUENCE OF EVENTS

OPENING LOCATION:

RDA CONTROL ROOM

 

OPENING SITUATION:

QUARITCH and SELFRIDGE are using COMPUTER to look at video of burned DOZERS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

QUARITCH watches the video.

 

AGENT OF CONFLICT OR OPPORTUNITY:

WAINFLEET

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

WAINFLEET uses VIDEO PHONE to say TEAM NA’VI used BANSHEES to attack DOZERS.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

QUARITCH asks how many humans were killed.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

WAINFLEET says 6 humans were killed and the DOZERS are completely destroyed.

 

RESULTING SITUATION:

SELFRIDGE is distraught.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

QUARITCH gets what he needs to declare war.

SELFRIDGE’S commitment to war is waffling.

 

 

 

BEAT 59 PLOTTING INFO

PAGE: 103

 

SUMMARY:

QUARITCH convinces SELFRIDGE to attack HOMETREE.

 

PROTAGONIST’S BEAT GOAL:

QUARITCH wants to convince SELFRIDGE to attack HOMETREE.

 

BEAT AGENT’S BEAT GOAL:

SELFRIDGE wants to avoid unnecessary conflict.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Bad guys close in. Escalate tension. Planning/preparation. Create hope.

 

BEAT 59 SEQUENCE OF EVENTS

OPENING LOCATION:

SELFRIDGE’S OFFICE

 

OPENING SITUATION:

QUARITCH is explaining his attack plan to SELFRIDGE.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

QUARTICH says the attack will have minimal casualties to TEAM NA’VI by using GAS to clear them out first.

 

AGENT OF CONFLICT OR OPPORTUNITY:

SELFRIDGE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

SELFRIDGE uses BODY LANGUAGE: EXASPERATION

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

QUARITCH tells SELFRIDGE not to be a wussy and they have the justification they need to go to war.

 

RESULTING SITUATION:

SELFRIDGE uses SKILL: BUREAUCRATIC RANK with FLAW: BUREAUCRATIC INEPTITUDE

SELFRIDGE relents and agrees to the attack.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Move closer to war. Increase tension. Foreshadow SELFRIDGE giving TEAM AVATAR another chance at diplomacy.

 

 

 

BEAT 60 PLOTTING INFO

PAGE: 103-104

 

SUMMARY:

TRUDY warns TEAM AVATAR that TEAM HUMAN is mobilizing to attack HOMETREE.

 

PROTAGONIST’S BEAT GOAL:

TEAM AVATAR wants TEAM HUMAN not to attack TEAM NA’VI.

 

BEAT AGENT’S BEAT GOAL:

TRUDY wants to warn TEAM AVATAR that TEAM HUMAN is mobilizing to attack HOMETREE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Escalate tension. Give TEAM AVATAR the opportunity to get back in the quest.

 

BEAT 60 SEQUENCE OF EVENTS

OPENING LOCATION:

AVATAR LAB

 

OPENING SITUATION:

GRACE, NORM and JAKE are packing up RANDOM SCIENCE EQUIPMENT.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

GRACE says TEAM HUMAN bulldozed WILLOW GROVE to incite an attack (reference to QUARITCH telling JAKE his intel on holy sites would be useful to the military).

 

AGENT OF CONFLICT OR OPPORTUNITY:

NORM and TRUDY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NORM says he can’t believe TEAM HUMAN would desecrate a holy site to instigate a war.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses SKILL: ACT LIKE A MARINE

JAKE says “When people are sitting on shit you want, you make them your enemy. Then you’re justified in taking it.”

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TRUDY enters AVATAR LAB in a hurry.

TRUDY says GUNSHIPS are prepping to attack HOMETREE.

 

RESULTING SITUATION:

GRACE and JAKE rush out of AVATAR LAB in a panic.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Escalation. Progress towards entering the conflict.

 

 

 

BEAT 61 PLOTTING INFO

PAGE: 104

 

SUMMARY:

GRACE and JAKE convince SELFRIDGE to give them another shot at diplomacy.

 

PROTAGONIST’S BEAT GOAL:

GRACE and JAKE convince SELFRIDGE to give them another shot at diplomacy.

 

BEAT AGENT’S BEAT GOAL:

SELFRIDGE wants to avoid needless bloodshed.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE gets back in the conflict.

 

BEAT 61 SEQUENCE OF EVENTS

OPENING LOCATION:

RDA CONTROL ROOM

 

OPENING SITUATION:

SELFRIDGE looks out the window at GUNSHIPS mobilizing.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

GRACE enters pleading with SELFRIDGE to call off the attack

 

AGENT OF CONFLICT OR OPPORTUNITY:

SELFRIDGE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

SELFRIDGE uses FLAW: DISRESPECT FOR NATURE.

SELFRIDGE says TEAM NA’VI are savages.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

GRACE says “think of the children.”

JAKE says “you don’t want this kind of blood on your hands” and says he can still convince TEAM NA’VI to move.

 

RESULTING SITUATION:

SELFRIDGE considers their arguments.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

JAKE gets back in the game. Progress.

 

 

 

BEAT 62 PLOTTING INFO

PAGE: 104-106

 

SUMMARY:

JAKE and GRACE try to warn TEAM NA’VI that HOMETREE is about to be attacked.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to warn TEAM NA’VI they’re about to be attacked.

 

BEAT AGENT’S BEAT GOAL:

MO’AT, NEYTIRI AND TSU’TEY want to survive and not be lied to.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE fails to accomplish his goal. Setback.

 

BEAT 62 SEQUENCE OF EVENTS

OPENING LOCATION:

AVATAR LAB

 

OPENING SITUATION:

SELFRIDGE escorts JAKE and GRACE to their AVATAR PODS. SELFRIDGE tells them they have 1 hour.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE enters his AVATAR POD.

Change location to: INT. HOMETREE/COMMONS – DAY

TEAM NA’VI are gathered. JAKE addresses the crowd.

 

AGENT OF CONFLICT OR OPPORTUNITY:

MO’AT, NEYTIRI, TSUTEY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

MO’AT gives JAKE permission to speak.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE tells TEAM NA’VI that TEAM HUMAN is coming to kill them and that he knew it all along.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI is heartbroken. NEYTIRI tells JAKE he’ll never be a NA’VI.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TSU’TEY orders his HUNTERS to bind JAKE and GRACE.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

HUNTERS bind JAKE and GRACE.

 

RESULTING SITUATION:

JAKE and GRACE do not resist as they’re hogtied.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Raise tension. Lower hope. Fail to progress.

 

 

 

BEAT 63 PLOTTING INFO

PAGE: 106-111

 

SUMMARY:

Attack on HOMETREE.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to survive the attack and help others survive.

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants to destroy HOMETREE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Dark night of the soul. All hope is lost. Total failure. Setup to rise from the ashes.

 

BEAT 63 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. RANDOM FOREST – DAY

 

OPENING SITUATION:

QUARITCH looks out the cockpit of the DRAGON GUNSHIP as it flies over the forest in formation with other GUNSHIPS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

Change location to: EXT. HOMETREE – DAY

JAKE and GRACE are tied to stakes.

 

AGENT OF CONFLICT OR OPPORTUNITY:

QUARITCH

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

Change location to: INT. DRAGON GUNSHIP COCKPIT

QUARITCH remarks to DRAGON GUNSHIP PILOT that diplomacy failed. QUARITCH is happy JAKE and GRACE are facing impending death.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

Change location to: EXT. HOMETREE – DAY

JAKE tells TEAM NA’VI to get out of HOMETREE.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

EYTUKAN tells TSU’TEY to attack the GUNSHIPS with BANSHEES.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TSU’TEY runs up towards the EYERIE with GROUP OF NA’VI HUNTERS

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

QUARITCH orders DRAGON GUNSHIP PILOT to fire GAS at HOMETREE.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TEAM NA’VI disperses. GROUP OF NA’VI HUNTERS fire BOWS at DRAGON GUNSHIP.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

QUARITCH orders DRAGON GUNSHIP PILOT to fire MISSLES at HOMETREE.

DRAGON GUNSHIP PILOT uses FLAW: OBEDIENCE.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

MO’AT frees JAKE and GRACE using KNIFE.

MO’AT tells JAKE he is one of them and needs to help them.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE tells everyone to run because QUARITCH is about to blow up HOMETREE.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

QUARITCH orders the GUNSHIPS to blow up HOMETREE.

GUNSHIP PILOTS use FLAW: OBEDIENCE and blow up HOMETREE.

TRUDY abandons the fight.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE searches for NEYTIRI.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI finds EYTUKAN dying. With his last breath, EYTUKAN gives NEYTIRI his BOW.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE finds NEYTIRI and tries to help her.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI rejects JAKE and tells him to go away and never come back.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE stumbles off in to the forest. In a voice over, JAKE says he failed his dream and sooner or later you have to wake up.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Change location to: AVATAR LAB.

SELFRIDGE gives the order to turn off the AVATAR PODS.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

RANDOM FOOT SOLDIER turns off the power to the AVATAR PODS.

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Change location to EXT. HOMETREE – DAY

JAKE’S AVATAR BODY and GRACE’S AVATAR BODY slump to the ground.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

MO’AT rescues GRACE’S AVATAR BODY.

 

RESULTING SITUATION:

Change location to: INT. AVATAR LAB

JAKE wakes up in his AVATAR POD and is arrested by RANDOM FOOT SOLDIER.

 

Change location to: RANDOM FOREST

NEYTIRI looks back at HOMETREE burning and weeps. Two NA’VI HUNTERS drag GRACE’S AVATAR BODY on a makeshift travois.

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

All hope is lost. Total failure.

 

 

BEAT 64 PLOTTING INFO

PAGE: 111-112

 

SUMMARY:

TRUDY breaks TEAM AVATAR out of RDA COMPOUND PRISON.

 

PROTAGONIST’S BEAT GOAL:

TRUDY wants to break TEAM AVATAR out of PRISON.

 

BEAT AGENT’S BEAT GOAL:

PRISON GUARD #1 and PRISON GUARD #2 want to keep TEAM AVATAR in PRISON.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

TEAM AVATAR is back on their quest. Progress. Hope

 

BEAT 64 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. RDA COMPOUND PRISON – NIGHT

 

OPENING SITUATION:

GRACE, NORM, MAX and JAKE are sitting in a common jail cell.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

TRUDY approaches RANDOM FOOT SOLDIER with food for the prisoners.

 

AGENT OF CONFLICT OR OPPORTUNITY:

PRISON GUARD #1

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

PRISON GUARD #1 looks at the food.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TRUDY neutralizes PRISON GUARD #1 with RESOURCE: HAND GUN

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

MAX retrieves PRISON GUARD #1’S KEY CARD

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

PRISON GUARD #2 comes around the corner.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

TRUDY attacks PRISON GUARD #2

TRUDY punches PRISON GUARD #2 in the throat.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

PRISON GUARD #1 tries to attack TRUDY.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

MAX attacks PRISON GUARD #1 neutralizing PRISON GUARD #1

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

NORM rewards TRUDY with the prize of a kiss and a compliment.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

JAKE takes RESOURCE: HAND GUN from PRISON GUARD #1

 

RESULTING SITUATION:

TEAM AVATAR escapes, stating that they’re going to go start a revolution.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

TEAM AVATAR is back on their quest. Progress. Hope. Ace in the hole/mole (TRUDY) used.

 

 

 

BEAT 65 PLOTTING INFO

PAGE: 113

 

SUMMARY:

TEAM AVATAR travels from the RDA COMPOUND/PRISON to the RDA COMPOUND/AIRFIELD through RDA COMPOUND/CORRIDOR.

 

PROTAGONIST’S BEAT GOAL:

TEAM AVATAR wants to escape the RDA COMPOUND.

 

BEAT AGENT’S BEAT GOAL:

An AIRLOCK stands in their way.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Escape scene. Foreshadow/emphasize the danger of POISON AIR outside.

 

BEAT 65 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. RDA COMPOUND/CORRIDOR

 

OPENING SITUATION:

TEAM AVATAR is running down the RDA COMPOUND CORRIDOR

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses WHEELCHAIR to keep up with TEAM AVATAR.

 

AGENT OF CONFLICT OR OPPORTUNITY:

AIRLOCK

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

The AIRLOCK blocks TEAM AVATAR’S path to RDA COMPOUND AIRFIELD.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TEAM AVATAR finds BIOSUITS and uses them.

JAKE tells TRUDY to prepare TRUDY’S GUNSHIP

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TRUDY obeys JAKE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE tells MAX to stay in the RDA COMPOUND and act as a mole.

 

RESULTING SITUATION:

MAX obeys JAKE.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Progress on quest escaping RDA COMPOUND

 

 

 

BEAT 66 PLOTTING INFO

PAGE: 113

 

SUMMARY:

TEAM AVATAR gets to the GUNSHIP

 

PROTAGONIST’S BEAT GOAL:

TEAM AVATAR wants to get on TRUDY’S GUNSHIP

 

BEAT AGENT’S BEAT GOAL:

RANDOM FOOT SOLDIER wants to stop TEAM AVATAR from escaping.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress in quest to escape RDA COMPOUND

 

BEAT 66 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. RDA COMPOUND/AIRFIELD – NIGHT

TRUDY’S GUNSHIP is turning on.

 

OPENING SITUATION:

Change location to: INT. TRUDY’S GUNSHIP – NIGHT

TRUDY and NORM are hurriedly using SKILL: FLY GUNSHIP to do the preflight checks.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE is not present but on his way to the scene.

 

AGENT OF CONFLICT OR OPPORTUNITY:

RANDOM FOOT SOLDIER

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

RANDOM FOOT SOLDIER approaches and tells TRUDY to turn off the GUNSHIP

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE sneaks up on RANDOM FOOT SOLDIER and uses HAND GUN to neutralize RANDOM FOOT SOLDIER.

 

RESULTING SITUATION:

TEAM AVATAR is able to escape in TRUDY’S GUNSHIP.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Progress in quest to escape RDA COMPOUND.

 

 

 

BEAT 67 PLOTTING INFO

PAGE: 114

 

SUMMARY:

QUARITCH discovers TEAM AVATAR is escaping and shoots GRACE.

 

PROTAGONIST’S BEAT GOAL:

TEAM AVATAR wants to escape RDA COMPOUND/AIRFIELD in TRUDY’S GUNSHIP.

 

BEAT AGENT’S BEAT GOAL:

QUARTICH wants to stop TEAM AVATAR from escaping RDA COMPOUND.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Complete quest to escape. Create new quest to save GRACE. Begin new quest to help NA’VI.

 

BEAT 67 SEQUENCE OF EVENTS

OPENING LOCATION:

RDA COMPOUND/CONTROL ROOM

 

OPENING SITUATION:

QUARITCH uses COMPUTER to see VIDEO from SURVEILANCE CAMERA of TEAM AVATAR escaping

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

TEAM AVATAR is getting in TRUDY’S GUNSHIP.

 

AGENT OF CONFLICT OR OPPORTUNITY:

QUARITCH

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH uses ALARM BUTTON and draws his HAND GUN and takes a deep breath before opening the EMERGENCY DOOR.

Change location to: EXT. RDA COMPOUND/AIRFIELD

QUARITCH uses HAND GUN to shoot at TRUDY’S GUNSHIP.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TRUDY uses SKILL: FLY GUNSHIP and makes evasive maneuvers.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

BULLETS fly through open door of TRUDY’S GUNSHIP.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE celebrates their escape.

 

RESULTING SITUATION:

GRACE reveals she has been hit by BULLET.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Complete quest to escape RDA COMPOUND. False Victory. Begin quest to save GRACE and quest to return to TEAM NA’VI.

 

 

 

BEAT 68 PLOTTING INFO

PAGE: 114

 

SUMMARY:

TEAM AVATAR obtains a resource/location: SITE 26/LINK MODULE.

 

PROTAGONIST’S BEAT GOAL:

TEAM AVATAR wants to obtain SITE 26/LINK MODULE.

 

BEAT AGENT’S BEAT GOAL:

PANDORA’s gravity wants to keep heavy things on the ground.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress in quest to help Na’vi by acquiring resource.

 

BEAT 68 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. SITE 26 – NIGHT

 

OPENING SITUATION:

NORM’S AVATAR BODY is standing guard on SITE 26/LINK MODULE. NORM is holding a GIANT MACHINE GUN.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

TRUDY uses TRUDY’S GUNSHIP to lift the modular building away and fly off.

 

AGENT OF CONFLICT OR OPPORTUNITY:

PANDORA

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

PANDORA uses GRAVITY and WIND.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TRUDY uses SKILL: FLY GUNSHIP.

 

RESULTING SITUATION:

TEAM AVATAR flies deeper into the FLOATING MOUNTAINS.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Progress quest.

 

 

 

BEAT 69 PLOTTING INFO

PAGE: 115

 

SUMMARY:

TEAM AVATAR creates a plan to accomplish their quests to reach TEAM NA’VI and save GRACE.

 

PROTAGONIST’S BEAT GOAL:

TEAM AVATAR wants to reach safety, reach TEAM NA’VI and save GRACE.

 

BEAT AGENT’S BEAT GOAL:

GRACE wants to give up.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress on quest to help TEAM NA’VI.

Progress on quest to save GRACE.

Escalate tension. Lower hope.

 

BEAT 69 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. TRUDY’S GUNSHIP – NIGHT

 

OPENING SITUATION:

TRUDY’S GUNSHIP’S NAVIGATION EQUIPMENT is malfunctioning. TRUDY uses SKILL: FLY GUNSHIP to fly visually.

TRUDY says they can’t be tracked.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE gives BACKGROUND INFO: NAVIGATION EQUIPMENT WORKS WORST AT THE WELL OF SOULS.

JAKE tells TRUDY to fly them to THE WELL OF SOULS.

 

AGENT OF CONFLICT OR OPPORTUNITY:

GRACE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GRACE is bleeding and dying.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses MORPHINE on GRACE

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE tells JAKE to give up his quest to save her because it’s hopeless.

 

RESULTING SITUATION:

JAKE tells GRACE that he has faith TEAM NA’VI can help her.

 

 

 

BEAT 70 PLOTTING INFO

 

PAGE: 115-116

 

SUMMARY:

TEAM NA’VI are regrouping at the Well of Souls

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to reunite with TEAM NA’VI.

 

BEAT AGENT’S BEAT GOAL:

MO’AT wants help from EWA.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Setup TEAM AVATAR and TEAM NA’VI reuniting.

BEAT 70 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. WELL OF SOULS – DAWN

 

OPENING SITUATION:

TRUDY’S GUNSHIP flies over THE WELL OF SOULS, which is surrounded by enormous arches of MAGNETIC ROCK

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

(voice over) JAKE says he predicted TEAM NA’VI would regroup at THE WELL OF SOULS because of BACKGROUND INFO: THE WELL OF SOULS IS TEAM NA’VI’S MOST SACRED PLACE.

 

AGENT OF CONFLICT OR OPPORTUNITY:

MO’AT

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

MO’AT stands in the middle of a giant circle of RANDOM NA’VI, leading them in GROUP PRAYER CHANT.

MOAT asks NA’VI ANCESTOR SPIRITS who live within EWA to guide them by giving them a sign.

 

RESULTING SITUATION:

Scene ends abruptly.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Progress on quest to help TEAM NA’VI. TEAM NA’VI desires assistance.

 

 

 

BEAT 71 PLOTTING INFO

 

PAGE: 116

 

SUMMARY:

JAKE gets in his AVATAR POD.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to save GRACE’S life and reunite with TEAM NA’VI

 

BEAT AGENT’S BEAT GOAL:

GRACE is ready to die.

NORM wants to give JAKE a warning.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Escalate. Lower hope. Progress quest to reunite with TEAM NA’VI.

 

BEAT 71 SEQUENCE OF EVENTS

 

OPENING LOCATION:

EXT. FOREST CLEARING – DAY

 

OPENING SITUATION:

TEAM NA’VI uses TRUDY’S GUNSHIP to lower SITE 26 MODULE/LINK MODULE near

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

Change location to: INT. SITE 26/LINK MODULE

 

AGENT OF CONFLICT OR OPPORTUNITY:

GRACE, NORM and TRUDY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GRACE is dying. TRUDY shakes her head at JAKE showing hope is gone.

NORM gives JAKE BACKGROUND INFO: TSU’TEY IS SECOND IN LINE TO BE LEADER OF TEAM NA’VI. Since EYTUKAN is dead, TSU’TEY is the new leader.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE uses PROTAGONIST RESPONSE: NEVER GIVE UP.

JAKE says he has to try.

 

RESULTING SITUATION:

JAKE uses AVATAR POD.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Escalate. Progress. Lower hope.

 

 

 

BEAT 72 PLOTTING INFO

PAGE: 117

 

SUMMARY:

JAKE obtains JAKE’S BANSHEE.

 

PROTAGONIST’S BEAT GOAL:

Find a way to get TEAM NA’VI to listen to him.

 

BEAT AGENT’S BEAT GOAL:

JAKE’S BANSHEE wants to help JAKE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

JAKE obtains a resource to help him and foreshadows his plan.

 

BEAT 72 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. RUINS OF HOMETREE

 

OPENING SITUATION:

JAKE’S AVATAR BODY wakes up.

JAKE surveys the wreckage. It looks just like his vision during his DREAM WALK.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

(voice over) JAKE says he’s going to have to do something outside-the-box to get TEAM NA’VI to listen to him.

 

AGENT OF CONFLICT OR OPPORTUNITY:

JAKE’S BANSHEE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

JAKE’S BANSHEE flies down to JAKE.

 

RESULTING SITUATION:

JAKE pets JAKE’S BANSHEE.

(voice over) JAKE says his life has boiled down to one insane move.

JAKE tells JAKE’S BANSHEE it’s time to fly.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Progress quest. State plan.

 

 

 

BEAT 73 PLOTTING INFO

PAGE: 117-118

 

SUMMARY:

JAKE obtains the LEONOPTERYX

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to tame LEONOPTERYX.

 

BEAT AGENT’S BEAT GOAL:

LEONOPTERYX wants to eat everything.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress. Progress towards unifying with TEAM NA’VI. Epic/foreshadowed resource acquired.

 

BEAT 73 SEQUENCE OF EVENTS

OPENING LOCATION:

SKIES OF PANDORA

 

OPENING SITUATION:

LEONOPTERYX flies around.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

(voice over) JAKE says the LEONOPTERYX’S weakness is it has no predators. So it never expects an attack from above.

 

AGENT OF CONFLICT OR OPPORTUNITY:

LEONOPTERYX

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

LEONOPTERYX flies around nonchalantly.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE rides JAKE’S BANSHEE above LEONOPTERYX and leaps down towards it.

 

RESULTING SITUATION:

(Voice over) JAKE says his plan is just an untested theory as he descends towards LEONOPTERYX.

 

 

 

 

BEAT 74 PLOTTING INFO

PAGE: 118-119

 

SUMMARY:

JAKE reunites with TEAM NA’VI.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to unify TEAM AVATAR with TEAM NA’VI.

 

BEAT AGENT’S BEAT GOAL:

TEAM AVATAR wants help from above.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Complete quest to unify TEAM AVATAR with TEAM NA’VI.

 

BEAT 74 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. WELL OF SOULS – LATE AFTERNOON

 

OPENING SITUATION:

TEAM NA’VI are using GROUP PRAYER CHANT.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE lands in front of TEAM NA’VI riding LEONOPTERYX.

 

AGENT OF CONFLICT OR OPPORTUNITY:

NEYTIRI, MO’AT and TSU’TEY

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI accepts JAKE.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE acknowledges TSU’TEY’S authority and asks for his help.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TSU’TEY accepts JAKE.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE asks MO’AT to help GRACE.

 

RESULTING SITUATION:

MO’AT agrees to help GRACE.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Complete unification quest.

 

 

 

BEAT 75 PLOTTING INFO

PAGE: 120-121

 

SUMMARY:

JAKE and MO’AT prep GRACE for SOUL TRANSFER.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to save GRACE.

 

BEAT AGENT’S BEAT GOAL:

MO’AT wants to tell JAKE how to use THE GREAT TREE to use SOUL TRANSFER to save GRACE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress saving GRACE. Foreshadow JAKE’S SOUL TRANSFER.

 

BEAT 75 SEQUENCE OF EVENTS

OPENING LOCATION:

THE WELL OF SOULS

 

OPENING SITUATION:

JAKE carries GRACE to THE GREAT TREE.

NORM carries GRACE’S AVATAR to THE GREAT TREE.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE lays GRACE down.

 

AGENT OF CONFLICT OR OPPORTUNITY:

MO’AT

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

MO’AT gives JAKE BACKGROUND INFO: EWA CAN USE THE GREAT TREE TO MOVE SOULS INTO NEW BODIES

MO’AT says EWA can use THE GREAT TREE to transfer GRACE’S soul into GRACE’S AVATAR.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE asks if that’s truly possible.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

MO’AT says it might not work because GRACE is too weak.

 

THE PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE preps GRACE for SOUL TRANSFER.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE gives JAKE full kudos/acceptance/respect for doing better than her at joining TEAM NA’VI. GRACE always used FLAW: OBJECTIVE DETACHMENT when she should have given TEAM NA’VI her heart.

GRACE tells JAKE to do whatever it takes to save TEAM NA’VI.

 

RESULTING SITUATION:

JAKE promises GRACE he will do whatever it takes to save TEAM NA’VI.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Progress in quest to save GRACE.

BEAT 76 PLOTTING INFO

PAGE: 121

 

SUMMARY:

JAKE and TEAM NA’VI try to use THE GREAT TREE to transfer GRACE’S soul to GRACE’S AVATAR BODY.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to save GRACE.

 

BEAT AGENT’S BEAT GOAL:

THE GREAT TREE wants to save GRACE.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Fail quest to save Grace.

Foreshadow JAKE using SOUL TRANSFER.

Create/instigate plan to recruit allies.

 

BEAT 76 SEQUENCE OF EVENTS

 

OPENING LOCATION:

THE WELL OF SOULS

 

OPENING SITUATION:

TEAM NA’VI is performing SOUL TRANSFER RITE.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE holds GRACE’S hand.

 

AGENT OF CONFLICT OR OPPORTUNITY:

THE GREAT TREE

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

THE GREAT TREE uses ROOT TENDRILS to connect to GRACE and GRACE’S AVATAR BODY.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GRACE says she is with EWA.

GRACE dies.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE is upset.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

THE GREAT TREE lets go of GRACE and GRACE’S AVATAR BODY with its ROOT TENDRILS

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

MO’AT tells JAKE that GRACE is dead but with EWA.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE asks TSU’TEY for permission to speak to TEAM NA’VI.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

TSU’TEY grants JAKE permission.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE tells TEAM NA’VI to recruit the TEAM NA’VI HORSE CLANS and TEAM NA’VI BANSHEE CLANS for a war party.

JAKE tells TEAM NA’VI to invoke BACKGROUND INFO: EVERY NAVI KNOWS THAT NEYTIRI’S ANCESTOR BROUGHT THE CLANS TOGETHER IN A TIME OF GREAT SORROW with BACKGROUND INFO: JAKE IS THE NEW LEONOPTYRX RIDER/CLAN UNIFIER

RESULTING SITUATION:

JAKE, NEYTIRI and TEAM NA’VI jump on their BANSHEES and fly off in every direction.

 

EFFECTS OF RESULTING SITUATION ON PLOT PROGRESSION:

Fail quest to save GRACE.

Begin quest to unify TEAM NA’VI clans. Gather allies.

 

 

BEAT 77 PLOTTING INFO

PAGE: 123

 

SUMMARY:

JAKE visits and preaches to GROUP OF HORSE CLAN WARRIORS to recruit them for their war party.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to convince GROUP OF HORSE CLAN WARRIORS to join their war party.

 

BEAT AGENT’S BEAT GOAL:

GROUP OF HORSE CLAN WARRIORS want to honor tradition.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Gather allies. Prepare for final assault.

 

BEAT 77 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. HORSE CLAN GATHERING – NIGHT

 

OPENING SITUATION:

JAKE, NEYTIRI and LEONOPTERYX stand in front of GROUP OF HORSE CLAN WARRIORS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE uses BACKGROUND INFO: EVERY NAVI KNOWS THAT NEYTIRI’S ANCESTOR BROUGHT THE CLANS TOGETHER IN A TIME OF GREAT SORROW and BACKGROUND INFO: JAKE IS THE NEW LEONOPTYRX RIDER/CLAN UNIFIER

JAKE tells GROUP OF HORSE CLAN WARRIORS he’s the SHADOW RIDER and it’s time to follow him.

AGENT OF CONFLICT OR OPPORTUNITY:

GROUP OF HORSE CLAN WARRIORS

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

THE HORSE CLAN WARRIORS use WAR CRY and mount their DIRE HORSES.

 

THE UNIVERSE’S REACTION TO THE AGENT’S ACTION:

(Fast forward)

Change location to: THE WELL OF SOULS

HORSE CLAN WARRIORS and BANSHEE CLAN WARRIORS are streaming into THE WELL OF SOULS

 

RESULTING SITUATION:

JAKE watches his army gather.

 

 

 

BEAT 78 PLOTTING INFO

PAGE: 124

 

SUMMARY:

QUARITCH gives a speech to RDA PERSONELL that they need to fight TEAM NA’VI.

 

PROTAGONIST’S BEAT GOAL:

QUARITCH wants to rally his troops and explain his attack plan.

 

BEAT AGENT’S BEAT GOAL:

GROUP OF RDA PERSONELL want to survive.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

ANTAGONIST explains his plan to the audience

 

BEAT 78 SEQUENCE OF EVENTS

 

OPENING LOCATION:

INT. RDA COMPOUND/CAFETERIA – DAY

 

OPENING SITUATION:

The room is crowded. QUARITCH stands in the front making a presentation.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

QUARITCH gives GROUP OF RDA PERSONELL, BACKGROUND INFO: TEAM NA’VI IS MASSING FOR AN ATTACK with BACKGROUND INFO: THE WELL OF SOULS IS TEAM NA’VI’S MOST SACRED PLACE.

QUARITCH tells GROUP OF RDA PERSONELL they’ll attack THE WELL OF SOULS to scare TEAM NA’VI away.

 

AGENT OF CONFLICT OR OPPORTUNITY:

GROUP OF RDA PERSONELL

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GROUP OF RDA PERSONELL’S facial expressions change from fearful to hateful. They want to kill TEAM NA’VI to preserve their life and liberty.

 

RESULTING SITUATION:

Scene ends abruptly

 

 

BEAT 79 PLOTTING INFO

PAGE: 124-125

 

SUMMARY:

SELFRIDGE tries to stop QUARITCH from militarizing RDA.

 

PROTAGONIST’S BEAT GOAL:

SELFRIDGE wants to stop QUARITCH from using workers as soldiers.

 

BEAT AGENT’S BEAT GOAL:

QUARTICH wants to stop SELFRIDGE from stopping his war.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

ANTAGONIST preparation beat

 

BEAT 79 SEQUENCE OF EVENTS

OPENING LOCATION:

MILITARY HANGAR

 

OPENING SITUATION:

GROUP OF FOOT SOLDIERS hands out weapons to GROUP OF RDA PERSONNEL.

GROUP OF FOOT SOLDIERS loads PALLETS OF EXPLOSIVES on VALKYRIE GUNSHIP.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

SELRIDGE approaches QUARITCH, who is overseeing the mobilization.

SELFRIDGE tells QUARITCH he’s out of control and SELFRIDGE doesn’t authorize QUARITCH’S militia.

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH tells SELFRIDGE he’s declared martial law.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

SELFRIDGE threatens to fire QUARITCH.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

QUARITCH threatens SELFRIDGE with physical violence.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

QUARITCH is dumbfounded.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

QUARITCH orders GROUP OF FOOT SOLDIERS to escort SELFRIDGE away.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

SELFRIDGE threatens to fire GROUP OF FOOT SOLDIERS if they use physical force on him.

 

RESULTING SITUATION:

SELFRIDGE storms off.

 

 

BEAT 80 PLOTTING INFO

PAGE: 125-127

 

SUMMARY:

MAX warns TEAM AVATAR that QUARITCH is preparing to attack THE WELL OF SOULS.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to protect TEAM NA’VI.

 

BEAT AGENT’S BEAT GOAL:

MAX wants to warn TEAM NA’VI of the impending attack

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress towards final showdown. Escalate tension. State the stakes.

 

BEAT 80 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. SITE 26/LINK MODULE – DAY

 

OPENING SITUATION:

JAKE, NORM and TRUDY are gathered around COMPUTER talking to MAX.

MAX says their communication might not be secure.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE says to talk fast.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

MAX says TEAM HUMAN is mobilizing for a major attack and preparing PALLETS OF EXPLOSIVES.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE asks MAX if he can talk SELFRIDGE into calling off the attack.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

MAX says SELFRIDGE is no longer in control since QUARITCH declared martial law.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE asks how much time they have to prepare.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

MAX says 24 hours.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE states the negative consequences of QUARITCH destroying THE WELL OF SOULS and that they must stop him.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TRUDY says JAKE looks awful and needs to sleep.

 

RESULTING SITUATION:

JAKE eats COFFEE and gets in his AVATAR POD.

 

 

BEAT 81 PLOTTING INFO

PAGE: 127-128

 

SUMMARY:

TEAM NA’VI prepares for the final battle.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants to inform GROUP OF NA’VI HUNTERS how to destroy GUNSHIPS.

 

BEAT AGENT’S BEAT GOAL:

GROUP OF NA’VI HUNTERS want to learn how to destroy GUNSHIPS.

TRUDY wants to tell JAKE their chances of success are minimal.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Prepare for battle. Raise tension. Plan attack.

 

BEAT 81 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. NA’VI BATTLE CAMP – DUSK

 

OPENING SITUATION:

GROUP OF BANSHEE CLAN WARRIORS and GROUP OF HORSE CLAN WARRIORS prepare for battle.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE explains to NEYTIRI, GROUP OF BANSHEE CLAN WARRIORS and GROUP OF HORSE CLAN WARRIORS how to destroy GUNSHIPS.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

NEYTIRI, GROUP OF BANSHEE CLAN WARRIORS and GROUP OF HORSE CLAN WARRIORS listen to JAKE.

TRUDY approaches.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE breaks away from the meeting to speak with TRUDY.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TRUDY tells JAKE their chances of winning are minimal.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE agrees.

 

RESULTING SITUATION:

TRUDY accepts the risk.

 

 

BEAT 82 PLOTTING INFO

PAGE: 128-129

 

SUMMARY:

JAKE prays to EWA for help.

 

PROTAGONIST’S BEAT GOAL:

JAKE wants help from EWA.

 

BEAT AGENT’S BEAT GOAL:

EWA is indifferent and non-responsive.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Spiritual preparation for final showdown. State the stakes. State the theme.

 

BEAT 82 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. WELL OF SOULS – NIGHT

 

OPENING SITUATION:

TEAM NA’VI is cooking, mingling and preparing for battle.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE slips away from the gathering to go to THE GREAT TREE.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

THE GREAT TREE’S WILLOW TENDRILS sway towards JAKE, reaching out to him.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE prays to EWA. JAKE tells EWA that TEAM HUMAN will destroy PANDORA the same way they destroyed EARTH.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

TREE SPRITES float around aimlessly but do not come to bless JAKE.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE emphasizes that humans will never stop coming unless TEAM NA’VI stops TEAM HUMAN.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

NEYTIRI approaches and eavesdrops on JAKE.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

JAKE asks EWA for help.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

NEYTIRI gives JAKE BACKGROUND INFO: EWA DOESN’T TAKE SIDES, ONLY PROTECTS THE BALANCE OF LIFE

RESULTING SITUATION:

JAKE and NEYTIRI embrace.

 

 

 

 

BEAT 83 PLOTTING INFO

PAGE: 129-130

 

SUMMARY:

TEAM AVATAR and TEAM HUMAN make final preparations for battle.

 

PROTAGONIST’S BEAT GOAL:

TEAM NA’VI wants to prepare for battle.

 

BEAT AGENT’S BEAT GOAL:

TEAM HUMAN wants to deploy to battle.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Escalation. Progress towards final showdown.

 

BEAT 83 SEQUENCE OF EVENTS

OPENING LOCATION:

RDA COMPOUND AIRFIELD

 

OPENING SITUATION:

GROUP OF FOOT SOLDIERS load BULLETS into their MACHINE GUNS.

GROUP OF FOOT SOLDIERS load BULLETS into their GUNSHIPS.

GROUP OF FOOT SOLDIERS load MISSLES into their GUNSHIPS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

GROUP OF HUNTER NA’VI string their BOWS.

GROUP OF HORSE CLAN WARRIORS prepare their DIREHORSES.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GROUP OF FOOT SOLDIERS enter their MECH SUITS

GROUP OF FOOT SOLDIERS close their GUNSHIP canopies.

GROUP OF FOOT SOLDIERS file into their GUNSHIP.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

A huge formation of GUNSHIPS liftoff and fly through the FLOATING MOUNTAINS. The DRAGON GUNSHIP leads, followed by GUNSHIPS, followed by two VALKYRIE GUNSHIPS.

QUARITCH surveys his war party.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE flies into the sky on his LEONOPTERYX with GROUP OF BANSHEE CLAN WARRIORS

 

RESULTING SITUATION:

JAKE surveys his war party.

 

 

BEAT 84 PLOTTING INFO

PAGE: 130-132

 

SUMMARY:

GROUP OF MECH SUIT WARRIORS defeat GROUP OF HORSE CLAN WARRIORS in first skirmish.

 

PROTAGONIST’S BEAT GOAL:

NORM and GROUP OF HORSE CLAN WARRIORS want to kill GROUP OF MECH SUIT WARRIORS.

 

BEAT AGENT’S BEAT GOAL:

GROUP OF MECH SUIT WARRIORS want to kill GROUP OF HORSE CLAN WARRIORS.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

TEAM NA’VI loses first skirmish. Escalation

 

BEAT 84 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. RANDOM FOREST – DAY

 

OPENING SITUATION:

DRAGON GUNSHIP and VALKYRIE GUNSHIPS land and unload GROUP OF MECH SUIT WARRIORS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

NORM and GROUP OF HORSE CLAN WARRIORS attack GROUP OF MECH SUIT WARRIORS.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

QUARITCH tells GROUP OF MECH SUIT WARRIORS to attack.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

GROUP OF MECH SUIT WARRIORS attack GROUP OF HORSE CLAN WARRIORS.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

GROUP OF HORSE CLAN WARRIORS take heavy losses and fall back.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

QUARITCH orders GUNSHIPS to attack.

 

THE UNIVERSE’S REACTION TO THE UNIVERSE’S ACTION:

GUNSHIPS fire BULLETS and MISSLES at fleeing GROUP OF HORSE CLAN WARRIORS.

VALKYRIE drops PALLETS OF EXPLOSIVES on the battlefield.

 

RESULTING SITUATION:

Members of GROUP OF HORSE CLAN WARRIORS are killed in droves.

 

 

 

 

BEAT 85 PLOTTING INFO

 

PAGE: 132-135

 

SUMMARY:

JAKE leads GROUP OF BANSHEE CLAN WARRIORS in aerial combat against GUNSHIPS.

 

PROTAGONIST’S BEAT GOAL:

JAKE and GROUP OF BANSHEE CLAN WARRIORS want to destroy GUNSHIPS.

 

BEAT AGENT’S BEAT GOAL:

QUARITCH and GUNSHIPS want to kill JAKE and GROUP OF BANSHEE CLAN WARRIORS.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Good guys strike back.

 

BEAT 85 SEQUENCE OF EVENTS

OPENING LOCATION:

EXT. SKIES OF PANDORA – AERIAL

 

OPENING SITUATION:

QUARITCH orders GUNSHIPS to follow him to attack WELL OF SOULS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

JAKE and GROUP OF BANSHEE CLAN WARRIORS attack GUNSHIPS.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GUNSHIPS return fire at GROUP OF BANSHEE CLAN WARRIORS.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TSU’TEY and NEYTIRI attack GUNSHIPS.

TRUDY uses TRUDY’S GUNSHIP to attack GUNSHIP.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GUNSHIPS attack NEYTIRI.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE destroys the GUNSHIP chasing NEYTIRI.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GUNSHIP attacks NEYTIRI, killing NEYTIRI’S BANSHEE.

 

RESULTING SITUATION:

NEYTIRI is grounded and must fight on the ground.

 

 

BEAT 86 PLOTTING INFO

 

PAGE: 135-136

 

SUMMARY:

JAKE, TSU’TEY and GROUP OF BANSHEE CLAN WARRIORS try to break the line.

 

PROTAGONIST’S BEAT GOAL:

TEAM NA’VI wants to stop VALKYRIE GUNSHIP from reaching WELL OF SOULS.

 

BEAT AGENT’S BEAT GOAL:

QUARITCH wants to blow up WELL OF SOULS.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Progress of battle.

 

BEAT 86 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. DRAGON GUNSHIP COCKPIT – DAY

 

OPENING SITUATION:

QUARITCH sees WELL OF SOULS and orders VALKYRIE PILOT to attack WELL OF SOULS.

Change location to: INT. VALKYRIE GUNSHIP BAY

GROUP OF FOOT SOLDIERS prepare to drop PALLETS OF EXPLOSIVES

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

Change location to: EXT. SKIES OF PANDORA – DAY

JAKE and TSU’TEY fly together.

JAKE tells TSU’TEY they have to stop the VALKYRIE GUNSHIPS at all costs.

JAKE, TSU’TEY and GROUP OF BANSHEE CLAN WARRIORS attack GUNSHIPS

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

GUNSHIPS fight back.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

TSU’TEY’S BANSHEE is killed.

TSU’TEY falls to the ground badly injured.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Change location to: RANDOM FOREST

NORM is hit by BULLETS while retreating.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

NORM continues firing GIANT MACHINE GUN.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

A MECH SUIT SOLDIER shoots NORM’S AVATAR BODY in the head.

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

Change location to: INT. SITE 26/LINK MODULE -DAY

NORM’S AVATAR POD opens. NORM falls out reeling in pain.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Change location to: EXT. RANDOM FOREST – DAY

Wearing a MECH SUIT, WAINFLEET approaches TSU’TEY and cuts TSU’TEY’S ANTENNA off.

 

RESULTING SITUATION:

TSU’TEY writhes in pain.

 

 

BEAT 87 PLOTTING INFO

PAGE: 137-138

 

SUMMARY:

EWA joins the fight.

 

PROTAGONIST’S BEAT GOAL:

EWA wants to protect PANDORA.

 

BEAT AGENT’S BEAT GOAL:

TEAM HUMAN wants to kill life on PANDORA.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Good guys get reinforcements and strike back.

 

BEAT 87 SEQUENCE OF EVENTS

 

OPENING LOCATION:

EXT. RANDOM FOREST – DAY

 

OPENING SITUATION:

NEYTIRI is hurt and hiding from approaching MECH SUIT WARRIORS.

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

NEYTIRI aims her BOW at a MECH SUIT WARRIOR.

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

MECH SUIT WARRIOR says something is coming at them.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

Change location to: EXT. WELL OF SOULS – DAY

MO’AT opens her eyes from prayer as she senses/realizes something.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

Change location to: EXT. RANDOM FOREST – DAY

GROUP OF HAMMERHEADS attack MECH SUIT WARRIORS.

GROUP OF VIPERWOLVES attack GROUP OF FOOT SOLDIERS.

GROUP OF BANSHEES attack GUNSHIPS.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

JAKE realizes EWA is helping them.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

A THANATOR approaches NEYTIRI and allows NEYTIRI to ride it.

 

RESULTING SITUATION:

NEYTIRI uses THANATOR to kill WAINFLEET.

 

 

 

 

BEAT 88 PLOTTING INFO

PAGE: 139

 

SUMMARY:

MAX leads GROUP OF SCIENTISTS to commandeer the AVATAR LAB.

 

PROTAGONIST’S BEAT GOAL:

MAX and GROUP OF SCIENTISTS wants to commandeer the AVATAR LAB.

 

BEAT AGENT’S BEAT GOAL:

DOOR threatens to let GROUP OF FOOT SOLDIERS into AVATAR LAB.

 

BEAT’S IMPACT ON PLOT PROGRESSION:

Rally the troops. Good guys hit back. Acquire new resource. Progress quest battle. Raise hope

 

BEAT 88 SEQUENCE OF EVENTS

OPENING LOCATION:

INT. RDA COMPOUND/CORRIDOR – DAY

 

OPENING SITUATION:

MAX is running with GROUP OF SCIENTISTS

 

PROTAGONIST’S OPENING ACTION TO ACHIEVE BEAT GOAL:

Change location to: INT. AVATAR LAB – DAY

MAX and GROUP OF SCIENTISTS enter AVATAR LAB.

MAX uses RADIO tell JAKE, “They are in motion.”

 

AGENT OF CONFLICT OR OPPORTUNITY’S OPENING ACTION:

The door is open.

 

PROTAGONIST’S REACTION TO AGENT’S ACTION:

 

MAX orders GROUP OF SCIENTISTS to blockade the door.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GROUP OF SCIENTISTS blockade the door.

 

THE UNIVERSE’S REACTION TO THE PROTAGONIST’S ACTION:

GROUP OF SCIENTISTS get in AVATAR PODS

 

PROTAGONIST’S REACTION TO THE UNIVERSE’S ACTION:

MAX runs down a connecting CORRIDOR.

 

RESULTING SITUATION:

Change location to: EXT. SITE 26/LINK MODULE – DAY

NORM stumbles out of the LINK MODULE carrying MACHINE GUN

 

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Detailed Plot Outline of “Good Will Hunting”

 View the original script on IMSDB.com

Download a complete PDF document of the Good Will Hunting break down

View this breakdown of “Good Will Hunting” in an online spreadsheet format

VIEW THE MASTER SPREADSHEET WITH ALL MY MOVIE PLOT BREAK DOWNS

CHARACTERS

Hero:

Will

Hero’s signature strength:

Genius

Hero’s signature flaw:

Won’t leave his comfort zone

Hero’s life goal #1:

Stay in a state of arrested development

Hero’s life goal #2:

Be genius

 

Hero’s antagonist:

Lambeau

Hero’s mentor:

Sean

Hero’s best Friend:

Chuckie

Hero’s love interest:

Skylar

One-off bad guys:

Clark: An opponent who thinks he has more of the hero’s signature strength than the hero does, but the hero proves his mastery of their signature strengths is greater.

Judge: An authority figure who has the power to punish the hero for his signature flaw and is in a position to be swayed by the Antagonist.

Bobby Champa: An opponent the hero wants to fight, who is tailor made to receive the wrath of the hero’s flaw.

 

QUEST CHAINS

 

Quest chain 1: Will wants to stay in a state of arrested development. (61 beats)

Quest chain 2 : Lambeau wants to find the next big genius (14 beats)

Quest chain 3: Will and Chuckie want to be best friends (25 beats)

Quest chain 4: Will and Skylar want to fall in love (31 beats)

Quest chain 5: Sean wants to stay in a state of arrested development(19 beats)

Quest chain 6: Will wants to stay out of jail. (30 beats)

Quest chain 7: Will wants to use his genius (10 beats)

Quest chain 8: Will wants to meet with Lambeau for math mentoring (8 beats)

Quest chain 9: Will wants to meet with a therapist for life mentoring (20 beats)

Quest chain 10: Lambeau wants to exploit Will (9 beats)

Quest chain 11: Will needs a real job. (18 beats)

 

ACTS

Act 1: Beats 1-12

Introduce all the main characters and give them each a strength, flaw and goal.

Act 2: Beats 13-22

The antagonist hunts for the hero while the hero meets his love interest.

Act 3: Beats 23-30

The antagonist traps the hero, and the hero fights back.

Act 4: Beats 31-39

The antagonist recruits a mentor for the hero, whom the hero rejects while getting closer to his love interest.

Act 5: Beats 40-51

The hero pulls away from the quest he should be on, but he’s no longer satisfied with his old life.

Act 6: Beats 52-59

The hero applies himself to his quest but pulls away again when he starts to make progress.

Act 7: Beats 60-73

With pressure mounting, the hero rides the fence and is even less satisfied with his old life. His allies finally help him overcome his signature flaw.

Act 8: Beats 74-83

Denouement

 

 

BEAT 1

Summary:

Will and his friends sit at a bar telling jokes and laughing.

 

Beat Functions:

Prologue

Introduce the hero

Introduce the hero’s goal

Introduce the hero’s flaw

Introduce the setting

Introduce the hero’s allies

Demonstration of character

Metaphor for the hero’s life

Begin Quest chain 1.

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 1: Introduction

 

BEAT 2

Summary:

Will is reading books at home while waiting to get picked up for work by Chuckie.

 

Beat Functions:

Introduce hero’s signature strength (Genius)

Introduce hero’s signature weakness (Won’t leave his comfort zone.)

Introduce hero’s home

Introduce here’s life goal #1 (Stay in a state of arrested development.)

Introduce hero’s life goal #2 (Be genius.)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 2: Demonstrate how the hero is accomplishing his goals (Self-study and working a menial job)

Quest chain 3: Will and Chuckie want to be best friends

Step 1: Introduce Will and Chuckie’s routine

Quest chain 7: Will wants to use his genius

Step 1: Prologue

 

BEAT 3

Summary:

Lambeau challenges his students to solve an advanced math problem.

 

Beat Functions:

Introduce the antagonist

Backstory/setup of Quest Chain #1’s  inciting incident

Begin Quest chain 2.

 

Quest chain 2 : Lambeau wants to find the next big genius

Step 1: Introduction

Quest chain 7: Will wants to use his genius

Step 2: Antagonist creates an opportunity for the hero

 

BEAT 4

Summary:

Will and Chuckie goof around at their favorite hangout spot and make plans to go to a Harvard bar.

 

Beat Functions:

Begin Quest Chain 4.

Character development

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 3: Will’s normal life

Quest chain 3: Will and Chuckie want to be best friends

Step 2: Will’s normal life

Quest chain 4: Will and Skylar want to fall in love

Step 1: Prologue/setup to meeting Skylar

 

BEAT 5

Summary:

Sean sits on his roof looking morose, avoiding going to his college reunion.

 

Beat Functions:

Introduce the mentor

Establish mentor and antagonist as foils of each other

Begin Quest chain 5.

 

Quest chain 5: Sean wants to stay in a state of arrested development

Step 1: Introduction

 

BEAT 6

Summary:

At his class reunion, Lambeau’s students tell him someone has solved his math challenge.

 

Beat Functions:

Progress Quest chain 2

 

Quest chain 2 : Lambeau wants to find the next big genius

Step 2: Setup Lambeau discovering Will

Quest chain 7: Will wants to use his genius

Step 3: Will has used his genius secretly

 

BEAT 7

Summary:

Will and his team goof off and see Bobby Champa, a person who beat up Will in the past. (metaphor for Will’s father)

 

Beat Functions:

Setup to Will’s arrest

Demonstrate Will’s flaw (misplaced anger)

Introduce a little of Will’s backstory of abuse

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 4: Show will’s flaw holding him back

Quest chain 3: Will and Chuckie want to be best friends

Step 3: More of Will’s normal life

 

BEAT 8

Summary:

Lambeau tries and fails to find out who solved his math challenge by searching among his students in the hallway of MIT. Then he issues a new challenge.

 

Beat Functions:

Antagonist fails to achieve his goal. (find the next big genius)

Antagonist creates a new, escalated challenge.

 

Quest chain 2 : Lambeau wants to find the next big genius

Step 3: Fail first attempt. Begin second attempt.

Quest chain 7: Will wants to use his genius

Step 4: Antagonist creates a new challenge for Will.

 

BEAT 9

Summary:

Will, Chuckie, Morgan and Billy ride in Chuckie’s Cadillac talking about first world poor people’s problems.

 

Beat Functions:

Setup Will getting arrested

Character development

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 5: Show will’s flaw holding him back

Quest chain 3: Will and Chuckie want to be best friends

Step 4: More of Will’s normal life

 

BEAT 10

Summary:

Chuckie convinces Morgan to backup Will in a fight.

 

Beat Functions:

Character development

 

Quest chain 3: Will and Chuckie want to be best friends

Step 5: Chuckie demonstrates he’ll do anything for Will.

 

BEAT 11

Summary:

Will, Chuckie, Billy and Morgan fight Bobby Champa and his crew, ending with Will being arrested

 

Beat Functions:

Fight scene

Act 1 threshold

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 6: Will demonstrates he can’t control his flaw , and it is destroying his life.

Quest chain 3: Will and Chuckie want to be best friends

Step 6: Chuckie continues to demonstrates he’ll do anything for Will.

 

BEAT 12

Summary:

Sean sits morose on his roof having skipped his class reunion.

 

Beat Functions:

Demonstrate mentor’s flaw (arrested development)

 

Quest chain 5: Sean wants to stay in a state of arrested development

Step 2: Sean fails to confront the past, which is holding him back.

 

BEAT 13

Summary:

Chuckie picks up Will from the courthouse after being arrested.

 

Beat Functions:

Begin Quest chain 6

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 7: Will suffers the consequences of his failure at the end of Act 1.

Quest chain 3: Will and Chuckie want to be best friends

Step 7: Chuckie helps Will while enabling his self-destructive behavior.

Quest chain 6: Will wants to stay out of jail.

Step 1: Introduction

 

BEAT 14

Summary:

Lambeau and his students gather in class to learn who solved the second math challenge. They fail to achieve their goal. Lambeau creates a new goal for Will.

 

Beat Functions:

Antagonist fails his second attempt.

Antagonist begins new, escalated attempt.

 

Quest chain 2 : Lambeau wants to find the next big genius

Step 4: Fail second attempt. Begin third attempt.

Quest chain 7: Will wants to use his genius

Step 5: Will has used his genius in secret again, and the antagonist creates a new challenge for him.

 

BEAT 15

Summary:

Lambeau catches Will solving the third math challenge, but Will runs away.

 

Beat Functions:

Hero’s refusal of the call

Antagonist makes progress in Quest chain 2

Antagonist and hero meet for the first time

Hero’s flaw negatively impacts his life again (Will feels the need to quit his job.)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 8: Refusal of the call

Quest chain 2 : Lambeau wants to find the next big genius

Step 5: Lambeau succeeds at finding his genius, but it’s a false victory as Will runs away.

Quest chain 7: Will wants to use his genius

Step 6: Refusal of the call

 

BEAT 16

Summary:

Will, Chuckie, Billy and Morgan go to Casey’s bar as discussed in Beat 4. Will says he lost his job and Chuckie says he can get him a new job.

 

Beat Functions:

Progress in all Quest chains present

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 9: Will suffers the consequences of his refusal of the call

Quest chain 3: Will and Chuckie want to be best friends

Step 8: Chuckie helps Will while enabling his self-destructive behavior again.

Quest chain 2 : Lambeau wants to find the next big genius

Step 6: Will makes it harder for Lambeau to find him by quitting his job.

Quest chain 4: Will and Skylar want to fall in love

Step 2: Travel to where the hero will meet his Skylar

 

BEAT 17

Summary:

Chuckie hits on Skylar and Lydia at a Harvard bar.

 

Beat Functions:

Introduce Skylar

Setup for Will helping Chuckie like Chuckie has been helping Will.

 

Quest chain 3: Will and Chuckie want to be best friends

Step 9: Chuckie sets himself up for trouble in a way that Will is perfectly suited to save him.

Quest chain 4: Will and Skylar want to fall in love

Step 3: Introduce the Skylar

 

BEAT 18

Summary:

Chuckie gets humiliated intellectually by Clark.

 

Beat Functions:

Introduce a conflict for Will to demonstrate his strength and impress his Skylar

 

Quest chain 3: Will and Chuckie want to be best friends

Step 10: Chuckie’s flaw (ignorance) gets in trouble.

Quest chain 4: Will and Skylar want to fall in love

Step 4: Clark creates an opportunity for Will to impress Skylar.

 

BEAT 19

Summary:

Will saves Chuckie by humiliating Clark intellectually.

 

Beat Functions:

Demonstration of hero’s signature strength (genius)

State the stakes (Staying in arrested development leads to perpetual poverty.)

Fight scene

Act 2 threshold

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 10: Will glorifies his poverty and is reminded of the consequences

Quest chain 3: Will and Chuckie want to be best friends

Step 11: Will saves Chuckie.

Quest chain 4: Will and Skylar want to fall in love

Step 5: Will impresses Skylar

Quest chain 7: Will wants to use his genius

Step 7: Will uses his genius successfully

 

BEAT 20

Summary:

Skylar gives Will his prize for beating Act 2 threshold beat-antagonist (Clark)

 

Beat Functions:

Act 2 prize  (Skylar’s number)

Progress Will and Skylar want to fall in love

 

Quest chain 4: Will and Skylar want to fall in love

Step 6: Skylar gives Will her phone number.

 

BEAT 21

Summary:

Will taunts Clark with Skylar’s phone number.

 

Beat Functions:

Victory dance

 

Quest chain 4: Will and Skylar want to fall in love

Step 7: Will demonstrates that he’s kept Skylar’s phone number.

 

BEAT 22

Summary:

Chuckie takes Will home from the bar.

 

Beat Functions:

Transit/transition

Demonstrate the quality of Will’s life

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 11: Will returns from Harvard to his poverty stricken neighborhood

Quest chain 3: Will and Chuckie want to be best friends

Step 12: Chuckie helps Will by taking him home.

 

BEAT 23

Summary:

Lambeau looks for Will by talking to Will’s previous employer.

 

Beat Functions:

Chase

Find a clue

 

Quest chain 2 : Lambeau wants to find the next big genius

Step 7: Antagonist searches for Will and finds a clue (Will’s parole officer’s phone number).

 

BEAT 24

Summary:

Will fails to argue his court case before the judge. Lambeau intercedes to save and indebt him.

 

Beat Functions:

Conflict in Quest chain 6

Failure in Quest chain 7

Success in Quest chain 2

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 12: Will doesn’t take his court case seriously

Quest chain 6: Will wants to stay out of jail.

Step 2: Will fails to win his court case. Lambeau intercedes and creates new conditions for Quest chain 6.

Quest chain 7: Will wants to use his genius

Step 8: Will uses his genius unsuccessfully due to repeated failures in Quest chain 1.

Quest chain 2: Lambeau wants to find the next big genius

Step 8: Lambeau searches for Will and finds a clue (Will’s parole officer’s phone number).

 

BEAT 25

Summary:

Will calls Skylar from jail asking for a date and legal representation.

 

Beat Functions:

Progress Will and Skylar want to fall in love

Will fails to find an alternative solution to staying out of jail

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 13: Will’s flaw (arrested development) has limited his options in life.

Quest chain 6: Will wants to stay out of jail.

Step 3: Will tries to find an alternative solution to accepting Lambeau’s help

. Quest chain 4: Will and Skylar want to fall in love

Step 8: Will contacts Skylar in an unflattering manner.

 

BEAT 26

Summary:

Lambeau explains to Will the conditions of his release from jail. (Will wants to meet with Lambeau for math mentoring and see a therapist)

 

Beat Functions:

Create two new conditions for Quest chain 6.

State the stakes of Quest chain 6

Begin Quest chain 8: Will wants to meet with Lambeau for math mentoring

Begin Quest chain 9: Will wants to meet with a therapist for life mentoring

Foreshadow conflict in Quest chain 9

Provide hero with resource for next conflict in Quest chain 9  (Knowledge of henry Limpkin’s books)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 14: Will refuses to cooperate with Quest chain 9.

Quest chain 2 : Lambeau wants to find the next big genius

Step 9: Lambeau finds Will.

Quest chain 6: Will wants to stay out of jail.

Step 4: Lambeau creates two conditions for Will to stay out of jail.

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 1: Introduction

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 1: Introduction/Refusal of the call/Receive useful information

 

BEAT 27

Summary:

Will tells Chuckie the results of his trial.

 

Beat Functions:

Restate the conditions of Quest chain 6.

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 15: Will hides his true self from his best friend.

Quest chain 6: Will wants to stay out of jail.

Step 5: Restate the stakes and conditions.

Quest chain 3: Will and Chuckie want to be best friends

Step 13: Will hides his true self from his best friend.

 

BEAT 28

Summary:

Will reads Henry Limpkin’s book.

 

Beat Functions:

Prepare for conflict in Quest chain 9

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 16: Will prepares to fight to defend his flaw.

Quest chain 6: Will wants to stay out of jail.

Step 6: Will prepares to do something that will conflict with his goal (to stay out of jail).

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 2: Prepare for conflict

 

BEAT 29

Summary:

Will meets with Henry Lipkin, who states the stakes and conditions of Quest chain 1, and Will rejects both Henry Lipkin and the message.

 

Beat Functions:

State the stakes of Quest chain 1 (The pressure Will feels is holding him back)

State the conditions of Quest chain 1 (let go of the past)

Hero’s flaw yields false victory

Major conflict in Quest chain 9

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 17: Will uses his flaw again.

Quest chain 6: Will wants to stay out of jail.

Step 7: Will’s flaw causes him to fail to meet the condition of his goal

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 3: Major conflict with false victory

 

 BEAT 30

Summary:

Lipkin storms out of his session with Will, embarrassing Lambeau.

 

Beat Functions:

Repercussion

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 18: Will is unrepentant.

Quest chain 6: Will wants to stay out of jail.

Step 8: Will’s false failure escalates the stakes and limits his options

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 4: Repercussion of previous beat’s conflict

 

BEAT 31

Summary:

Will and Lambeau work on a theorem. Lambeau states Will’s flaw and gives him advice on how to fix it. Lambeau sets up Will’s next conflict.

 

Beat Functions:

Restate the stakes of Quest chain 1

Restate the condition of Quest chain 1

Setup next conflict in Quest chain 9

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 19: Will rejects advice that could help him again.

Quest chain 2 : Lambeau wants to find the next big genius

Step 10: Lambeau mentors Will.

Quest chain 6: Will wants to stay out of jail.

Step 9: Will’s flaw causes him to fail to meet the condition of his goal

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 2: First meeting

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 5: Setup next meeting/conflict

 

BEAT 32

Summary:

Will insults and drives off a hypnotist in Lambeau’s office/presence.

 

Beat Functions:

Second major conflict/false victory in Quest chain 9

Setup next major conflict in Quest chain 9

Setup combining Quest chain 5 with Quest chain 9

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 20: Will rejects exploring his past.

Quest chain 6: Will wants to stay out of jail.

Step 10: Will’s flaw causes him to fail to meet the condition of his goal again

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 6: Second major conflict

Quest chain 5: Sean wants to stay in a state of arrested development

Step 3: Lambeau gives backstory on Sean (Lambeau and Sean were college roommates) and prepares to introduce him to Will

 

BEAT 33

Summary:

Sean lectures a bored class about the importance of therapists gaining their client’s trust, and Lambeau interrupts his class to talk about Will.

 

Beat Functions:

Progress in Quest chain 9

Character development

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 21: Sean states a condition of Will confronting his past (trust Sean).

Quest chain 6: Will wants to stay out of jail.

Step 11: Lambeau searches for another therapist for Will

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 7: Lambeau searches for another therapist for Will

Quest chain 5: Sean wants to stay in a state of arrested development

Step 4: Sean is a dejected professor who is given an opportunity to confront his own past by the antagonist, who is a bad memory from his own past.

 

BEAT 34

Summary:

Will and Skylar go on their first date.

 

Beat Functions:

Foreshadow complication (Skylar is leaving for Stanford at the end of the semester)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 22: Skylar mentions Will’s disdain for success and preference for poverty.

 

. Quest chain 4: Will and Skylar want to fall in love

Step 9: Will and Skylar’s first date

 

BEAT 35

Summary:

Sean and Lambeau make small talk and reminisce at a diner.

 

Beat Functions:

Sean demonstrates his history of arrested development

Introduce background info (Sean’s wife, Nancy, died)

Refusal of the call (Sean refuses to see Will but relents)

 

Quest chain 2 : Lambeau wants to find the next big genius

Step 11: Lambeau prepares to enlist Sean’s help.

Quest chain 6: Will wants to stay out of jail.

Step 12: Lambeau prepares to enlist Sean’s help

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 8: Lambeau prepares to enlist Sean’s help

Quest chain 5: Sean wants to stay in a state of arrested development

Step 5: Sean demonstrates his state of arrested development and the cause (his wife, Nancy’s, death)

 

BEAT 36

Summary:

Will and Skylar make small talk at a diner and kiss.

 

Beat Functions:

Escalate Quest chain 9

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 23: Will shamelessly mentions how poor he is.

Quest chain 4: Will and Skylar want to fall in love

Step 10: Will and Skylar’s first kiss

 

BEAT 37

Summary:

Lambeau convinces Sean to be Will’s therapist.

 

Beat Functions:

Sean accepts a cataclysmic opportunity to confront his demons

Sean accepts the role as Will’s mentor

State the stakes of Quest chain 1 (Will could be historically significant if he overcomes his fears)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 24: Lambeau restates the stakes (Will could be historically significant if he overcomes his fears.)

Quest chain 2 : Lambeau wants to find the next big genius

Step 12: Lambeau enlists Sean’s help.

Quest chain 6: Will wants to stay out of jail.

Step 13: Lambeau enlists Sean’s help

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 9: Lambeau enlists Sean’s help

Quest chain 5: Sean wants to stay in a state of arrested development

Step 6: Sean refuses Lambeau’s request to help Will but relents

 

BEAT 38

Summary:

Will meets with Sean for their first session. Will attempts to insult Sean repeatedly until he finds one that gets under Sean’s skin. He insult’s Sean’s wife, and Sean chokes/threatens Will.

 

Beat Functions:

Major conflict in Quest chain 9

Major conflict in Quest chain 5

 

Quest chain 6: Will wants to stay out of jail.

Step 14: Will meets with Sean

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 10: Will meets with Sean for the first time

Quest chain 5: Sean wants to stay in a state of arrested development

Step 7: Will goads Sean into expressing how emotionally Nancy’s death has affected him

 

BEAT 39

Summary:

Sean tells Lambeau he wants to continue seeing Will.

 

Beat Functions:

Sean makes progress in confronting his demon Quest chain 5

 

Quest chain 6: Will wants to stay out of jail.

Step 15: Sean will continue to be Will’s therapist

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 11: Sean will continue to be Will’s therapist

Quest chain 5: Sean wants to stay in a state of arrested development

Step 8: Sean commits to confronting his past by submitting himself to Will’s attacks

 

BEAT 40

Summary:

Will and Skylar go on their second date, and Will lies that he has a big, happy family.

 

Beat Functions:

Will’s flaw sets up a future conflict in Quest Chain 4

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 25: Will refuses to open up to Skylar and be honest about his life

Quest chain 4: Will and Skylar want to fall in love

Step 11: Will and Skylar’s second date

 

BEAT 41

Summary:

Sean sits at his small, dirty apartment alone drinking and thinking.

 

Beat Functions:

Repercussion of conflict

Preparation

Soul searching

 

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 12: Sean prepares for his next meeting with Will

Quest chain 5: Sean wants to stay in a state of arrested development

Step 9: Sean confronts his inner demons via personal reflection

 

BEAT 42

Summary:

Sean lectures Will about being an inexperienced boy and needing to talk about his past.

 

Beat Functions:

Major moment of truth for Will

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 26: Major turning point.

Quest chain 6: Will wants to stay out of jail.

Step 16: Will sees Sean again

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 13: Sean cuts Will down to size

Quest chain 5: Sean wants to stay in a state of arrested development

Step 10: Sean gives backstory about his traumatic life and how it made him stronger.

 

BEAT 43

Summary:

Will tries to call Skylar but hangs up.

 

Beat Functions:

Refusal of the call

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 27: Will almost opens up to Skylar but backs out, lying to his best friend also.

Quest chain 4: Will and Skylar want to fall in love

Step 12: Will still hides his true self from Skylar.

Quest chain 3: Will and Chuckie want to be best friends

Step 14: Will still hides his true self from his best friend.

 

BEAT 44

Summary:

Will meets with Sean and doesn’t say anything during their session. Afterwards, Sean debriefs with Lambeau.

 

Beat Functions:

Will goes on the offensive

Refusal of the call

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 28: Will goes to therapy but doesn’t participate.

Quest chain 6: Will wants to stay out of jail.

Step 17: Will goes to therapy but doesn’t participate.

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 14: Will goes to therapy but doesn’t participate.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 11: Sean has found his confidence and is in a power play with Will. Sean refuses to talk/break first.

 

BEAT 45

Summary:

Chuckie drops Will off from work at night, picks Will up in the morning for work and mentors Will at work doing demolition. It’s a dreary life.

 

Beat Functions:

Montage

Repercussions of refusal of the call

Will is rethinking his life

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 29: Will continues his dreary, poverty-stricken life.

Quest chain 3: Will and Chuckie want to be best friends

Step 15: Will is having less fun with Chuckie.

 

BEAT 46

Summary:

Will, Chuckie and their friends joke at a South Boston bar about women. Will sees his future with his friends and decides to go home early despite protests from his friends to keep living this way.

 

Beat Functions:

Change of heart

Character growth

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 30: Will isn’t as into his dreary, poverty-stricken night life as he used to be.

Quest chain 3: Will and Chuckie want to be best friends

Step 16: Will decides not to spend all night drinking with his friends and chasing trashy women.

 

BEAT 47

Summary:

Will and Lambeau enjoy solving a math problem together.

 

Beat Functions:

Change of heart

Character growth

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 31: Will is moving away from his state of arrested development.

Quest chain 2 : Lambeau wants to find the next big genius

Step 13: Lambeau makes progress mentoring Will.

Quest chain 6: Will wants to stay out of jail.

Step 18: Will participates willingly in his mentorship with Lambeau

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 3: Will participates willingly in his mentorship with Lambeau

 

BEAT 48

Summary:

Will opens up in his session with Sean.

 

Beat Functions:

Change of heart

Character growth

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 32: Will is moving away from his state of arrested development but retracts at the end.

Quest chain 6: Will wants to stay out of jail.

Step 19: Will participates willingly in his session with Sean but retracts at the end.

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 15: Will participates willingly in his session with Sean but retracts at the end.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 12: Sean accidentally admits he’s in a state of arrested development. He can’t move on past the death of his wife and allow himself to feel love again.

Quest chain 4: Will and Skylar want to fall in love

Step 13: Will admits he’s been avoiding Skylar because he’s afraid to get too close and have to open up.

 

BEAT 49

Summary:

Will sneaks into Skylar’s dorm and asks for another date. Skylar reluctantly refuses, saying she has homework to do.

 

Beat Functions:

Change of heart

Character growth

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 33: Will commits to pursuing his relationship with Skylar, despite the risks.

Quest chain 4: Will and Skylar want to fall in love

Step 14: Will tries to get another date, but he has to overcome a complication first (Skylar’s homework).

 

BEAT 50

Summary:

Will does Skylar’s homework for her.

 

Beat Functions:

Change of heart

Character growth

Display of strength

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 34: Will goes out of his way to use his strength to continue his relationship with Skylar.

Quest chain 4: Will and Skylar want to fall in love

Step 15: Will goes out of his way to use his strength to continue his relationship with Skylar.

 

BEAT 51

Summary:

Will gives Skylar her completed homework, and she agrees to go on a date with him.

 

Beat Functions:

Change of heart

Character growth

Quest chain 4 is back on track

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 35: Will completes his task to continue his relationship with Skylar.

Quest chain 4: Will and Skylar want to fall in love

Step 16: Will completes his task to continue his relationship with Skylar.

 

BEAT 52

Summary:

Will and Sean open up to each other in session, and Sean gives Will advice about relationships, missed opportunities, regret and the cost of living.

 

Beat Functions:

Change of heart

Character growth

Backstory

Setup resolution of Quest chain 4

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 36: Will opens up to Sean.

Quest chain 4: Will and Skylar want to fall in love

Step 16: Will gets advice on love from his mentor.

Quest chain 6: Will wants to stay out of jail.

Step 20: Will participates willingly in his session with Sean.

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 16: Will participates willingly in his session with Sean.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 13: Sean gives more backstory from his love life that applies to Will’s life (Regretting doing nothing is worse than suffering the pain that comes with doing something).

 

BEAT 53

Summary:

Will improves on a famous mathematician’s theory in his session with Lambeau.

 

Beat Functions:

Change of heart

Character growth

End Quest chain 2, leading to Quest chain 10

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 37: Will opens up to Sean.

Quest chain 2: Lambeau wants to find the next big genius

Step 14: Lambeau makes major progress mentoring Will. End Quest chain 2.

Quest chain 6: Will wants to stay out of jail.

Step 21: Will participates willingly in his session with Sean.

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 4: Will participates willingly in his mentorship with Lambeau

 

BEAT 54

Summary:

Will and Skylar are in a post-coital embrace. Skylar demands to meet Will’s friends and/or family.

 

Beat Functions:

Lover gets closer

Change of heart

Character growth

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 38: Will reluctantly agrees to let Skylar meet his friends but still isn’t honest with her.

Quest chain 4: Will and Skylar want to fall in love

Step 17: Will reluctantly agrees to let Skylar meet his friends but still isn’t honest with her.

 

BEAT 55

Summary:

Skylar goes out drinking with Will and his friends

 

Beat Functions:

Lover gets closer

Comic relief

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 39: Will reluctantly takes Skylar on a date with his friends.

Quest chain 4: Will and Skylar want to fall in love

Step 18: Will reluctantly takes Skylar on a date with his friends.

Quest chain 3: Will and Chuckie want to be best friends

Step 17: Chuckie meets Skylar.

 

BEAT 56

Summary:

After leaving the bar, Will takes Chuckie’s car to drive Skylar home and lies about having 12 brothers again.

 

Beat Functions:

Setup conflict in Quest chain 4

Regression after progression

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 40: Will continues lying to Skylar after sharing part of his life with her.

Quest chain 4: Will and Skylar want to fall in love

Step 19: Will continues lying to Skylar after sharing part of his life with her.

Quest chain 3: Will and Chuckie want to be best friends

Step 18: Chuckie learns Will is lying to Skylar about his true self.

 

BEAT 57

Summary:

Lambeau makes arrangements at a party to pimp out Will to his colleagues

 

Beat Functions:

Betrayal

Begin Quest chain 10

The Antagonist shows his flaw

 

Quest chain 10: Lambeau wants to exploit Will

Step 1: Lambeau prepares to exploit Will. Backstory shows he’s already begun.

Quest chain 11: Will needs a real job.

Step 1: Prologue to quest

 

BEAT 58

Summary:

Lambeau tells Sean he’s arranged job interviews for Will, and they argue whether he’s ready or not.

 

Beat Functions:

Restate the stakes (Will become Einstein or the Unibomber)

State the condition of failure (Push Will too hard)

State the condition of success (Give Will time to finish therapy)

Setup conflict in Quest chain 6, 8 and 10

The Antagonist shows his flaw

Catalyst for conflict between Quest chain 10 and Quest chain 1, 5 and 7

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 41: Restate the stakes and conditions.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 14: Reveal conflict with Lambeau from the past. Create new conflict with Lambeau

Quest chain 10: Lambeau wants to exploit Will

Step 2: Lambeau prepares to exploit Will. Backstory shows he’s already begun.

Quest chain 11: Will needs a real job.

Step 2: Lambeau foreshadows that he’s arranged job interviews for Will.

 

BEAT 59

Summary:

Chuckie impersonates Will at a job interview and hustles the interviewers for cash.

 

Beat Functions:

Failure for Lambeau in Quest chain 10

False victory in Quest chain 7

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 42: Will hasn’t grown enough to be ready for the next level (getting a real job)

Quest chain 6: Will wants to stay out of jail.

Step 22: Will insults the man keeping him out of jail.

Quest chain 10: Lambeau wants to exploit Will

Step 3: Lambeau fails to impress his colleagues with Will

Quest chain 3: Will and Chuckie want to be best friends

Step 19: Chuckie helps Will in a conflict

Quest chain 11: Will needs a real job.

Step 3: Will rejects his need for a real job.

 

BEAT 60

Summary:

On a study date on the Harvard lawn, Skylar states Will’s flaw and implies he should move to California with her in two months.

 

Beat Functions:

Will and Skylar open up to each other a little more

Lovers get closer

Setup conflict in Quest chains 1 and 4

Will’s backstory

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 43: Skylar states Will’s flaw and gives Will an opportunity, which he views as a threat because of his flaw.

Quest chain 4: Will and Skylar want to fall in love

Step 20: Skylar states what Will must do to keep her (move), but that requires overcoming his flaw.

Quest chain 11: Will needs a real job.

Step 4: Skylar questions Will’s refusal to get a real job.

 

BEAT 61

Summary:

Skylar visits Chuckie at his house and asks why Will is so distant. Chuckie says Will have never liked a girl the way he likes Skylar.

 

Beat Functions:

State the hero is in love

Lover gets closer

State the conflict in Quest chain 4 (Will is holding back from Skylar and lying to her)

Create a time limit with consequences (Leave with Skylar in two months or lose her forever)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 44: State Will’s flaw

Quest chain 3: Will and Chuckie want to be best friends

Step 20: Chuckie helps Will’s lover get closer to Will

Quest chain 4: Will and Skylar want to fall in love

Step 21: Skylar states what Will must do to keep her (move to California in two months), but that requires overcoming his flaw.

 

BEAT 62

Summary:

Will humiliates Lambeau by out-mathing him, and Lambeau gets mad at will for embarrassing him at the interview. They both demonstrate and state how their flaws conflict and affect each other

 

Beat Functions:

State Will’s flaw (won’t fulfill his potential)

State Lambeau’s flaws (Arrogance, jealousy and fear of humiliation)

Major conflict between Will and Lambeau’s flaws and missions

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 45: Restate Will’s flaw

Quest chain 6: Will wants to stay out of jail.

Step 23: Will insults the man keeping him out of jail.

Quest chain 10: Lambeau wants to exploit Will

Step 4: Through losing a conflict with Will, Lambeau is forced to reveal his flaws and fears

Quest chain 11: Will needs a real job.

Step 5: Lambeau tells Will he needs a real job.

 

BEAT 63

Summary:

While sleeping at Skylar’s dorm, Skylar asks Will to move to California with her, and Will blows up on her, admitting his past and telling her he doesn’t lover her.

 

Beat Functions:

Major conflict between Will and Skylar

Major progress in will opening up, but false victory/refusal of the call

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 46: Will opens up fully to Skylar in anger and tells her he doesn’t love her.

Quest chain 4: Will and Skylar want to fall in love

Step 22: Will opens up fully to Skylar in anger and tells her he doesn’t love her.

Quest chain 11: Will needs a real job.

Step 6: Will tells Skylar he can’t move because he has a job he’s tied to.

 

BEAT 64

Summary:

Will goes to a job interview with the NSA and insults the interviewers.

 

Beat Functions:

Comic relief

Conflict in will getting a job with Lambeau’s associates

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 47: Will continues to refuse taking getting a job seriously.

Quest chain 10: Lambeau wants to exploit Will

Step 5: Will continues to refuse taking getting a job seriously.

Quest chain 11: Will needs a real job.

Step 7: Will willingly goes to a job interview but doesn’t really want the job.

 

BEAT 65

Summary:

Will hangs out with Chuckie and Morgan at Chuckie/his mom’s house and takes little joy in his normal routine.

 

Beat Functions:

Change of heart

Character growth

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 48: Will participates in his normal life but takes no joy from it.

Quest chain 3: Will and Chuckie want to be best friends

Step 21: Will is not taking the joy he once did from his small time friends.

 

BEAT 66

Summary:

Will calls Skylar and says he’s looking for a real job to impress Skylar, but he won’t tell her he loves her or move to California with her.

 

Beat Functions:

Minor progress in Quest chain 1

Major conflict in Quest chain 4

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 49: Will says he’s looking for a real job to impress Skylar, but he won’t tell her he loves her or move to California with her.

Quest chain 4: Will and Skylar want to fall in love

Step 23: Will says he’s looking for a real job to impress Skylar, but he won’t tell her he loves her or move to California with her.

Quest chain 11: Will needs a real job.

Step 8: Will tells Skylar he looking for a new job.

 

BEAT 67

Summary:

Over several scenes spliced between cuts to and from Beat 68, Will works with Lambeau in Sean’s office.

 

Beat Functions:

Mince beat (Beats 67 and 68 spliced together)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 50: Will cooperates with Lambeau in their math mentoring session.

Quest chain 4: Will and Skylar want to fall in love

Step 24: Will sees a baseball card on Sean’s desk, representative of Sean’s marriage. It gets Will thinking about the risk of not living and loving vs coming out of his comfort zone.

Quest chain 6: Will wants to stay out of jail.

Step 24: Will cooperates with Lambeau in their math mentoring session.

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 5: Will cooperates with Lambeau in their math mentoring session.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 15: Will sees a baseball card on Sean’s desk, representative of Sean’s marriage. It gets Will thinking about the risk of not living and loving vs coming out of his comfort zone.

 

BEAT 68

Summary:

Over several scenes spliced between cuts to and from Beat 67, Skylar slowly boards an airplane to California.

 

Beat Functions:

Mince beat (Beats 67 and 68 spliced together)

Dramatic waiting for the lover to show up

Clock is running out to do the right thing

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 51: Will is still deliberating his life while his lover leaves for good.

Quest chain 4: Will and Skylar want to fall in love

Step 25: Will is still deliberating his life while his lover leaves for good.

 

BEAT 69

Summary:

During their therapy session, Sean gets under Will’s skin by throwing his flaws in his face. Will lashes back, throwing Sean’s flaws in his face. Sean is the victor in the power play.

 

Beat Functions:

Major conflict in/between Quest chain 1, 4, 9, 5

State the hero’s flaws

State the mentor’s flaws

Hero and mentor’s flaws conflict

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 52: Will defends wasting his life in his comfort zone.

Quest chain 7: Will wants to use his genius

Step 9: Sean asks Will why he worked at Harvard and solved puzzles in secret

Quest chain 4: Will and Skylar want to fall in love

Step 26: Sean lectures Will about how love requires opening up and letting yourself be vulnerable.

Quest chain 6: Will wants to stay out of jail.

Step 25: Will attends his session with Sean.

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 17: Will attends his session with Sean and refuses to leave when Sean tells him to.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 16: Will throws Sean’s state of arrested development in Sean’s face.

Quest chain 11: Will needs a real job.

Step 9: Will defends keeping his old job and life.

 

BEAT 70

Summary:

While working demolition with Chuckie, Will takes his anger out on a wall with a hammer.

 

Beat Functions:

Will’s will is breaking.

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 53: Will attempts to lead his normal life but is in major conflict with himself.

Quest chain 3: Will and Chuckie want to be best friends

Step 22: Chuckie and his lifestyle are losing their hold on Will.

Quest chain 11: Will needs a real job.

Step 10: Will’s current job is losing its hold on Will.

 

BEAT 71

Summary:

Will doesn’t show up for his mentoring session with Lambeau. Lambeau threatens Sean that he’ll revoke Will’s parole, but secretly he lies on his probation report and says Will attended the session.

 

Beat Functions:

False failure in Quest chain 6

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 53: Will doesn’t show up to his meeting with Lambeau.

Quest chain 6: Will wants to stay out of jail.

Step 26: Will doesn’t show up to his meeting with Lambeau.

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 6: Will doesn’t show up to his meeting with Lambeau.

Quest chain 10: Lambeau wants to exploit Will

Step 6: Will doesn’t show up to his meeting with Lambeau, but Lambeau doesn’t report him and risk losing him..

 

BEAT 72

Summary:

After a long day of work, Chuckie tells Will to fulfill his potential or he’s going to kick his ass.

 

Beat Functions:

Major conflict in Quest chain 3

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 54: Chuckie tells Will to fulfill his potential or he’s going to kick his ass.

Quest chain 3: Will and Chuckie want to be best friends

Step 23: Chuckie tells Will to fulfill his potential or he’s going to kick his ass.

Quest chain 7: Will wants to use his genius

Step 10: Chuckie tells Will to fulfill his potential or he’s going to kick his ass.

Quest chain 4: Will and Skylar want to fall in love

Step 27: Chuckie tells Will to fulfill his potential or he’s going to kick his ass, even though it means leaving his friends behind with his past.

Quest chain 11: Will needs a real job.

Step 11: Chuckie tells Will to fulfill his potential or he’s going to kick his ass.

 

BEAT 73

Summary:

Lambeau shows up at Will’s meeting with Sean before Will arrives and argues with Sean about pushing Will too hard.

 

Beat Functions:

Major conflict in Quest chain 5

Restate the hero’s flaw

Restate the stakes in Quest chain 1

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 55: Repercussion of Will not showing up to his meeting with Lambeau.

Quest chain 6: Will wants to stay out of jail.

Step 27: Repercussion of Will not showing up to his meeting with Lambeau.

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 7: Repercussion of Will not showing up to his meeting with Lambeau.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 17: Lambeau throws Sean’s state of arrested development in Sean’s face and accuses Sean of being jealous of Lambeau’s success. Sean admits he resents Lambeau’s arrogance.

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 18: Will shows up late to his meeting with Sean.

Quest chain 10: Lambeau wants to exploit Will

Step 7: Lambeau is angry Will’s absence is embarrassing him.

Quest chain 11: Will needs a real job.

Step 12: Lambeau and Sean argue whether Will is ready for a real job.

 

BEAT 74

Summary:

Will shows up to his last meeting with Sean. Lambeau leaves. Will opens up completely to Sean, and Sean neutralizes Will’s flaw with a hug and telling him his child abuse wasn’t his fault.

 

Beat Functions:

Final showdown

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 56: Sean neutralizes Will’s flaw.

Quest chain 6: Will wants to stay out of jail.

Step 28: Will shows up to his meeting with Sean.

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 19: Will shows up late to his last meeting with Sean.

 

BEAT 75

Summary:

Will walks around town with new eyes. He goes into a business and applies for a job seriously.

 

Beat Functions:

Montage

Will receives the prize for facing his flaw (a new life)

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 56: Will receives the prize for facing his flaw (a new life)

Quest chain 11: Will needs a real job.

Step 13: Will applies for a real job.

 

BEAT 76

Summary:

Chuckie gives Will a POS car for his birthday.

 

Beat Functions:

Prize

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 57: Chuckie rewards Will with a car for getting a real job.

Quest chain 3: Will and Chuckie want to be best friends

Step 24: Chuckie rewards Will with a car for getting a real job.

Quest chain 11: Will needs a real job.

Step 14: Chuckie rewards Will with a car for getting a real job.

 

BEAT 77

Summary:

Will says goodbye to Sean, who tells him to only take the job if he really wants it.

 

Beat Functions:

Conflict between Quest chain 4 and 11

Denouement

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 57: Chuckie rewards Will with a car for getting a real job.

Quest chain 6: Will wants to stay out of jail.

Step 29: Will sees Sean even though he doesn’t have to.

Quest chain 9: Will wants to meet with a therapist for life mentoring

Step 20: Will sees Sean even though he doesn’t have to.

Quest chain 4: Will and Skylar want to fall in love

Step 28: Will has to choose between his new job and Skylar.

Quest chain 11: Will needs a real job.

Step 15: Will has to choose between his new job and Skylar.

 

BEAT 78

Summary:

Will runs into Lambeau leaving Sean’s office. Lambeau tells Will he’s free and to only take the job if he really wants it.

 

Beat Functions:

End of Quest chain 6

Epilogue of Quest chains 6, 7, 8 and 10

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 58: Will is free of his flaw and walking towards the future.

Quest chain 6: Will wants to stay out of jail.

Step 30: End Quest chain 6. Will is a free man.

Quest chain 8: Will wants to meet with Lambeau for math mentoring

Step 8: Will volunteers to meet with Lambeau again even though he doesn’t have to.

Quest chain 4: Will and Skylar want to fall in love

Step 29: Will has to choose between his new job and Skylar.

Quest chain 11: Will needs a real job.

Step 16: Will has to choose between his new job and Skylar.

Quest chain 10: Lambeau wants to exploit Will

Step 8: Lambeau stops trying to exploit Will and sets him free.

 

BEAT 79

Summary:

Lambeau and Sean resolve their differences and become friends.

 

Beat Functions:

Denouement

End Quest chain 5 and 10

 

Quest chain 5: Sean wants to stay in a state of arrested development

Step 18: Lambeau and Sean resolve their differences and become friends.

Quest chain 10: Lambeau wants to exploit Will

Step 9: Lambeau is no longer an ass hole.

 

BEAT 80

Summary:

Will sits alone thinking next to a river, then gets up and walks away.

 

Beat Functions:

Quest chain 1: Will wants to stay in a state of arrested development.

Step 59: Will deliberates working locally vs moving to California to be with Skylar.

Quest chain 4: Will and Skylar want to fall in love

Step 30: Will deliberates working locally vs moving to California to be with Skylar.

Quest chain 11: Will needs a real job.

Step 17: Will deliberates working locally vs moving to California to be with Skylar.

 

BEAT 81

Summary:

With his car packed up to move to California, Will leaves a letter in Sean’s mailbox as Sean packs his things to go to India.

 

Beat Functions:

Mince beat (Beats 81 and 82 spliced together)

Denouement

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 60: Will has decided to take the biggest risk and move to California to be with Skylar.

Quest chain 4: Will and Skylar want to fall in love

Step 31: Will has decided to take the biggest risk and move to California to be with Skylar.

Quest chain 5: Sean wants to stay in a state of arrested development

Step 19: Sean prepares for the next stage of his life.

Quest chain 11: Will needs a real job.

Step 18: Will has decided to take the biggest risk and move to California to be with Skylar.

 

BEAT 82

Summary:

Chuckie goes to pick up Will for work in the morning and finds he isn’t there, which pleases Chuckie.

 

Beat Functions:

Mince beat (Beats 81 and 82 spliced together)

Denouement

 

Quest chain 1: Will wants to stay in a state of arrested development.

Step 61: Will took Chuckie’s advice and left town.

Quest chain 3: Will and Chuckie want to be best friends

Step 25: Will took Chuckie’s advice and left town even though it means the end of their old lives together.

 

BEAT 83

Summary:

Will drives off into the sunset.

 

Beat Functions:

Sunset

End of all Quest chains.

 

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Plot Outline of “The Shawshank Redemption”

 

Promotional poster of the movie, "The Shawshank Redemption"

 

CLICK HERE TO VIEW THE MASTER SPREADSHEET WITH ALL MY MOVIE PLOT BREAK DOWNS

 

Beat Acts Action Sequences Beat Description Storylines
1
1
Andy’s crime and court case that sentences him to prison.
Andy catches his wife cheating and decides not to confront her.
A man and woman enter a cabin and take each other’s clothes off to have sex. Andy’s wife
Andy’s wife’s lover
(Andy )
2 Andy sits in a car outside the cabin listening to his wife have sex with another man. Andy drinks bourbon and loads a revolver with bullets. Andy
Andy’s wife
Andy’s wife’s lover
3 Andy walks to the cabin with his gun but breaks down in tears before he can enter. Andy
Andy’s wife
Andy’s wife’s lover
4
Andy’s court case leading to him going to jail.
In court, the prosecutor accuses Andy of killing his wife and claims his neighbors heard him say “I’ll see you in hell before I divorce you.” Prosecutor
Andy
Jury
Judge
(Andy’s wife )
(Andy’s wife’s lover )
5 In court, Andy tells the story of how his wife told him she was cheating. Then he went to some bars and got drunk, then drove to the cheater’s house to scare them with a gun. Prosecutor
Andy
Jury
Judge
(Andy’s wife )
(Andy’s wife’s lover )
6 In court, Andy tells the story of how he chickened out, threw his gun in a river and went home. Prosecutor
Andy
Jury
(Andy’s wife )
(Andy’s wife’s lover )
7 In court, the prosecutor says the river was dragged and the gun was never found. Prosecutor
Andy
Jury
Judge
(Andy’s wife )
(Andy’s wife’s lover )
8 In court, the prosecutor gives his closing statements. Prosecutor
Andy
Jury
Judge
(Andy’s wife )
(Andy’s wife’s lover )
9 The jury finds Andy guilty. Jury
Andy
Judge
(Andy’s wife )
(Andy’s wife’s lover )
10 The judge sentences Andy to two life sentences at Shawshank prison. Judge
Andy
Jury
(Andy’s wife )
(Andy’s wife’s lover )
11
2
Andy inprocesses into prison.
Introduce Red
In the Shawshank hearings room, Red is questioned by the parole board. Red says he’s remorseful and reformed, but the board denies his parole. Red
Parole board
12 In the prison yard, Red sells contraband to prisoners. His voice over explains that he sells contraband to prisoners. A prison bus approaches the gates, and the prisoners in the yard gather near the fence to watch. Red
Prisoners
(Andy )
13 Andy arrives at prison. In the prison bus, Hadley pushes Andy out of the bus and abuses him a little. Voice over of Red restating that Andy was in prison for murdering his wife and her lover, and that he’d been a vice president of a bank. Hadley
Andy
Fat man
Prisoners
(Red )
(Andy’s wife )
(Andy’s wife’s lover )
14 Introduce Red’s friends, who bet on which newbie will crack. In the prison yard, Red takes bets from Heywood, Ernie, Floyd, and Jigger on which new prisoner will crack their first night in prison. Red makes a large bet that Andy will crack. Red
Heywood
Floyd
Ernie
Jigger
(Andy )
(Prisoners )
15
Andy arrives at prison.
In the Shawshank admitting area, Norton introduces himself and Hadley to the new prisoners and give them Bibles. Then they begin showering the prisoners with water houses and delousing them. Norton
Hadley
Andy
Prisoners
16 The new inmates are examined by a disinterested doctor who looks in their butt holes with a pen light. Doctor
Andy
Prisoners
17 In the Shawshank chapel, the new inmates are forced to listen to a service naked and cold. Norton
Andy
Prisoners
18 The new inmates are led to their cells, naked and carrying Bibles. Voice over of Red explaining how hard the first night is and how many new inmates will lose their mind that first night. Andy
Prisoners
(Red )
19
The first night at prison
Andy enters his cell, and the guards call for lights out. Veteran prisoners start taunting the new inmates. Voice over of Red explaining how they’re trying to make the new inmates crack. Andy
Guards
Prisoners
(Red )
20 Heywood taunts a fat new inmate into cracking. Heywood
Fat man
Prisoners
21 Hadley enters and tells the fat inmate to be quiet. When he won’t comply, Hadley beats him and has him taken to the infirmary. Hadley
Guards
Fat Man
Prisoners
22 In Red’s cell, Red looks at the blood on the main floor below. Voice over of Red saying Andy didn’t make a sound and cost Red two packs of cigarettes. Red
(Fat man )
(Andy )
(Heywood )
23
3
Andy gets raped and plans his escape.
Andy starts work and meets Bogs and Rooster
In Cellblock 5, the prisoners line up in the morning for their head count. Andy is not disconcerted. Guards
Prisoners
Andy
24 In the mess hall, Andy is cat called by Bogs and Rooster. Andy sits down and meets Brooks, Red, Floyd, Heywood and Tyrell. Andy learns that Brooks has a pet crow, and the fat inmate is dead. Andy
Bogs
Rooster
Brooks
Red
Heywood
Crow
25 In the laundry room, Andy does a poor job of working the laundry line. Andy
Prisoners
26 Andy is almost raped by Bogs, Rooster and Pete (Team 3) in the shower. Andy
Bogs
Rooster
27
Andy buys a rock hammer from Red.
In Andy’s cell, he lays in bed staring at the ceiling, unable to sleep. Andy
28 In the exercise yard, Andy formally introduces himself to Red and asks to buy a rock hammer. Red says he’ll get it for $10 and warns Andy that Team 3 wants to rape him. Andy
Red
(Boggs )
(Rooster )
Prisoners
29 In the mess hall, Andy gives Red $10 while in line for breakfast. Andy
Red
Prisoners
30 At the loading dock, a driver drops off a bag of laundry. Leonard stealthily retrieves the rock hammer from the laundry bag. Prisoners
(Red )
(Andy )
31 In the laundry exchange, Red gives Leonard two packs of cigarettes, and Leonard gives Red the rock hammer. Red
Prisoners
(Andy )
32 In Red’s cell, Red inspects the rock hammer. Voice over of Red saying it would take 600 years to tunnel out with it. Red
(Andy )
33 In cellblock 5, Brooks is passing out library books to inmates. Red passes Brooks the rock hammer and some cigarettes. Then Brooks passes the rock hammer to Andy in his cell. Brooks
Prisoners
(Red )
(Andy )
34
Andy gets raped
Andy gets raped by Team 2. Andy
Boggs
Rooster
35 Voice over as Red narrates multiple scenes, talking about how Andy was raped repeatedly in his first two years. He fought back as much as he could but and ended up in solitaire or the infirmary often. He might have gone crazy, except something happened that changed everything in the spring of 1949. (Red )
Boggs;
Rooster
Andy
Guards
Doctor
36
4
Andy wins the guard’s favor and vanquishes his rapists.
Andy wins favor with the guards.
Norton announces the roof of the license plate factory needs to be re-tarred. Team 1 volunteers in order to spend more time outside. Norton
Prisoners
Guards
Red
Andy
Heywood
37 On the license plate factory roof, Team 2 spreads tar while Hadley complains to Youngblood about how he’s going to be over-taxed on an inheritance he will be receiving. Hadley
(Hadley’s wife )
Guards
Andy
Red
Heywood
38 Andy tells Hadley he won’t have to pay taxes on his inheritance if he gives the money to his wife as a gift, but he’ll need someone to prepare the tax documents, which Andy will do in exchange for beers for Team 1. Andy
Hadley
(Hadley’s wife )
Guards
Red
Heywood
39 Team 1 drinks beers on the roof of the license plate factory. Andy
Hadley
Guards
Red
Heywood
40
Andy and Red get to know each other, and Andy plans/prepares to escape.
In the prison yard, Red and Andy play checkers. Andy says he’d like to make a chess board and carve his own pieces. Red asks Andy why he killed his wife and her lover, and Andy restates his innocence. Red confesses he did kill the person he went to jail for. Red
Andy
(Andy’s wife )
(Andy’s wife’s lover )
Prisoners
41 In Andy’s cell, he polishes a piece of limestone to make a chess piece out of and scratches a name in the wall with this rock hammer. Andy
42 In the prison movie theater, Andy asks Red to get him a Rita Heywood poster. Andy
Red
Prisoners
43
Andy gets raped, and the guards neutralize Bogs.
While leaving the prison movie theater, Andy meets Team 3, who pushes him in the projection booth and attempts to rape him. Andy doesn’t cooperate. So they beat him within an inch of his life. Andy
Boggs
Rooster
44 Voice over of Red explaining that Andy spent a month in traction, and Bogs spent a week in solitary. After Bogs gets out of solitary, he goes back to his cell where he’s beat and crippled by Hadley and Mert. Voice over as Red explains Team 3 never bothered Andy again. Andy
Boggs
Rooster
Hadley
Guards
Red
45 In the prison yard, Team 1 watches Bogs get loaded into an ambulance to be transferred. Red suggests Team 1 gets Andy some rocks to make chess pieces out of as a welcome home gift for when he gets out of the hospital. Red
Heywood
Boggs
Guards
Prisoners
(Andy )
46
Andy returns from the infirmary while his friends do him a kindness.
While working in a field, Team 1 gathers large rocks for Andy. Red
Heywood
(Andy )
47 In the prison laundry room, Red gets a shipment of contraband that includes Andy’s Rita Heywood poster. Red
Prisoners
(Andy )
48 Andy returns to his cell limping. He finds the Rita Heywood poster waiting for him. Andy
Guards
(Red )
49
5
Andy gets a job in the library and doing guards’ taxes.
Norton recruits Andy to do bank work for the guards.
The next morning, as the inmates exit their cells for breakfast, Red sees the poster on Andy’s wall. Guards
Prisoners
Red
(Andy )
50 Norton and Hadley enter cellblock 5 and perform a contraband search. They give other prisoners weeks in solitary for contraband found. Norton
Hadley
Guards
Prisoners
Andy
Red
51 Norton and Hadley search Andy’s cell. They question his rock collection and poster but let it slide. Norton tells Andy he’s heard he’s good with numbers. Voice over of Red explaining that the search was an excuse for Norton to size up Andy. Norton
Hadley
Andy
(Red )
52
Andy starts working in the library
While working in the prison laundry room, Hadley tells Andy he’s being taken off laundry duty. Andy is taken to Norton’s office where Norton tells Andy he has a new job befitting his education. Hadley
Andy
Prisoners
Norton
53 Andy enters the prison library where he tells Brooks he’s been reassigned. Brooks is unhappy but compliant. Guards
Andy
Brooks
Crow
(Norton )
54 As Brooks gives Andy the short tour of the library, Andy questions why Brooks is getting an assistant when he’s never had one. Brooks says he doesn’t know. Brooks
Andy
(Norton )
55 While working in the prison library, Hadley introduces Andy to Dekins. Dekins tells Andy he wants to set up a college fund for his children, and Andy helps him. Hadley
Guards
Andy
Brooks
56 In the mess hall, Brooks tells the rest of Team 1 about Andy’s encounter with Dekins. Andy says he’s being used by the guards. Red points out that at least it got him out of laundry duty. Andy makes a plan to expand the library by asking around for funds. Brooks says nobody gives money to prisoners. Brooks
Andy
Guards
Red
Heywood
57
Andy plans/prepares to improve the library.
In Norton’s office, Andy asks Norton for more money for the library. Norton refuses. Andy asks permission to write letters to the government, and Norton agrees to allow him, reiterating it’s a fool’s errand. Andy
Norton
Government
58 In Andy’s cell, Andy writes a letter. Voice over of Red explaining Andy would write/send one letter a week to the government asking for funds for the library. Even though Andy never got a response, he kept writing. Andy
Government
(Red )
59
Andy’s work with the guards escalates
In the prison library, Andy is doing Mert’s taxes, and a line of prison guards are waiting for their turn. Voice over of Red explaining Andy did half the guard’s taxes that year. Andy
Guards
Brooks
(Red )
60 In the prison library, Andy is doing more guards taxes. Voice over of Red explaining the next year Andy did all the guards’ taxes. Andy
Guards
Brooks
(Red )
61 At the prison baseball field, guards from another prison play baseball against the Shawshank guards. Voice over of Red explaining the next year Andy did the taxes for other prisons’ guards, and softball season was moved to accommodate it. Each April Red got to get out of the wood working shop to help Andy with filing, which he was happy about. Andy
Guards
Brooks
(Red )
62
Andy continues trying to improve the library.
Outside Norton’s office, Andy puts a letter in the outgoing mail pile. Voice over of Red explaining Andy kept sending letters to the government asking for more library funds. Andy
(Government )
(Red )
63 In Andy’s cell, he polishes a chess piece and looks longingly at his poster. Andy
64
6
Brooks gets out of prison, fails to acclimate to freedom and kills himself.
Brooks prepares to leave Shawshank
In the prison yard, Floyd tells Red and Andy in a panic that Brooks needs help. They run to the prison library and find Brooks threatening to kill Heywood. Brooks is upset he’s getting paroled and feels killing Heywood is the only way to stay in prison. Andy talks Brooks down. Floyd
Andy
Red
(Brooks )
(Heywood )
65 In the prison yard, Andy asks Red why Brooks was freaking out about getting paroled, and Red explains that Brooks has been institutionalized. Andy
Red
(Brooks )
(Parole board )
66 In Andy’s cell, Andy watches the morning light shine across his poster. Andy
67 In the prison library, Brooks lets his crow fly free out the window. Brooks
Crow
68
Brooks enters his new life and show his reaction and plan.
Montage of Brooks being let out of prison and making his way to his new apartment. Voice over of Brooks explaining in a letter to Team 1 how much things have changed and how out of place he feels. Brooks
Guards
(Andy )
(Red )
(Heywood )
69 A woman leads Brooks up some stairs to his apartment. She is terse and strict. Voice over of Brooks complaining about the world he’s returned to. Brooks
Landlady
(Andy )
(Red )
(Heywood )
70 Brooks stands in his room looking lost. Voice over of Brooks explaining the parole board got him an apartment at a boarding house and a job at a grocery store. Brooks
(Parole board )
(Grocery boss )
(Andy )
(Red )
(Heywood )
71
Brooks tries and fails to adjust and then kills himself.
Brooks bags groceries at the grocery store. He is miserable. Voice over of Brooks explaining how miserable he is. Brooks
Grocery boss
(Andy )
(Red )
(Heywood )
72 Brooks sits alone feeding pigeons. Voice over of Brooks explaining he misses his crow. Brooks
(Crow )
(Andy )
(Red )
(Heywood )
73 Brooks wakes up in his sleep confused and afraid in his room. Voice over of Brooks explaining he has trouble sleeping at night. Brooks
(Prisoners )
(Andy )
(Red )
(Heywood )
74 Brooks is bagging groceries at the grocery store. Voice over of Brooks explaining he thinks about buying a gun and robbing the grocery store so he can go back to prison. Brooks
(Grocery boss )
(Andy )
(Red )
(Heywood )
75 Brooks is packing his possessions in a carry bag. Voice over of Brooks explaining he’s too old for crime. Brooks
(Andy )
(Red )
(Heywood )
76 Dressed in his best clothes, Brooks hangs himself in his room. Voice over of Brooks explaining he doesn’t like it where he is, and he’s leaving. And nobody will notice he’s gone. Brooks
(Andy )
(Red )
(Heywood )
77
Brooks’s friends react to his death and honors him.
In the prison exercise yard, Andy reads Brooks’ letter. Red says Brooks should have died in prison. Andy
Red
Heywood
(Brooks )
78 In the library, Andy discovers Brook’s crow had returned to the library and died of starvation or grief on a shelf waiting for Brooks. Andy
Crow
(Brooks )
79 In the wood shop, Red is making something. Voice over of Red explaining Andy suggested Team 1 does something, and everyone agreed. Red
Andy
(Brooks )
(Heywood )
80 While working on a chain gang in a field, Team 1 buries Brook’s crow in a small casket, and Red gives a eulogy for Brooks and his crow. Red
Andy
Heywood
(Brooks )
(Crow )
Guards
81
7
Andy builds up the library, gets in trouble for playing music and celebrates his 10 year anniversary.
Andy improves the library but gets sent to solitary for an act of defiance and humanity.
Norton storms into the prison exercise yard and angrily accuses Andy of doing something wrong. Hadley orders Andy to go to Norton’s office. Norton
Andy
Prisoners
(Government )
82 In Norton’s office, Hadley shows Andy several boxes of library material, $200 and a letter from the government saying they’ve filled Andy’s request and to stop sending letters. Andy says he’s going to write two letters a week now. Hadley tells Andy to get the boxes out of the office. Then Hadley leaves. Andy
Hadley
(Government )
83 Andy looks at the records, then puts one on the record player next to the prison intercom microphone. Andy plays classical music throughout the prison. Andy
Guards
Prisoners
Red
84 All the prisoners stop and listen in awe as Andy barricades the door to prevent the guards from entering. Voice over of Red glorifying the event and saying Andy got two weeks solitary confinement for his misdeed. Andy
Prisoners
Guards
85 Andy is sitting in solitary confinement contendedly listening to music in his head. Andy
86 In the mess hall, Team 1 discusses Andy’s misdeed. Andy says it was worth it because it reminded him he is free, and they need to remember music. Red
Heywood
Andy
(Guards )
87
Red and Andy celebrate Andy’s 10 year anniversary and their friendship
In the parole room, Red gives the same speech to the parole board as he did earlier and is rejected again. Red
Parole board
88 Red emerges into the exercise yard unsurprised and unbothered by his parole rejection. Andy gives him an anniversary gift of a harmonica. Andy asks Red to play it, but Red says, “Not today.” Red
Andy
Prisoners
89 In Andy’s cell block, Andy finds a Marylin Monroe poster with a note from Red that says, “Happy 10 year anniversary.” Andy
(Red )
90 In Red’s cell, Red stares at the ceiling and briefly considers playing the harmonica but puts it back. Red
(Andy )
91
Andy completes his quest to improve the library.
In the library, a work crew expands the library. Voice over of Red explaining the government gave a large donation and recurring payment to the library just to get Andy to stop sending letters. Government
Andy
(Red )
92 In the library, Andy oversees a delivery of new books. Andy is very proud of himself. Andy
Red
Heywood
93 In the wood shop, Red makes a sign for the library, naming it in memory of Brooks. Voice over of Red explaining it was the best prison library for hundreds of miles. Red
Andy
(Brooks )
94
8
Norton begins stealing money, and Andy helps launder his money.
Norton starts a business, and Andy helps him embezzle the profits.
Montage of Norton campaigning in public. Voice over of Red explaining how that year, Norton made a name for himself using his prisoners as slave labor doing contract work for the government. Norton
Government
Guards
Prisoners
95 On the side of a road, Team 1 works on a chain gang. A reporter asks for a photo, and they are uncooperative. Heywood in particular taunts the reporter. Reporter
Guards
Heywood
Andy
Red
96 Heywood sits in solitary confinement looking bummed. Voice over of Red explaining prisoners weren’t allowed to express their views. Heywood
(Guards )
(Red )
97 At a work site, Ned complains to Norton that his slave labor is underbidding the competition and putting them out of business. Ned bribes Norton to get the contract for the job they’re at. Norton says he’ll take his crew elsewhere. Voice over of Red explaining that Norton found 100 ways to skim money out of the contract chain gang business. Norton
Contractor
Prisoners
(Government )
98 In Norton’s office, Andy is keeping Norton’s books. Voice over of Red explaining how Andy laundered all of Norton’s illegal money. Norton
Andy;
(Red )
99 In the library Andy explains more of the money laundering scheme to Red. Specifically Andy mentions how the money is kept in multiple bank accounts under a legal but fake alias that only Andy and Norton know. Andy
Red
(Norton )
100 In the exercise yard, Red asks Andy if he feels guilty about laundering Norton’s dirty money. Andy says he’s not responsible, and it’s the only reason Norton lets Andy keep his library. Their conversation is cut short by the prison sirens blaring to notify a new bus of inmates is coming. Red
Andy
(Norton )
Prisoners
(Tommy )
101
9
Tommy comes to prison, gets an education from Andy and then gets killed by Hadley.
Tommy arrives at prison.
In the prison bus, Tommy stands up and exits chained to all the other prisoners. Tommy
Guards
Prisoners
102 Tommy is put in his cell with his new roommate. Tommy isn’t happy, but he takes his situation lightly. Tommy
Guards
Prisoners
103 Tommy struts down the cell block confidently. Voice over of Red explaining Tommy was serving two years for stealing TVs from a department store. Tommy
Guards
Prisoners
(Red )
104 Tommy works with Red in the wood shop enthusiastically. Voice over of Red saying Team 1 liked him immediately. Tommy
Red
(Andy )
(Heywood )
(Floyd )
105 In the mess hall, Tommy tells Team 1 a funny story about how he was arrested. Everyone laughs. Tommy
Andy
Red
Heywood
Floyd
106
Andy helps Tommy get his GED.
Team 1 plays poker in the library and make jokes about how many times Tommy has been arrested and obviously needs a new profession because he’s a bad criminal. Tommy
Andy
Red
Heywood
Floyd
107 In the visitor’s room, Tommy talks to his wife about needing a new profession when he gets out. Voice over of Red saying Tommy has a wife and daughter. Tommy
Tommy’s wife
(Tommy’s daughter )
(Red )
108 Tommy enters the library and tells Andy he needs a new profession and wants to get his high school diploma. Andy agrees to help Tommy get his high school diploma. Tommy
Andy
(Tommy’s wife )
(Tommy’s daughter )
109 In the library, Andy teaches Tommy literature. Tommy is a bad student. Tommy
Andy
110 In the library, Andy Teaches Tommy reading. Tommy is a bad student. Tommy
Andy
111 In the library, Andy Teaches Tommy the alphabet. Tommy is a bad student. Tommy
Andy
112 In the mess hall, Andy Teaches Tommy something. Tommy is making progress Tommy
Andy
Prisoners
113 In the exercise yard, Andy Teaches Tommy reading. Tommy is making progress Tommy
Andy
Prisoners
114 In the wood working shop, Tommy is reading a book. Red yells at him to get back to work. Tommy
Red
(Andy )
115 In the library, Andy Teaches Tommy something. Tommy is making progress. Voice over of Red saying Andy has an ulterior motive for helping Tommy. Tommy
Andy
Prisoners
(Red )
116 In Andy’s cell, Andy polishes a chess piece. Voice over of Red explaining people in prison will do anything to keep their mind occupied. Andy
(Tommy )
(Red )
117 In the library, Tommy takes his GED test. When he’s finished he says he failed and throws the test away. Andy says he might not have done bad and takes the test out of the trash. Tommy
Andy
118
Andy learns Tommy has evidence he’s innocent and tries to convince Norton to investigate.
In the wood working shop, Tommy tells Red he disappointed Andy. Red disagrees. Tommy asks what Andy is in for, and Red tells him about Andy’s murder case. Tommy gasps after having an epiphany. Tommy
Red
(Andy )
(Andy’s wife )
(Andy’s wife’s lover )
(The real killer )
119 In the library, Tommy tells Andy and Red about a cellmate he had at another prison who bragged about killing Andy’s wife and her lover and the crime getting pinned on Andy. Tommy
Red
(Andy )
(Andy’s wife )
(Andy’s wife’s lover )
(The real killer )
120 In Norton’s office, Norton tells Andy that Tommy’s story is a lie. Andy presses, and Norton gives Andy a month of solitary confinement. Andy
Norton
(Tommy )
(Andy’s wife )
(Andy’s wife’s lover )
(The real killer )
121 In the prison yard, Tommy blames himself for getting Andy a month in solitary confinement. Mail call comes, and Tommy gets a letter saying he passed his GED test. Tommy
Andy
Red
122
Tommy gets his GED.
In the visitor’s room, Tommy tells his wife he got his GED. Tommy
Tommy’s wife
Tommy’s daughter
123 In solitary confinement, a guard tells Andy that Tommy passed his GED test. Guards
Andy
(Tommy )
124
Norton has Tommy killed.
In a prison corridor, Tommy is mopping. Mert tells Tommy that Norton wants to talk to him. Tommy
Guards
(Norton )
125 At the loading dock, Mert tells Tommy that Norton will talk to him out there. Norton asks Tommy if his story about Andy’s innocence is true and if Tommy would testify. Tommy says yes, and then Norton signals for Hadley to shoot Tommy, which Hadley does. Guards
Tommy
Norton
(Andy )(Andy’s wife )
(Andy’s wife’s lover )
(The real killer )
Hadley
126
10
Andy prepares to escape prison.
Andy returns from solitary confinement.
Andy is released from solitary confinement and taken to Norton’s office. Norton tells Andy that Tommy was shot trying to escape. Andy tells Norton he won’t do Norton’s book keeping. Norton tells Andy that if he doesn’t he’ll put Andy in a cell with a rapist and close the library. Andy wordlessly agrees to continue keeping Norton’s books. Andy
Norton
(Tommy )
127 In the prison yard, Andy and Red discuss life. Andy says he wants to go to a specific place in Mexico and start a hotel. Andy says he’d need a person like Red to help him. Andy tells Red if he ever gets out to go to the field where Andy asked his wife to marry him and look for a box. Red tells Andy to stop dreaming and accept reality. Andy says you either have to get busy living or get busy dying. Andy
Red
128
Andy’s friends worry about him.
In the mess hall, Red tells Team 1 he’s worried about Andy. Heywood says Andy asked him for six feet of rope earlier that day. Red worries Andy is going to hang himself. Red
Heywood
(Andy )
129 In the prison yard, Team 1 looks for Andy but can’t find him. The prison intercom system says it’s time to go in. Team 1 makes a plan to have an intervention with Andy the next day, if he’s still alive. Red
Heywood
(Andy )
130
Andy prepares to escape while his friends worry about him.
In Norton’s office, Andy finishes up the day’s book keeping as Norton leaves. Norton says it’s good to have Andy back. Andy
Norton
131 In cellblock 5, Andy returns to his cell and passes Red’s cell. They exchange meaningful glances. Andy
Guards
Red
132 In Andy’s cell, Andy polishes a chess piece when the lights go out. Andy sets the chess piece down. His set is now complete. Then he looks at his poster and pulls a six foot length of rope from under his pillow. Andy
Guards
133 In Red’s cell, Red stares out the window listening to thunder. Voice over of Red explaining how it was the longest night of his life worrying Andy would kill himself. Andy
(Red )
134
11
Guards search for Andy between flashbacks of Andy escaping.
Norton and the guards react to Andy’s escape.
The next morning, in cellblock 5, the guards discover Andy isn’t in his cell. Guards
(Andy )
135 In Norton’s office, Norton discovers his shoes have been replaced with Andy’s. The alarm starts blaring. Norton looks up. Norton
(Andy )
136 In the prison yard, Norton tells Hadley to question everyone in cellblock 5 starting with Red. Norton
Guards
Red
(Andy )
137 In Andy’s cell, Norton asks Red what he knows. Red says he doesn’t know anything. Norton throws a fit and throws a rock through Andy’s poster. Then he discovers the hole behind it Andy dug with his rock hammer. Norton
Guards
Red
(Andy )
138 In Andy’s cell, Rory is sent through the hole behind the poster and investigates Andy’s escape route. He discovers it leads to the sewage system. Guards
Red
(Andy )
139 In Andy’s cell, Red listens to Rory vomiting. Red laughs, and Norton sends him to solitary confinement. Guards
Red
(Andy )
140 In solitary confinement, Red continues laughing. Red
(Andy )
141 Montage of police setting up road blocks and searching outside the prison. They find Andy’s rock hammer, uniform and a bar of soap. Voice over of Red saying he thought it would take a man 600 years to tunnel out of prison, but Andy did it in less than 20. Guards
(Andy )
(Red )
142
Flashback of Andy deciding to escape and enacting his plan.
Flashback montage of Andy discovering the wall to his cell is brittle and then digging through it and hiding the hole with his poster, then stealthily dumping the rubble in the prison exercise yard. Andy sticks his head through the hole and looks down to see the sewage pipes. Andy
(Red )
143 Flashback montage of Tommy dying at Norton’s feet. Voice over of Red saying after Tommy died, Andy decided it was time to leave. On the night of Andy’s escape, he steals one of Norton’s suits and his shoes. (Red )
(Tommy )
(Andy )
144 Flashback montage of Andy squeezing his body through the hole in his cell wall, breaking through the sewage pipe and crawling out with a plastic bag full of clothes dragging behind him. Voice over of Red explaining Andy crawled through 500 yards of shit. Andy escapes the pipe and emerges outside the prison in the rain, where he removes his prison clothes. Andy
(Red )
145
12
Norton, Hadley and Andy get their prizes.
Andy, Norton and Hadley get their comeuppance.
And enters a bank dressed in Norton’s clothes and closes the accounts he’s been laundering Norton’s money into. The cashier reluctantly gives Andy the money, and Andy asks the cashier to put a package in their outgoing mail. Andy
(Red )
146 In a newspaper office, a clerk opens Andy’s package and gets excited. Reporter
(Andy )
147 In Norton’s office, Norton looks at the front page of the morning paper and reads about his money laundering operation. Norton
(Andy )
(Reporter )
148 As police cars speed toward the prison, Norton open his safe and looks for his ledger. He finds Andy’s Bible with a hollowed out space for his rock hammer. Guards
Norton
(Andy )
149 In the prison yard, police arrest Hadley. Guards
Hadley
150 As police try to break into Norton’s office, Norton shoots himself in the mouth with a revolver. Guards
Norton
151
Red explains Andy’s post-escape plan.
In Red’s cell, Red gets a postcard from Andy, sent from a Texas border town, implying Andy went to the place in Mexico he mentioned earlier. Red
(Andy )
152 In a red convertible, Andy drives south with the wind in his hair. Andy
(Red )
153
Red reacts to losing Andy.
In the mess hall, Red tells Team 1 a story about Andy. Voice over of Red saying they talked about Andy often but that Red misses Andy. Red
Heywood
(Andy )
154 In Red’s cell, Red looks at one of Andy’s posters and dreams of being free. He curses Andy for giving him unattainable dreams. Red
(Andy )
155 In the parole room, Red breaks down and tells the parole board the truth, instead of his usual canned answers. The parole board approves Red’s parole. Red
Parole board
156
13
Red is released, tries to acclimate to freedom, then goes to join Andy.
Red is released from Shawshank. Outside the prison, Red is released. Then he walks up the stairs of Brooks’ boarding house and is led into Brooks’ room. Red
(Brooks )
157
Red shows his reaction to the new world and tries but fails adjust to the outside world.
In the grocery store, Red bags groceries and asks his boss if he can use the restroom. The boss says he doesn’t have to ask. Voice over of Red saying he’s been institutionalized and can’t get used to the outside world. Red
Grocery boss
158 On the street, Red watches women walk past dressed slutty. Voice over of Red enjoying this but saying out foreign it is to him. Red
159 In a park, Red looks at hippies. Voice over as he says he doesn’t understand hippies. Red
160 In the parole office, Red’s parole officer asks Red how he’s doing. Red says he’s good but things are different. The parole officer agrees. Red says the world moved on without them. Red
Parole officer
161 In the grocery store, Red is bagging groceries and has a panic attack. Red
162
Dark knight of the soul for Red.
On the street, Red walks and looks at guns in a pawnshop window. Voice over of Red saying he can’t make it in the new world. Red
163 In Red’s room, Red looks at Brooks’ signature he carved in the rafter beam. Voice over of Red saying the only thing keeping him from killing himself is a promise he made to Andy to go to find the box in the field where Andy asked his wife to marry him. Red
(Brooks )
(Andy )
164
Return to the path/ressurection for Red.
Red hitchhikes to the field Andy mentioned and finds the box. It contains a bunch of money and a note telling Red to come find him in Mexico. The letter tells Red not to lose hope. Red
(Andy )
165 In Red’s room, Red dresses in a nice suite and leaves with his things packed. Voice over of Red repeating Andy’s words, “Get busy living or get busy dying.” Red
(Andy )
166
14
Denouement
Red goes to Andy.
In a bus station, Red buys a bus ticket to the town in Texas where Andy sent the postcard from. Voice over of Red saying he committed the second crime of his life, parole violation. He also says nobody will come looking for him because he’s not important enough. Red
(Andy )
167 In a bus, Red watches the New England country side go by. Voice over of Red saying how happy he is to feel free and how hopeful he is to complete his journey. Red
168 On a beach, Red approaches Andy, who is fixing up a boat. Red
Andy

 

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Plot Outline of “Blade Runner”

Promotional poster of the movie, "Blade Runner" 

 

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Beat Acts Action Sequences Beat Description Locations Storylines Beat
1
1
Team 2 shoots Holden. Then Bryant recruits Deckard to hunt/kill Team 2. Deckard meets Tyrell and Rachel, and Tyrell tells Deckard that Rachel is an android.
Prologue View of a fake dictionary definition of the word, “Android,” ostensibly printed in 2012, which says androids are computers with human features that work at jobs too boring or dangerous for humans and to work in/explore space. (Team 2 ) 1
2 Inciting indident Holden gives Leon the Voight Kampff test to determine if Leon is an android. When Leon realizes he can’t pass the test, he shoots Holden with a laser pistol and leaves. EXT. HADES – DUSK
INT. TYRELL CORPORATION INTERROGATION ROOM – DUSK
Holden

Leon

2
3
Deckard recieves the quest to hunt Team 2.
A blimp flies around a city advertising job opportunities to emigrate off Earth. EXT. OVERHEAD VIEW CITY – NIGHT
EXT. THE BLIMP – FROM BELOW – NIGHT
(Tyrell )
(Deckard )
(Team 2 )
(Sebastian )
3
4 As Deckard eats at a street vendor, Gaff arrives in a police car and tells Deckard that Captain Bryant has ordered Gaff to bring Deckard to see Bryant. Gaff says Deckard is a renowned Blade Runner. Deckard reluctantly goes with Gaff in the police car to see Bryant. EXT. CITY STREET – NIGHT
EXT. CITY – BIRD’S EYE VIEW – NIGHT
Deckard
Gaff
(Bryant )
4
5 Bryant offers Deckard a contract to hunt and kill 4 androids who went rouge, killed a bunch of humans and flew a hijacked spaceship to Earth. Then Leon shot Holden, critically wounding him. Deckard reluctantly accepts the mission. INT. SPINNER – NIGHT
EXT. PRECINCT SPINNER PAD – NIGHT
INT. POLICE HQ CONCOURSE – NIGHT
Bryant
Deckard
(Team 2 )
5
6 Holden gets info he needs to find Team 2. Deckard gets more info on the androids from Bryant and Holden. INT. BRYANT’S OFFICE (DAY)
INT. HOSPITAL – NIGHT
Deckard
Bryant
Holden
6
7
Holden meets and gets to know Rachel.
The next morning, Gaff apprehends Deckard to take him to The Pyramid. EXT. CITYSCAPE – MORNING
EXT. SPINNER – MORNING
INT. SPINNER – MORNING
EXT. OVER CITY – MORNING
INT. SPINNER – MORNING
EXT. SPINNER – MORNING
Gaff
Deckard
(Tyrell )
7
8 At The Pyramid, Deckard meets Rachel. At Rachel’s beckoning, Deckard explains the risk of hunting androids, his motivations and justifications. EXT. THE PYRAMID – MORNING
INT. SPINNER – MORNING
INT. THE PYRAMID – MORNING
Deckard
Rachel
(Tyrell )
8
9 Tyrell joins Deckard and Rachel. Tyrell asks Deckard to give Rachel the Voight Kampff test. INT. THE PYRAMID – MORNING Deckard
Tyrell
Rachel
9
10 Deckard gives Rachel the Voight Kampff test. INT. TYRELL’S OFFICE – A LITTLE LATER Deckard
Rachel
(Tyrell )
10
11 Tyrell and Deckard leave Rachel. Tyrell tells Deckard Rachel doesn’t know she’s an android, and her memories are transplanted from his niece. INT. TYRELL’S OFFICE – A LITTLE LATER Deckard
Tyrell
(Rachel )
11
12
2
Deckard flirts with Rachel as he follows clues that lead him to Salome, who he fights and kills. Pris convinces Sebastian to let her live with him. Batty and Leon follow clues to find their maker (Tyrell).
Holden investigates clue #1 and finds clue #2. Deckard and Gaff investigate an apartment the rouge androids stayed in. Deckard finds a photo and a glittery snake scale. EXT. OVERHEAD VIEW OF HOTEL – NIGHT
EXT. ANGLE ON DECKARD – NIGHT
INT. HOTEL CORRIDOR – NIGHT
INT. HOTEL ROOM – NIGHT
INT. HOTEL ROOM – NIGHT (A LITTLE LATER)
INT. HOTEL BATHROOM – NIGHT (MOMENTS LATER)
INT. HOTEL ROOM – NIGHT
INT. HOTEL ROOM – NIGHT (MOMENTS LATER)
INT. HOTEL ROOM – NIGHT (A LITTLE LATER)
EXT. HOTEL – NIGHT
INT. HOTEL ROOM – NIGHT
EXT. HOTEL – NIGHT
Deckard
Gaff
(Leon )
12
13
Batty and Leon begin/continue their quest to find their maker by investigating clue #1 and find clue #2.
Batty meets Leon on a street corner. Leon confesses his photo was taken by the police. Batty is displeased. EXT. STREET – NIGHT Batty
Leon
Deckard
13
14 Batty and Leon cross the street and enter Chew’s, a business that makes and sells android eyes. Batty and Leon tell Chew he made their eyes, and then force Chew to tell them who made them. Chew tells them Sebastian made them at the Tyrell Corporation. INT. CHEW’S SHOP – NIGHT Batty
Leon
Chew
14
15 Deckard and Rachel get closer. Deckard meets Rachel as he enters his apartment. She asks if he thinks she’s a android, because she doesn’t believe she is. Deckard explains/proves she is. Then she leaves him her phone number. EXT. DECKARD’S APARTMENT BUILDING – NIGHT
INT. ELEVATOR NIGHT
INT. CORRIDOR NIGHT
INT. DECKARD’S APARTMENT – NIGHT
INT. KITCHEN – NIGHT
INT. LIVING ROOM – NIGHT
Deckard
Rachel
15
16
Pris befriends Sebastian as her first step in Team 2’s plan to find their creator.
Pris ostensibly runs into Sebastian in front of his apartment on accident. Pris flirts with him and tells him she’s homeless. Sebastian invites her into his apartment. EXT. AN ABANDONED BUILDING – NIGHT
EXT. SEBASTIAN’S BUILDING – NIGHT
Pris
Sebastian
16
17 Sebastian takes Pris into his apartment and explains what living in the city is like. Pris flirts with him and reiterates that she’s lost and alone. Sebastian offers to let Pris spend the night, and she accepts. INT. SEBASTIAN’S LOBBY – NIGHT (SHOT)
INT. CAGE ELEVATOR (SHOT)
INT. CORRIDOR – NIGHT (SHOT)
INT. CORRIDOR – NIGHT (SHOT)
INT. SEBASTIAN’S APARTMENT -NIGHT
Sebastian
Pris
17
18
Deckard investigates clue #2 and finds clue #3. He investigates clue #3 and finds clue #4. He investigates clue #4 and finds Salome and kills her.
Deckard uses computers and cameras to analyze the photo and snake scale he found earlier. He sees a dancer’s dress in the corner of the photo. INT. DECKARD’S APARTMENT – NIGHT
INT. SHOWER – NIGHT
Deckard 18
19 While eating fish at a the street vendor, Deckard realizes the glittery object he found resembles a fish scale, which makes him believe it is a synthetic fish scale. EXT. NOODLE BAR – NIGHT Deckard 19
20 Deckard visits a synthetic fish store and asks Cambodian Lady to analyze the snake scale. She tells him it’s not a fish scale, but a snake scale. EXT. ANIMAL ROW – NIGHT Deckard
Cambodian lady
20
21 Deckard visits a synthetic snake store and asks The Egyptian to analyze the snake scale. He identifies the snake, and Deckard convinces him to identify the most likely owner. EXT. EGYPTIANS JOINT – NIGHT Deckard
The Egyptian
21
22 Deckard goes to a strip club he believes the owner of the snake also owns. He questions the bartender, who shows that the bar owns a synthetic snake, but it’s not the one Deckard is looking for. INT. TAFFEY’S SNAKE PIT BAR – NIGHT Deckard 22
23 At the strip club, Deckard calls Rachel and invites her on a date. He tells her to meet him at the strip club. She agrees as Deckard is distracted by seeing Salome stripping on stage with the snake he’s looking for. INT. TAFFEY’S BAR MOMENTS LATER Deckard
Rachel
Salome
23
24 Later, backstage, Deckard tells Salome he works for the “American Federation of Variety Artists” and is investigating for the “Committee on Moral Abuses. He tells her needs to inspect her dressing room for signs her bosses are committing voyeurism. After questioning her further, she attacks him and runs away. INT. BACKSTAGE A LITTLE LATER
INT. DRESSING ROOM – NIGHT
Deckard
Salome
24
25 Deckard chases Salome through the streets, then fights and kills her. EXT. STREET – OPERA HOUSE – NIGHT Deckard
Salome
25
26
3
Leon attacks Deckard, but Rachel kills him. Graff learns Deckard is harboring Rachel when he picks up Deckard to see Bryant. Sebastian introduces Sebastian to Batty. Then Deckard and Rachel talk about themselves and have sex.
Leon, Batty and Rachel react to the death of Salome. Leon tries to kill Deckard, but Rachel kills Leon.
Leon and Batty watch from a safe distance as they see Deckard showing his credentials to police who responded to the public execution of Salome. Leon and Batty walk away angry. EXT. THE CROWD – NIGHT Batty
Leon
Deckard
(Salome )
26
27 Moments later, Deckard sees Rachel in the growing crowd. He chases after her, but she runs away, upset that Deckard killed an android. EXT. STREETS – NIGHT Deckard
Rachel
27
28 Deckard chases Rachel but loses her. He ends up in an alley, where Leon attacks him. Deckard fights back and loses. Leon is about to kill him, but Rachel sneaks up and kills Leon. EXT. ALLEY NIGHT Deckard
Rachel
Leon
28
29 Deckard takes Rachel to get drunk to cope with killing, but while at the bar, Gaff apprehends Deckard to send him to talk to Bryant. Before Gaff sees Rachel, Deckard signals/warns her to hide. Gaff doesn’t see Rachel but is suspicious she is with Deckard. EXT. 42ND STREET – 20 MINUTES LATER
EXT. KIOSK – MOMENTS LATER
Deckard
Rachel
Gaff
(Bryant )
29
30 Deckard recieves a prize for his success, but it’s a false victory. Rachel went rouge. So Bryant orders him to find and kill her. Bryant congratulates Deckard for killing two androids in one night and tells him Rachel went rouge, and he must now kill her. EXT. KIOSK Bryant
Deckard
(Rachel )
30
31
Deckard and Rachel get to know each other better.
Later, at Deckard’s apartment, Deckard justifies killing androids to Rachel. INT. DECKARD’S KITCHEN – NIGHT Deckard
Rachel
31
32 As Rachel pervs out on Deckard bandaging himself half-naked, Rachel asks if he will hunt her. He says no, but someone will. She asks if Deckard knows how long she’ll live, and he says he doesn’t know. INT. DECKARD’S BATHROOM – NIGHT
INT. DECKARD’S BATHROOM A FEW MINUTES LATER
Rachel
Deckard
32
33 While Deckard sleeps, Rachel looks at a photo of Deckard’s family jealously and then plays a beautiful melody on a piano. INT. LIVING ROOM NIGHT
INT. BEDROOM – NIGHT
INT. LIVING ROOM – NIGHT
Rachel
Deckard
33
34 Pris gets to know Sebastian better, and introduces him to Batty. In Sebastian’s apartment, Sebastian and Pris flirt. Batty sneaks in while Pris asks Sebastian why he’s still on Earth. Sebastian says he has a disease. Batty walks up on them and acts all creepy. INT. CITYSCAPE DAWN
EXT. SEBASTIAN’S APARTMENT – DAWN
INT. SEBASTIAN’S BUILDING – DAWN
INT. SEBASTIAN’S APARTMENT – DAWN
INT. WEDDING DRESS ROOM – DAWN
INT. SEBASTIAN LABORATORY – DAWN
Sebastian
Pris
Batty
34
35 Rachel and Deckard get to know each other better, and they have sex. The next morning, Rachel asks Deckard how he feels about all his family members and her. Then they have sex. INT DECKARD’S BEDROOM – MORNING
INT. DECKARD’S LIVING ROOM MORNING
Rachel
Deckard
35
36
4
Team 2 convinces Sebastian to take them to see Tyrell. Holden tells Deckard that Team 2 is trying to find their maker and eternal life.
Sebastian gets to know Pris and Batty better. Sebastian agrees to take them to their creator. In Sebastian’s house, Sebastian figures out Pris and Batty are androids. They ask him to help them meet Tyrell, and Sebastian reluctantly agrees. INT. SEBASTIAN’S APARTMENT – NIGHT Sebastian
Pris
Batty
36
37
Holden and Deckard get to know each other better. Holden explains Team 2’s plan to Deckard and gives Deckard clue #5. While spying on Deckard and Holden, Gaff and Bryant plan to follow Deckard to find Rachel.
In Holden’s hospital room, Deckard tells Holden he killed two androids, including the one who shot Holden. Deckard says the androids had feelings, and Holden jokingly accuses Deckard of having sex with Salome. INT. HOSPITAL (DAY) Holden
Deckard
(Team 2 )
(Rachel )
37
38 Bryant and Gaff spy on Holden and Deckard. Bryant wonders if Deckard knows where Rachel is. Gaff says he’ll find out if Bryant gives him a promotion. INT. BRYANT’S OFFICE – DAY Bryant
Gaff
(Deckard )
38
39 Holden explains to Deckard that the rouge androids are trying to infiltrate Tyrell Corp. to meet Tyrell. INT. HOSPITAL (DAY) Holden
Deckard
(Team 2 )
39
40 Bryant and Gaff are surprised by Holden’s explanation that the rouge androids are trying to meet Tyrell. INT. BRYANT’S OFFICE – DAY Bryant
Gaff
(Team 2 )
40
41
5
Tyrell tells Batty he’ll die of old age very soon and there’s no cure. Batty kills Sebastian and Tyrell. Deckard follows clues to Sebastian’s house, where he meets, fights and kills Pris. Then he fights Batty who spares Deckard’s life and then dies of old age.
Deckard investigates clue #5 and finds Pris.
Sitting in his car, Deckard calls Schlecht and orders her to give him personnel files on the four people in Tyrell Corp. with the most authorization clearance, including Sebastian. Schlecht reluctantly complies. INT. DECKARD’S CAR Deckard
(Team 2 )
(Sebastian )
41
42 Deckard calls Sebastian’s house. Pris answers and abruptly hangs up. Deckard studies her picture in his video phone. INT. DECKARD’S CAR
INT. SEBASTIAN’S APARTMENT
INT. DECKARD’S CAR
Deckard
Sebastian
Pris
42
43
Batty meets and gets to know his creator. Batty asks for more life, but his creator says he can’t give it to him. So Batty kills his creator and Sebastian.
Sebastian takes Batty to Tyrell’s apartment at the top of The Pyramid. Tyrell reluctantly lets them in. EXT. TYRELL CORP. – SUNSET
EXT. PYRAMID – NIGHT
INT. ELEVATOR – NIGHT
INT. TYRELL’S BEDROOM -NIGHT
INT. ELEVATOR – NIGHT
Sebastian
Batty
Tyrell
43
44 Batty asks Tyrell how to extend his life. Tyrell says it’s impossible, and Batty kills Tyrell and Sebastian. INT. TYRELL’S BEDROOM – NIGHT Batty
Tyrell
Sebastian
44
45
Deckard investigates Pris’s location, where he fights and kills Pris and Batty (with a twist).
Deckard goes to Sebastian’s apartment and finds, then fights, then kills Pris. EXT. SEBASTIAN’S APARTMENT – NIGHT
INT. LOBBY/SEBASTIAN’S – NIGHT
INT. SEBASTIAN’S APARTMENT – NIGHT
INT. STAIRWELL/SEBASTIAN’S BUILDING – NIGHT
INT. SEBASTIAN’S APARTMENT – NIGHT
INT. STAIRWELL – NIGHT
INT. SEBASTIAN’S APARTMENT – NIGHT
INT. STAIRWELL – NIGHT
INT. SEBASTIAN’S APARTMENT – NIGHT
Deckard
(Sebastian )
Pris
45
46 Batty returns to Sebastian’s apartment and fights Deckard, resulting in Deckard hanging over the edge of the roof. INT. SEBASTIAN’S APARTMENT – NIGHT
INT. CORRIDOR – NIGHT
INT. SEBASTIAN’S APARTMENT – NIGHT
INT. BILLIARD ROOM – NIGHT
INT. SEBASTIAN’S APARTMENT NIGHT
INT. LOBBY – NIGHT
INT. BILLIARD ROOM – NIGHT
INT. DARK ROOM – NIGHT
INT. FLOOR B – TOILET – NIGHT
Deckard
Batty
46
47 Batty saves Deckard’s life and then sits down to die of old age. EXT. ROOF – WINDOW LEDGE – NIGHT
EXT ROOF – NIGHT
EXT. THE ROOF – LOW ANGLE – NIGHT
EXT. THE SECOND ROOF – NIGHT
EXT. THE FIRST ROOF – NIGHT
EXT. ROOF – LOW ANGLE – NIGHT
EXT. SECOND ROOF – NIGHT
Deckard
Batty
47
48
6
Denouement
Gaff congratules Deckard for completing his external quest. He gives Deckard a chance to continue his love story quest, but also promises to hunt and kill them.
Gaff finds Deckard on the roof next to Batty’s lifeless body. Gaff deduces Deckard will run away with Rachel. After threatening Deckard, Gaff decides to let Deckard run away with Rachel. EXT. THE SECOND ROOF (DAWN) Gaff
Deckard
(Rachel )
48
49 Deckard returns to his apartment and gets Rachel. INT. DECKARD’S CORRIDOR – DAY
INT. DECKARD’S LIVING ROOM – DAY
INT. KITCHEN – DECKARD’S POV – DAY
INT. BEDROOM – DAY
Deckard
Rachel
49
50 Deckard and Rachel drive into the sunset. INT. CORRIDOR – DAY
EXT. MOVING TREES – DAY
INT. DECKARD’S CAR – DAY
EXT. WOODS – DAY
Deckard
Rachel
50

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Plot Outline of “Jurassic Park”

Poster for the movie, "Jurassic Park"

 

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Beat Acts Action Sequences Beat Description Storylines
1
1
Hammond recruits Team 1 to tour Jurassic Park and endorse it.
Prologue foreshadowing teaser Muldoon oversees transportation of a raptor in a crate at Jurassic Park. Things go bad, and the raptor eats a worker. Muldoon
Raptors
2
Hammond offers Grand and Ellie the quest to visit Jurassic Park. After refusing the call, they agree.
At an amber mine in the Dominican Republic, Donald and Rostagno have a conversation about how Hammond should be dealing with the lawsuit involving the worker who was killed in Beat 1. Their conversation is interrupted when a worker says they found another mosquito trapped in amber. Donald
Rostagno
(Hammond )
3 At the dig site, Rostagno and Donald inspect a piece of Amber with a mosquito. Rostagno and Donald discuss how Hammond needs experts to vouch for Jurassic Park. Donald says they need Grant, and Donald says Grant won’t come because he’s too wrapped up in digging. Donald
Rostagno
(Grant )
(Ellie )
4 At a dig site in Montana, Grant and Ellie analyze the fossilized remains of a group of raptors and discuss the danger and behavior of raptors. Grant
Ellie
(Kid)
5 Grant and Ellie use a sonar-type machine to analyze more raptor fossils underground. They discuss the danger and behavior of raptors more, and Grant mentions he hates children. Grant
Ellie
Kid
6 Hammond (Grant and Ellie’s benefactor) lands at the dig site in a helicopter and tells them he needs them to vouch for his new park. They refuse, but he bribes them by offering to fund their digs for three more years. Hammond
Grant
Ellie
7
2
Dodgson hires Nedry to steal DNA from Hammond. Team 1 enters Jurassic park and learns how it works.
Inciting incident to the central conflict
Dodgson gives Nedry the quest to steal DNA.
At a café in Costa Rica, Nedry meets with Dodgson to discuss stealing dinosaur DNA from Jurassic Park. Nedry
Dodgson
8
Ellie, Grant, Hammond, Malcolm and Donald arrive at Jurassic Park and we see their first reactions.
Grant, Hammond, Malcolm, Ellie and Donald ride a helicopter to Jurassic Park and introduce themselves to each other. Hammond
Grant
Ellie
Malcolm
Donald
9 The helicopter lands, and the occupants get out and then get in a caravan of jeeps. Donald tells Hammond that if he’s not convinced the park is safe in 48 hours, he’ll tell the other investors and shut it down. Hammond
Grant
Ellie
Malcolm
Donald
10 In a jeep, Ellie is amazed by the existence of an extinct plant while Grant spots a brontosaurus and Hammond enjoys watching them. Ellie
Grant
Hammond
Brontosaurus
11 Ellie, Grant and Hammond discuss the brontosaurus, and Hammond mentions they have a T-rex. Donald says to himself that the park is going to make a fortune. Hammond
Grant
Ellie
Malcolm
Donald
(T-rex )
12
Ellie, Grant, Hammond, Malcolm and Donald receive an introduction to the features and rules of Jurassic Park.
Ellie, Grant, Hammond, Donald and Malcolm arrive at the visitor’s center and continue marveling at the park’s existence. Hammond
Grant
Ellie
Malcolm
Donald
13 Ellie, Grant, Hammond, Donald and Malcolm sit in an auditorium and watch a video explaining how dinosaurs were brought back to life using DNA from mosquitos trapped in amber, spliced with frog DNA. Hammond
Grant
Ellie
Malcolm
Donald
14 The auditorium seats move past the genetics lab where Nedry will later steal his DNA samples from. Grant, Ellie, Donald and Malcolm jump out of their seats and demand to see the hatchery. Hammond acquiesces to their request. Hammond
Grant
Ellie
Malcolm
Donald
15 Dr. Wu shows Grant, Ellie, Hammond, Donald and Malcolm a hatching dinosaur. Hammond reveals that all the dinosaurs in the park are engineered to be female. Malcolm says “you can’t control anything” and nature will find a way to adapt. Hammond also reveals the hatchling is a raptor. Dr. Wu
Grant
Ellie
Hammond
Donald
Malcolm
Raptor
16 Against Hammond’s protests, Grant leads Ellie, Hammond, Donald and Malcolm to the adult raptor pen to see them. Muldoon shows up and says the raptors are too dangerous (fast, smart and high jumpers) and should be destroyed. Muldoon also mentions the fences in Jurassic Park are electrified. Grant
Hammond
Ellie
Malcolm
Donald
Muldoon
Raptor
17 State the theme and foreshadow the central conflict Hammond, Grant, Ellie, Donald and Malcolm eat lunch at the visitor’s center. Hammond tells the group they’re about to take a basic tour of the park. Donald is giddily greedy about how much money the park is going to make. Malcolm reiterates that mother nature can’t be controlled. He says, “Your scientists were so preoccupied with what they could do, they didn’t stop to think if they should.” Ellie sides with Malcolm, and Grant sides with Donald. Hammond
Grant
Ellie
Malcolm
Donald
18
3
Team 2 is sent on a tour while Team 1 stays in the control room. Team 2 evacuates the staff due to a bad storm approaching while Nedry prepares to steal DNA.
Begin the tour quest and introduce Tim and Lex.
Hammond, Grant, Ellie, Donald and Malcolm walk through the visitor’s center enroute to the jeeps, and Hammond introduces them to his grandchildren, Tim and Lex. Hammond informs them Tim and Lex will be joining them on the tour. Hammond
Grant
Ellie
Malcolm
Donald
Tim
Lex
19 Grant, Ellie, Donald, Malcolm, Tim and Lex get in a caravan of jeeps. Hammond informs the group that the jeeps are automated and can’t be manually controlled. Then he excuses himself from the group, and Tim latches onto Grant, much to Grant’s dismay. Hammond
Grant
Ellie
Malcolm
Donald
Tim
Lex
20 Introduce complication to tour quest Bad weather In the Control room Muldoon tells Hammond a major tropical storm is approaching the island but may veer away. Hammond presses a button to begin the caravan of jeep’s automated tour. Muldoon
Hammond
21 Tour stop #1 Lull before the storm
Hammond fails test #1 due to his flaw
Foreshadow conflict with Dilophosaurs
The jeep caravan passes by the dilophosaur enclosure, but there are no dinosaurs to be seen. Hammond’s prerecorded voice narrates the tour through the jeep’s speakers saying the species of dinosaur they’re passing (but can’t see) is dilophosaurus, carnivore that spits blinding venom at its victims, which Nedry will be killed by later. Grant
Ellie
Malcolm
Donald
Tim
Lex
(Dilophosaurs )
22 Hammond experiences the repercussions of his failure while Nedry and Hammond get to know each other. In the Control room, Arnold notices there’s a glitch with the jeeps’ headlights and says the park is full of glitches. Nedry says he did an exemplary job designing the park’s computer systems for the paltry sum he was paid, and Hammond tells Nedry to stop complaining about his financial problems, which is nobody’s business but his own. Arnold
Nedry
Hammond
23 Tour stop #2 Lull before the storm
Hammond fails test #2 due to his flaw
Foreshadow conflict with T-rex
The jeeps approach the T-rex viewing area. Malcom continues to express his skepticism towards creating dinosaurs. A goat is lowered into the T-rex pen but fails to lure out the T-rex. Grant says T-rexes are hunters, and this isn’t their natural environment. The disappointed group doesn’t get to see the T-rex. Malcolm
(T-rex )
Grant
Ellie
Donald
Tim
Lex
24 Malcolm and Ellie get to know each other.
Malcolm restates the theme
As a repercussion of Hammond’s failure, Grant strays from the path, leading the team with him.
Malcom hits on Ellie and explains why nature can’t be controlled or predicted because of chaos theory. Grant sees something interesting that makes him jump out of the jeep, and everyone follows him. Malcolm
Ellie
25 Hammond experiences the repercussion of his failure and lament that the team has strayed from the path. In the Control room, Hammond, Muldoon and Arnold lament the visitors are jumping out of the jeeps. Meanwhile, Nedry prepares to steal dinosaur DNA. Hammond
Muldoon
Arnold
Nedry
26 The bad weather complication to the tour quest increases
Team continues off the path and finds an opportunity for adventure.
Dark clouds approach on the horizon as Grant leads Ellie, Malcolm, Donald, Tim and Lex through a field to where Harding is tending to a sick triceratops. Tim annoys Grant while Donald acts scared. Ellie diagnoses that the triceratops is sick from eating poisonous plants that Harding didn’t think triceratopses ate. Grant
Ellie
Malcolm
Donald
Tim
Lex
Harding
Triceratops
27 Hammond decides to quit the tour mission and call the team back due to the bad weather complication. In the Control room, Arnold, Muldoon and Hammond decide to end the tour and evacuate non-essential staff due to the impending tropical storm. Arnold
Muldoon
Hammond
28 The team continues enjoying their opportunity off the path. They succeed at their side quest but it’s a false victory, because they won’t be able to escape Jurassic Park by Jeep as a result. In the field, with Grant, Donald, Malcolm, Tim and Lex looking on, Ellie meets Harding and digs through a pile of triceratops dung and discovers the sick triceratops hasn’t been eating the poisonous plant. Ellie
Harding
Triceratops
Grant
Donald
Malcolm
Tim
Lex
29 Nedry uses his strength to enact step #1 of his quest to steal DNA.
Inciting incident to the major conflict
In the control room, Nedry executes a mysteriously sinister computer program. Nedry
30
4
Nedry disables Jurassic Park’s computer system, steals DNA and flees into the storm in a jeep. Team 2 scrambles to figure out why the park’s machines are shutting down. Team 1 gets stuck in the tour when their machines shut down.
As the weather complication increases, Ellie leaves the team to continue the side-quest. The team returns to the path.
In the field, Ellie and Grant theorize the Triceratops is sick because it eats poison berries when it regurgitates and eats rocks to help it digest. As the sky grows more foreboding, Donald insists they leave, but Ellie insists on staying to assist the triceratops with Harding. Grant, Malcolm, Donald, Tim and Lex walk back to the jeeps, leaving Ellie behind. Ellie
Grant
Harding
Triceratops
Donald
Malcolm
Tim
Lex
31 Grant, Malcolm, Donald, Tim and Lex arrive at the jeeps as the wind kicks up and large drops of rain begin to fall. Grant
Malcolm
Donald
Time
Lex
32 Arnold and Hammond create an evacuation plan for the escape quest while Nedry uses his strength to completes step 2 of his quest to steal DNA. In the control room, Arnold reroutes the jeeps to turn around at the next rest area. Meanwhile, Nedry redundantly executes his mysteriously sinister computer program again and excuses himself from the room under false pretenses to go steal dinosaur DNA. Nedry warns them he’s running a routine diagnostic program that may cause some systems to reboot. Arnold
Nedry
Hammond
33 Grant and Malcom get to know each other. In the back jeep, Grant and Malcolm chit chat. Malcolm says he has kids and is always looking for “the future ex-Mrs. Malcolm.” Grant
Malcolm
34
Nedry uses his strength to complete step #3 of his quest to steal DNA.
Nedry enters the fertilization lab and steals a bunch of dinosaur DNA. Nedry
35 In the control room, Arnold notices systems are shutting down. Hammond dismisses it as Nedry’s diagnostic program going through its motions. Arnold
Hammond
36 Grant and Malcom get to know each other.
Repercussion of Nedry’s success creates a setback in th team’s quest to escape.
In the back jeep, Malcolm asks Grant if Ellie is available. They notice the systems in the jeep are shutting down. Malcolm
Ellie
37
Nedry uses his strength to complete step #4 of his quest to steal DNA and then begins step #5 while Hammond and Muldoon experience the consequence of Nedry’s success, which is an escalation of the tech complication in the escape quest.
Outside, Nedry drives a jeep to the gates of Jurassic Park, gets out, opens the gates and drives through. Nedry
38 In the control room, Arnold, Hammond and Muldoon notice more systems across the park shutting down and try to stop it. Arnold
Hammond
Muldoon
39 Nedry drives his jeep through the jungle roads precariously towards the docks. Nedry
40 In the control room, Arnold is unable to regain control of the systems. Hammond asks where the tour jeeps stopped. Arnold
Hammond
41
5
Team 1 is attacked by a T-rex and escape.
Hammond’s team experiences the repercussion of Nedry’s success and the tech failure complication.
In the back jeep, Grant tells Malcolm that the radios aren’t working. It’s revealed they’re stopped next to the T-rex pen. Grant
Malcolm
(T-rex )
42 In the front jeep, Lex and Tim amuse themselves while Donald laments bringing Malcolm to the park because he’ll give it bad publicity. Tim
Lex
Donald
Malcolm
(T-rex )
43
The T-rex attacks the team. T-rex kills Donald and disables Malcolm. Grant’s team escapes into the woods, straying from the fastest escape route.
In the front jeep, Tim, Lex and Donald hear ominous, booming footsteps. Then a goat leg falls on their jeep’s window. Tim
Lex
Donald
T-rex
44 The T-rex approaches the jeeps. Donald gets out of the front jeep and runs away and hides in a porta potty. T-rex
Tim
Lex
Donald
45 In the back jeep, Malcolm and Grant see the T-rex outside its pen. Malcolm
Grant
T-rex
46 The T-rex investigates the jeeps and bumps the one Grant and Malcolm are in. T-rex
Grant
Malcolm
47 In the front jeep, Lex turns on a flashlight, which attracts the T-rex, which attacks the front jeep. In the back jeep, Grant and Malcolm grab road flares and jump out of the vehicle. Lex
Tim
T-rex
Grant
Malcolm
48 The T-rex continues attacking the front jeep. Grant and Malcolm get the T-rex’s attention with road flares. The T-rex chases Malcom and hits him with his head, sending Malcolm flying. Then the T-rex eats Donald. T-rex
Tim
Lex
Grant
Malcolm
Donald
49 Grant frees Lex from the front jeep, but Tim is stuck. The T-rex knocks the jeep over a cliff while Grant and Lex climb down the cliff to safety using a cable. The T-rex roars and wanders off. Grant
Lex
Tim
T-rex
50
6
Dinosaurs kill Nedry. Team 2 makes a plan to save Team 1 and unsuccessfully tries to turn the park’s computer system back on. Ellie and Muldoon look for Team 1 and are chased by the T-rex. Hammond, Lex and Tim walk halfway back to the control room and then stop for the night.
Hammond’s team discovers the source of the tech complication and create a plan for the reboot quest and a new plan for the escape quest. In the control room, Arnold discovers Nedry has intentionally turned off the security system, and it will take forever to figure out how to override Nedry’s program. Hammond tells Muldoon to retrieve his grandchildren, and Ellie volunteers to go with him. Arnold reiterates that can’t turn the security systems back on without Nedry. Arnold
(Nedry )
Hammond
Muldoon
Ellie
(Grant )
(Tim )
(Lex )
51 Nedry uses his flaw and fails step #5 of his quest to steal DNA, resulting in his death. Nedry continues driving his jeep precariously to the docks. He wrecks his car and is killed by a pack of dilophosaurs. Nedry
Dilophosaur
52
Grant’s team recovers from their escape and creates a new escape plan.
At the bottom of the cliff, Grant tries to calm Lex, who is in shock. They retrieve Tim from the jeep, which is hanging in a tree. The jeep falls, but everyone is safe. Grant
Lex
Tim
53 At the bottom of the cliff, Grant makes a plan to walk back to the visitor’s center. Lex is still in shock, and Grant has to coax her into continuing. Grant
Tim
Lex
54
Ellie’s team investigates stop #2. Malcolm joins Ellie’s team. They’re attacked by the T-rex but manage to escape.
Ellie and Muldoon arrive at the rest stop in a jeep. They find the wreckage of the T-rex attack and a semi-conscious Malcolm. Ellie and Muldoon put Grant in the jeep and go to look for Grant, Tim and Lex. Muldoon says they’re most likely dead, but they find their tracks. Ellie
Muldoon
(T-rex )
Malcolm
(Grant )
(Tim )
(Lex )
55 Ellie and Muldoon’s search is cut short as the T-rex approaches and chases them off in their jeep, which leads to a chase scene. Ellie
Muldoon
T-rex
Malcolm
(Grant )
(Tim )
(Lex )
56 Grant’s team gets to know each other while completing step 1 of their escape quest, then stop for the night. Grant, Lex and Tim find a tree to hide in until morning and bond with each other a little before going to sleep. Grant
Tim
Lex
57 Ellie’s team meets Hammond’s team,. Malcolm leaves Ellie’s team and joins Hammond’s team.
Ellie and Hammond get to know each other.
At the visitor’s center, Malcolm is sent to the command room. Ellie tells Hammond that Lex and Tim are alive with Grant. Hammond expresses his motive for creating Jurassic Park. His first business was a fake flea circus, and he wanted to give people something real. Ellie rebuts that Jurassic Park is an illusion, and Hammond will never be able to control it. Ellie
Hammond
Malcolm
(Grant )
(Tim )
(Lex )
58 Grant’s team complete step 2 of their escape quest. Grant, Lex and Tim wake up in the tree and are greeted by a bronotosaurus. They begin their walk back to the visitor’s center and find hatched eggs, proving nature has adapted and the supposedly all-female dinosaurs are giving birth. Grant
Tim
Lex
Brontosaurus
59
7
Team 2 makes and enacts a plan to reboot the computer system. Ellie discovers the raptors are loose. Team 1 climbs over an electric fence.
Hammond’s teammakes a plan for the tech quest. After debating enacting the plan, Hammond decides to enact it, which Arnold does, but this causes a setback and a new condition. Muldoon volunteers for the tech setback quest. In the control room, Arnold tells Hammond the only way to get all systems back online is to reboot the entire park’s system. After some debate and considering other options, Hammond orders Arnold to reboot the whole system. He does, but it flipped breakers in a shed across the compound that need to be flipped to return full control. Arnold volunteers to go flip the breaker, and Hammond orders everyone else into the emergency bunker. Arnold
Hammond
Muldoon
Ellie
Malcolm
60 Grant’s teamcompletes step 3 of their escape plan. They encounter the T-rex but escape. Grant, Lex and Tim walk through a field. A herd of dinosaurs run past them, forcing them to hide behind a large rock. The T-rex bursts from the jungle and eats one of the fleeing dinosaurs. Grant, Tim and Lex flee while the T-rex is distracted. Grant
Lex
Tim
T-rex
61 Ellie’s team makes a plan to flip the breakers, against Hammond’s warning not to. In the emergency bunker, Ellie gets impatient. She says something went wrong and volunteers to go flip the breakers herself. Muldoon volunteers to go with her. Hammond argues against the plan, but Ellie and Muldoon insist. Hammond plans to walk her through the technical process via walkie-talkie when they reach the electric shed. Ellie
Muldoon
Hammond
Arnold
62 Grant’s team encounters a complication. Step 4 of their escape quest is to climb a large fence. Grant, Lex and Tim reach an electrified fence. After ascertaining it’s off and hearing the T-rex roar, they begin climbing over the fence. Grant
Lex
Tim
T-rex
63 Ellie’s team completes step 1 of their quest to flip the breaker and encounter a complication. The raptors have escaped. En route to the electric shed, Ellie and Muldoon discover the raptors have escaped and are hunting them. Ellie runs to the shed while Muldoon prepares to shoot at raptors. Ellie
Muldoon
(Raptors )
64 Grant’s team continues working on step 4 of their escape quest (climbing the fence). Grant, Lex and Tim continue climbing the unpowered electric fence. Grant
Lex
Tim
65 Hammond’s team walks Ellie through step 2 of her quest to flip the breaker (find the breaker in the electrical shed). Inside the electric shed, Hammond directs Ellie where to go via walkie-talkie. Unable to follow Hammond’s directions, Malcom suggests she just follow the biggest cable, which leads her to the breaker box. Hammond
Ellie
Malcolm
66 Grant’s team reaches the halway point of step 4 of their escape quest (climbing down the fence). Grant, Lex and Tim begin climbing down the other side of the unpowered electric fence. Grant
Lex
Tim
67 Ellie completes step 3 of her quest to flip the breakers. She flips a bunch of breakers. Ellie flips some switches and lights start lighting up. She asks if it worked. Ellie
Hammond
68 Grant’s team completes step 4 of their quest to escape. They finsih climbing down the fence, but Tim gets shocked for cheap thrills. Grant and Lex dismount the fence. Tim is afraid to jump down. So they try encouraging him. When Ellie hits a final button, the electric fence turns on and blows him off. For a moment it appears Tim is dead, but he regains consciousness. Grant
Tim
Lex
Ellie
69
8
Team 1 arrives at the visitor’s center. Grant leaves to find Ellie. Raptors chase Lex and Tim. Then the team reunites and lock themselves in the control room, where they turn the park’s computer system back on.
Elliie’s team begins their plan to get back to the safe room but are attacked by raptors. Muldoon dies.
Ellie is attacked by a raptor and barely makes it out of the electric shed. Ellie
Raptor
70 Muldoon tracks a raptor and realizes he’s being led into a trap. Then he gets eaten. Muldoon
Raptor
71
Grant’s team completes their quest to reach the visitor’s center. Grant leaves Tim and Lex to find Ellie, while Tim and Lex eat to celebrate their victory.
Grant, Lex and Tim arrive at the visitor’s center. Grant bonds with them a little and then makes a plan to find the others while Lex and Tim wait in the restaurant. Lex and Tim begin eating greedily until they notice there’s a raptor in the room with them. Grant
Lex
Tim
72 Lex and Tim hide in the kitchen and shut the door behind them. The raptor comes to the door and can’t push it open. Lex
Tim
Raptor
73
Grant finds Ellie. They prepare and plan a new escape plan.
Grant runs into Ellie en route to the control room. Grant
Ellie
74 In the control room, Grant loads a shot gun. Ellie says there are three loose raptors. Grant
Ellie
(Raptor )
75
Raptors attack Tim and Lex.
At the visitor’s center, the raptor opens the kitchen door and is joined by another raptor. Raptor
(Tim )
(Lex )
76 Lex and Tim are chased by the two raptors. Lex locks one in a freezer while the other runs into his own reflection. While the raptor is dazed, Lex and Tim escape. Lex
Tim
Raptor
77
Tim, Lex, Ellie and Grant reunite in the control room. Lex completes Ellie’s quest to reboot the system.
Lex and Tim run into Grant and Ellie while fleeing the restaurant. They make a quick plan to go to the control room. Lex
Tim
Grant
Ellie
(Raptor )
78 Grant, Ellie, Lex and Tim enter the control room. Lex reboots the system while Grant and Ellie succeed at trying to prevent a raptor from getting through the door. All the park’s computer systems are restored. Grant
Ellie
Lex
Tim
Raptor
79
9
Hammond calls for help. Then Team 1 is chased out of the park by raptors and the T-rex.
The prize for rebooting the system is Hammond calls for help. They make a plan to get to the helipad, but their victory is a false one since raptors attack Grant’s team. Grant calls Hammond in the emergency bunker using a telephone. Grant tells Hammond to call the mainland to send help. The call is cut short by the sound of gunfire on Grant’s end. Grant
Hammond
Ellie
Tim
Lex
Malcolm
80
Grant’s team gets out the visitor’s center in three steps as they’re chased by raptors and the T-rex.
Grant saw a raptor through a window and shot it, which just damaged the glass enough to allow the raptor to crash through. Grant, Ellie, Lex and Tim climb to safety in the ceiling. Grant
Raptor
Ellie
Lex
Tim
81 As Grant, Ellie, Lex and Tim crawl the air ducts, the raptor keeps jumping up, crashing its head through the ceiling. After nearly losing Lex, they crawl to a hatch that opens in the visitor’s center lobby. Grant
Ellie
Tim
Lex
Raptor
82 While climbing down a T-rex skeleton, Grant, Elli, Lex and Tim are attacked by a raptor. Then the T-rex shows up and distracts the raptor while the humans flee. Grant
Ellie
Lex
Tim
Raptor
T-rex
83
10
Denouement
Everyone reaches the helipad and escapes.
Outside the visitor’s center, Hammond pulls up in a jeep. Malcolm is laying in the back. Grant, Ellie, Lex and Tim jump in and they peel off. Hammond
Malcolm
Grant
Ellie
Lex
Tim
84 Grant, Ellie, Lex, Tim and Malcolm arrive at a helicopter pad and get in the helicopter, which takes off promptly. Grant
Ellie
Lex
Tim
Malcolm
Hammond
85 The helicopter flies away as everyone smiles at each other. Grant
Ellie
Lex
Tim
Malcolm
Hammond

 

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Plot Outline of “Star Wars: Return Of The Jedi”

Poster of the movie, "Star Wars: Return of the Jedi"

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Beat Acts Action Sequences Beat Description Storylines
1
1
Team 1 fails to break Han out of Jabba’s base and are sentenced to death.
Prologue Text scrolls through space saying Luke has returned to Tatooine to rescue Han from Jabba, and the Empire is secretly constructing a new Death Star. (Luke )
(Han )
(Leia )
(Chewie )
(Lando )
(R2 )
(C3PO )
(Jabba )
(Deathstar )
2
Vader arrives on the Death star, gets briefed on its construction and foreshadows the Emperor’s arrival.
Vader’s shuttle lands on the Death Star after it lowers its shields. Vader
3 Vader exits the shuttle. In the hangar, Jerjerrod assures Vader construction of the Death Star is on schedule, and Vader says the emperor is coming. Vader
Jerjerrod
(Emperor )
4
C3PO and R2 enter Jabba’s lair, foreshadow Han’s rescue and get captured by Jabba.
R2 and C3PO knock on Jabba’s door, and Bib lets them in gruffly. R2
C3PO
Bib
5 C3PO tells Bib they have a message for Jabba that they must deliver personally. Bib leades them to Jabba’s lair. R2
C3PO
Bib
6 R2 plays a hologram of Luke for Jabba. Luke says he’s a Jedi knight and will come bargaining for Han’s carbonite-frozen body. Luke gives R2 and C3PO to Jabba as a gesture of good faith. Jabba says there will be no bargaining. R2
C3PO
(Luke )
Jabba
Han
7 Ninedenine leads R2 and C3PO away and assigns them jobs. Ninedenine
R2
C3PO
8
Leia and Chewie infiltrate Jabba’s lair and attempt to rescue Han but get captured by Jabba.
Leia (in disguise) leads Chewie into Jabba’s lair and collects the bounty on his head. Leia
Chewie
Jabba
Lando
9 Guards lead Chewie to a jail cell. Ninedenine
Chewie
10 That night, Leia sneaks into Jabba’s lair and releases Han from his carbonite frame. C3PO translates for Jabba, who catches her and sends both to jail cells. Leia
Han
Jabba
C3PO
11 Han is put in Chewie’s cell, and they both embrace each other. Han
Chewie
12
Luke infiltrates Jabba’s lair and attempts to rescue Han and his friends but is captured by Jabba.
Luke enters Jabba’s front door and uses the Jedi mind trick to convince Bib to take him to speak to Jabba. Luke
Bib
(Jabba )
13 Luke enters Jabba’s lair and tells him to release his friends. Jabba laughs at him and pulls a lever, which drops Luke into the Rancor pit. Luke
Jabba
C3PO
Leia
Lando
(Rancor )
14 Luke fights and kills the Rancor. Jabba says Han and Chewie will suffer for Luke killing Jabba’s Rancor. Luke
Rancor
Jabba
C3PO
(Han )
(Chewie )
(Leia )
15 Han, Chewie and Luke are brought before Jabba in his lair. Jabba declares they will be thrown into the Sarlacc pit and die slowly. Han
Chewie
Luke
Jabba
Leia
C3PO
Lando
(Sarlac )
16
2
Team 1 fights and kills Team 5.
Jabba attempts to execute Team X, but they use their strengths and defeat/kill Jabba, then escape.
Han, Chewie and Luke are brought to the Sarlaac pit on Jabba’s sail barge. Jabba
Han
Chewie
Luke
Leia
C3PO
R2
Lando
Sarlac
17 Jabba, Leia, R2 and C3PO chit chat on the barge. Jabba is confident, and everyone else is scared. Jabba
Han
Chewie
Luke
Leia
C3PO
R2
Lando
Sarlac
18 Luke, Han and Chewie are led to the plank of Jabba’s sail barge over the Sarlacc pit. Han
Chewie
Luke
Leia
C3PO
R2
Lando
Sarlac
19 Luke, Chewie, Han and Lando fight Jabba’s henchmen. Jabba
Han
Chewie
Luke
C3PO
R2
Lando
Sarlac
20 Leia chokes Jabba to death with the chains that bind her. Leia
Jabba
21 Luke, Chewie, Han and Lando continue fighting Jabba’s henchmen. Han
Chewie
Luke
C3PO
R2
Lando
Sarlac
22 R2 cuts Leia’s chains, and they move to escape the barge. R2
Leia
23 After a little more fighting, the team blows up Jabba’s barges and escape. Han
Chewie
Luke
Leia
C3PO
R2
Lando
Sarlac
24
3
Luke goes to Dagobah and sees Yoda die. Ben tells Luke it’s his destiny to kill Vader. The Emperor tells Vader to bring Luke to him. Team 3 prepares to attack Team 2 using a ground team and space team. Team 1 joins the ground team, and Lando joins the space team. Team 1 flies to Endor. Team 2 prepares to defend against the attack.
Team X makes a plan to fight the Empire. Luke leaves the group and strays from the path to go on his Jedi training quest.
At the Millennium Falcon, Luke says he has to leave to go keep a promise to an old friend. Then Han and Lando reconcile and decide to leave Tatooine. Luke
(Yoda )
Han
Lando
R2
C3PO
Chewie
25 Flying in an X-wing, Luke speaks to the team on the radio. Luke says he’ll meet the team back at the Rebel fleet after he goes to the Dagobah system. Luke
R2
26 The Emperor meets Vader on the Death Star, and they make a plan for their quest to convert Luke. The Emperor lands on the Deathstar in a shuttle. He exits the shuttle in the docking bay, where he’s met by Vader. The Emperor says Vader is looking for Skywalker, but Skywalker will come to Vader, and when he does, Vader is to bring Skywalker to the Emperor. Emperor
Vader
(Luke )
(Deathstar )
27
Luke meets Yoda and learns he must kill Vader to complete his Jedi training. Then Yoda dies, and Ben reiterates that Luke must kill Vader.
In Yoda’s house, Yoda says he’s dying of old age. He tells Luke that Vader is Luke’s father and that he must fight Vader to become a Jedi. The Emperor will try to turn Luke to the dark side, and Luke has another living relative. Then Yoda dies. Luke
Yoda
(Emperor )
(Vader )
28 Luke leaves Yoda’s house and meets Ben’s ghost, who tells him Vader’s backstory and that Leia is his sister. Ben stresses the point that it’s Luke’s destiny to kill Vader. Luke
Yoda
Ben
(Leia )
(Vader )
(Deathstar )
29
Mothma states the condition to destroying the Death Star The shield generator on Endor must be destroyed before the Death Star can be attacked by the Rebel fleet. Luke reunites with Team 1, and they accept the mission to destroy the generator.
On a rebel starship, Mothma briefs a room of generals, including Han, Lando and Leia. Mothma says the new Deathstar’s weapon is not operational, the Imperial fleet is scattered across the galaxy and the Emperor is on the Deathstar. So they should attack it. The Deathstar’s shield is powered by a generator on the nearby moon of Endor, which must be destroyed before the Rebels can attack. Mothma
Han
Lando
Leia
(Deathstar )
30 Mothma turns the presentation over to Madine, who says a strike team will infiltrate Endor using a stolen Imperial ship. Han, Chewie, and Leia volunteer for the strike force. Then Luke walks in and volunteers as well. Mothma
Madine
Han
Lando
Leia
Luke
(Deathstar )
31
Lando leaves Team 1 and joins the Rebel fleet while Team 1 prepares step 1 of the quest to destroy the generator.
In the docking bay of the rebel starship, Lando says goodbye to Han. Lando
Han
32 The team prepares the stolen Imperial shuttle and then flies it off the Rebel starship. Han
Leia
Chewie
Luke
C3PO
R2
33 The Emperor prepares to enact his plan to ambush the Rebel fleet. In the Emperor’s throne room, the Emperor tells Vader to hide their fleet behind Endor and await further instructions on the command ship. Emperor
Vader
(Luke )
(Deathstar )
34
Team 1 completes step #1 of their quest to destroy the generator, but it’s a false victory, because Luke’s strength gives them away, since Vader can sense Luke.
The team approaches the Deathstar in the stolen shuttle. Via radio, Han requests Piett to lower the Deathster’s shield, and he transmits their access code. Luke senses Vader’s presence on a nearby command ship, and Luke says he’s endangering the mission. Han
Piett
Leia
Chewie
Luke
C3PO
R2
Star destroyers
Deathstar
35 On the command ship, Vader asks Piett about the approaching shuttle. Piett says it’s carrying cargo and crew to the moon and that their security code is valid. Vader knows Luke is on the shuttle, and he says he’ll deal with the team. Vader
Piett
(Luke )
Deathstar
Star destroyers
36 On the shuttle, via the radio, Piett tells the team they’re cleared to move through the Deathstar’s energy shield. Han
Piett
Leia
Chewie
Luke
C3PO
R2
Star destroyers
Deathstar
37
4
Team 1 gets sidetracked from their mission when they’re kidnapped by Team 4, but Team 1 convinces them to fight Team 2. Luke accepts his destiny and gives Leia hers, then Luke goes to Vader.
Team 1 attempts and fails step #2 of their plan to destroy the generator, when they’re spotted by Stormtroopers,. The Stormtroopers flee, and Leia leaves Team 1 to chases them.
The team lands on Endor and hikes through the forest until they spot some Imperial scouts. Liea asks if they should go around the scouts, and Han says there isn’t enough time. Han says he and Chewie will take out the scouts. Han
Leia
Chewie
Luke
C3PO
R2
Stormtroopers
38 Han makes a noise sneaking up on one of the scouts, who tells the other to go get help. The second scout jumps on a speeder bike and takes off. Chewie shoots the second scout while Han fights the first. Leia and Luke see two more scouts, who jump on speeder bikes and take off. Luke and Leia jump on a speeder bike and chase them. Han
Leia
Chewie
Luke
C3PO
R2
Stormtroopers
39 Leia pulls up next to one of the scouts, and Luke jumps off Leia’s bike onto the scout’s and throws the scout into a tree. Two more scouts on speeder bikes join the fight. Luke and Leia fight them. They kill all the scouts but lose their bikes in the process. Leia
Luke
Stormtroopers
40 Team 1 regroups and makes a plan to stray from the path on a side-quest to find Leia. Luke meets up with Han, Chewie, R2, C3PO and some Rebel soldiers. Luke says he got separated from Leia. Han and Luke decide to go look for Leia. Han tells a Rebel soldier to take the rest of the squad to the generator where Hand Luke will regroup with them later. Luke
Han
Chewie
C3PO
R2
Stormtroopers
41
Leia meets Wicket, and they get to know each other. Then they kill Stormtroopers and make a plan to find safety.
Leia wakes up in the forest and meets Wicket. Leia makes friends with him, and Wicket senses danger nearby. Leia
Wicket
(Stormtroopers )
(Deathstar )
42 Leia and Wicket fight and kill two more scouts. Then Leia says they need to get out of there. Leia
Wicket
Stormtroopers
43 The Emperor gives Vader a quest to get Luke from Endor, which Vader accepts. On the Deathstar, Vader tells the Emperor that Luke and a rebel troop have landed on Endor. The Emperor tells Vader to go to the moon and wait for Luke, which he says he has foreseen happening. Then Vader leaves. Vader
Emperor
(Luke )
44
Team 1 fails step #1 of their side-quest to find Leia, when they are captured by Ewoks. This is a double false failure, because the Ewoks think C3PO is a god, and Leia is with the Ewoks.
Luke, Han, Chewie, R2 and C3PO find Leia’s helmet. Then Chewie smells something and runs off as the rest of the team follows him. Luke
Han
Chewie
C3PO
R2
45 The team gets caught in a large net set by Ewoks. Ewoks surround them. R2 cuts the net, dropping the team to the ground. When the Ewoks see C3PO’s golden skin, they bow to him like a god. Ewoks
Han
Chewie
Luke
C3PO
R2
46
Team 1 is reunited with Leia, and Luke uses his strength to play to the Ewoks’ flaw to convince them to join their team and quest to destroy the generator.
The team is brought to the Ewok camp. Logray, the Ewok medicine man says the team will be eaten at a feast that night. Leia shows up and tries unsuccessfully to convince the Ewoks not to eat her friends. Luke tells C3PO to order the Ewoks to release them or he’ll use his magic on them. Then Luke uses the force to lift C3PO in the air. Logray orders the prisoners to be released. Ewoks
Han
Chewie
Luke
C3PO
R2
Leia
47 Later that night, C3PO tells the Ewoks about the Rebels fighting the Empire. The Ewoks accept the team into their tribe and that Ewok scouts will take the team to the Imperial shield generator. Ewoks
Han
Chewie
Luke
C3PO
R2
Leia
48
Luke and Leia get to know each other. Then Han and Leia get to know each other.
In a private hut, Luke tells Leia Vader is his father and is on Endor and that he must confront him and Leia is his sister. Luke says there’s still good in Vader. Leia cries, and Luke leaves. Leia
Luke
(Vader )
49 Han enters and asks Leia why she’s crying. She says she can’t say. Han gets jealous of Luke, and Leia tells Han to hold her. Han
Leia
(Luke )
50 Luke strays from the path when he quits his quest to destroy the generator and begins his quest to confront Vader. He completes step #1 by surrendering.to Vader.
Vader completes step #1 of his quest to deliver Luke to the Emperor.
Luke surrenders to Vader at the power generator station and tells Vader there’s still good in him. Vader says he’s taking Luke to the Emperor and that Luke must turn to the dark side or die. Luke says Vader will have to kill him. Luke
Stormtroopers
Vader
(Emperor )
51
5
Team 1 and 4 fight Team 2 on Endor. Team 3 fights Team 2 in space. Team 2 is winning on both fronts. Luke meets the Emperor, who tries to turn Luke to the Dark Side.
Team 1 and the Ewoks complete step #3 of their quest to destroy the generator by approaching/surveying the target. They make a plan for step #4. The rest of the team look at the Imperial shield generator from a distance. Wicket tells them there’s a secret entrance. Han
Chewie
Luke
C3PO
R2
Leia
Wicket
Stormtroopers
52 Lando joins the Rebel fleet and begins their quest to Destroy the Death Star by heading to the battle field. In the Millennium Falcon, Lando joins the Rebel fleet. He tells Mothma that the other team will have the shield generators down in time, and the fleet takes off into hyperspace towards the Deathstar. Lando
X-wings
Rebel cruisers
Mothma
Ackbar
(Deathstar )
53
With the help of the Ewoks,Team 1 completes step #4 of their quest to destroy the generator They eliminate the Stormtroopers who are guarding the generator.
With Wicket and Paploo, the team prepares to attack the Imperial troops guarding the shield generator. Paploo suddenly runs off into the underbrush. Ewoks
Wicket
Han
Chewie
Luke
C3PO
R2
Leia
Stormtroopers
54 Paploo steals one of the guard’s speeder bikes and takes off. All but one of the guards jump on their bikes and chase him. Watching this, Han volunteers to take out the last guard. Ewoks
Stormtroopers
Han
Chewie
Luke
C3PO
R2
Leia
55 Paploo leads the guards on a chase through the forest and then jumps off the bike. The rest of the scouts continue chasing the unmanned bike. Ewoks
Stormtroopers
56 Han kills the remaining guard at the shield generator. Then the team enters the shield generator building, leaving one guard behind. Han
Chewie
C3PO
R2
Leia
Stormtroopers
Ewoks
57 Luke completes step #2 of his quest to confront Vader by entering the Emperor’s lair.
Vader completes step #2 of his quest to convert Luke by brining him to the Emperor.
Luke and Vader enter the Emperor’s throne room. The Emperor tells Luke to come to the dark side. Luke refuses and says they’ll all be dead soon. The Emperor reveals he baited the Rebels into coming to Endor and the fleet attacking the Deathstar. The Rebels are walking into a trap. Luke
Vader
Emperor
(Deathstar )
58 Team 1 fails to complete step #5 of their quest to destroy the generator (setting explosives) when they’re captured by Stormtroopers As Leia, Han and other Rebel soldiers enter the shield generator building and begin setting up explosives, a larger group of storm troopers enter and capture the Rebels. Han
Chewie
C3PO
R2
Leia
Stormtroopers
Ewoks
59
Lando and the Rebel fleet arrive at the battle field and prepare to attack the Death Star but discover they’ve walked into a trap. .
The Rebel fleet comes out of hyperspace near the Deathstar. Lando, Wedge, Gray Leader and Green Leader check in with each other over their radios. On the Bridge of the Rebel frigate, Ackbar tells the pilots, “May the force be with us.” Lando
X-wings
Rebel cruisers
Ackbar
Deathstar
60 Lando leads the squadrons of X-wings towards the Deathstar but realizes the shields are still up. He relays this info, and all the X-wings veer away from the shield. Lando
X-wings
Deathstar
61 On the bridge of the Rebel frigate, a Rebel technician says Tie-fighters are inbound. Ackbar says they’ve walked into a trap. Lando tells the other pilots to draw the fighters’ fire away from the Rebel cruisers. Lando
X-wings
Rebel cruisers
Ackbar
Deathstar
62 Luke experiences the repercussions of Team 1 and the Rebel fleet’s failure. He watches rebels die, which is step #3 of the Emperor’s quest to convert Luke. Luke is tempted to use his flaw. On the Deathstar, the Emperor watches the space battle calmly. He tells Luke to watch and says the Rebels will lose. Luke looks at his lightsaber in the Emperor’s hand. Luke denies it, but the Emperor relishes Luke’s anger, saying he’s turned to the dark side. Emperor
Luke
Vader
(Deathstar )
63
6
Team 2 gets the upper hand on all three fronts Endor, space, Luke
Ewoks rescue Team 1, who returns to the path to find the door to the shield generator is now locked, and they summon R2 to fix the new complication..
Outside the shield generator building, storm troopers lead the captured Rebels away. Ewoks attack the storm troopers. Stormtroopers
Han
Leia
C3PO
R2
Ewoks
64 Leia and Han return to the shield generator building and try to get back in, but the door is locked and they need R2. Leia calls R2 on her radio and tells her to come to them. R2 makes his way back as Ewoks battle storm troopers around him. Leia
Han
R2
Ewoks
Stormtroopers
65 Lando and the Rebel fleet continue fighting and losing. In their ships, Lando, Wedge and Red Leader fight Tie-fighters and communicate with each other about the fight. Lando wonders why only the Tie-fighters are attacking the Rebel ships and why the Imperial Star destroyers are waiting to attack. Lando
Tie fighters
X-wings
Star destroyers
Ackbar
Deathstar
66
The Emperor enacts step #4 of his plan to convert Luke. He uses the Deathstar’s laser on the Rebel fleet. Luke and Lando react to the new complication.
On the bridge of a Star destroyer, an Imperial commander tells Piett the Star destroyers are ready to attack. Piett tells the commander that the Emperor gave strict orders to wait because he has something special planned. They only need to keep the Rebel ships from escaping. Imperial commander
Piette
(Emperor )
(Deathstar )
67 The Emperor tells Luke his friends have failed and to witness the awesomeness of the Deathstar. The Emperor tells Jerjerrod over a radio to fire at will. Jerjerrod presses a button, and the Deathstar’s main gun fires and blows up a Rebel cruiser. Emperor
Luke
Vader
Jerjerrod
Rebel cruiser
Deathstar
68 Lando says over his radio the Deathstar’s main weapon is operational. Ackbar says for all ships to retreat. Lando says they won’t get another chance to blow up the Deathstar with the Emperor and Vader on board. Ackbar says they have no choice. Lando says that the ground crew will have the shields down soon. Lando
X-wings
Ackbar
(Ground team )
Deathstar
69 R2 fails to unlock the door to the shield generator using his strength. Han tries to use his while danger escalates. R2 attempts to hack the shield generator building’s computer system and fails. Han says he can hotwire the door as storm troopers attack them. R2
Han
Leia
70 Lando makes an attack plan that compensates for the new complication of the Death Star’s laser. As the Deathstar shoots Rebel cruisers, Lando tells the Rebel forces to all attack the Star Destroyers at close range. Ackbar says they won’t last long, and Lando says they’ll last longer than getting picked off by the Deathstar, and they’ll take badguys with them. Deathstar
Rebel cruisers
Lando
Star destroyers
X-wings
Ackbar
Tie fighters
71 Luke reacts to Team 1 and Lando’s failures. The Emperor enacts step #5 of his plan to convert Luke by goading him more, resulting in Luke straying from the path and using his strength and his flaw to attack the Emperor, but Vader rescues him. The Emperor continues goading Luke by telling him his friends are doomed. Luke gets angry and uses the force to grab his light saber. He brings it down on the Emperor, but Vader blocks Luke’s lightsaber with his own. Emperor
Luke
(Ground team )
Vader
(Deathstar )
72
Chewie wins a battle against a Walker and wins a walker, which he uses to save the rest of Team 1, who has been failing.
Chewie and Ewoks battle storm troopers and Walkers in the jungle. Chewie enters a Walker and throws its crew out. Chewie
Walkers
Stormtroopers
73 Han fails to open the door to the shield generator building. Two storm troopers sneak up on Han and Leia, but Leia kills them with a blaster. Then a Walker approaches them, which Chewie pops out of. Han
Leia
R2
Chewie
74
7
Team 1 accomplishes its ground mission while Luke does a better job of converting Vader than the Emperor is having converting Luke to the Dark Side.
The Emperor watches step #6 of his plan unfold, as Vader and Luke fight. Vader offers Luke the opportunity to join the dark side, but Luke uses his strength and refuses the call. As Luke and Vader lightsaber-fight, Vader tells Luke to join the dark side, and Luke tells Vader he knows there’s still good in him. Luke refuses to continue fighting Vader and stays on the defensive. Luke
Vader
Emperor
(Deathstar )
75 Lando and the Rebel fleet continue fighting and losing because of Team 1’s failure. Lando continues fighting Tie-fighters in space and hopes Han will hurry up disabling the Deathstar’s shields. Lando
Tie fighters
(Ground team )
Deathstar
76
Team 1 succeeds enacting step #5 of their plan and blow up the shield generato by setting explosives in it.
Han tricks the Imperial technicians inside the shield generator building to open the outside door by pretending to be a storm trooper and asking for reinforcements to hunt down the beaten, fleeing Rebels. The Imperial techs open the door and are captured by Rebel forces and Ewoks. Han
Leia
Chewie
R2
C3PO
Ewoks
Stormtroopers
77 Han, Chewie and several Rebels enter the shield generator building’s control room and plant explosives and then rush out. Han
Leia
Chewie
78 The Emperor watches step #6 of his plan unfold, as Vader and Luke fight. Vader offers Luke the opportunity to join the dark side. Luke uses his flaw, strays from the path and attacks Vader. The Emperor offers him the opportunity to kill Vader and join the dark side. Luke uses his strength and refuses the call by not killing Vader. This is a false victory, because it angers the Emperor. Luke hides while Vader searches for him. Vader uses the force to read Luke’s emotions and discovers Leia is his twin sister. Vader says he’ll convert her if Luke won’t. Luke gets angry and attacks Vader with his lightsaber, cutting off Vader’s hand. The Emperor tells Luke to kill Vader and take his place. Luke refuses, which makes the Emperor angry. Luke
Vader
Emperor
(Deathstar )
79 Team 1 escapes the exploding shield generator, completing their quest to destroy the shield generator. Han and several Rebels run from the shield generator building as it blows up in the background. Han
Leia
Chewie
R2
C3PO
Ewoks
80
8
Vader kills the Emperor, and Luke escapes the Deathstar just before Team 3 blows it up.
Lando and the rebel fleet experience the repercussion of Team 1’s success and make a plan to attack the Death Star. Ackbar says the shields are down. Lando says he knew Han would do it. Then he orders a squadron of X-wings to follow him. Lando
X-wings
Ackbar
(Ground team )
Deathstar
81 The Emperor reacts to the repercussion of failing to convert Luke and attacks/disables him. This is a false victory, as Vader rescues Luke by killing the Emperor. The Emperor shoots lighting from his fingers at Luke, shocking him. Luke begs Vader to help him. Vader grabs the Emperor and throws him over a ledge into an abyss. Then Vader falls down on the ground. Emperor
Luke
Vader
(Deathstar )
82
While Lando and the Rebel fleet enact step #1 of their plan to destroy the Death Star by approaching it, Ackbar makes a plan to destroy the main Star Destroyer, enacts it and succeeds.
Wedge, Lando and other Rebel pilots fly into the Deathstar and fight Tie-fighters as they move towards the center of the Deathstar. Lando
X-wings
Deathstar
83 Ackbar tells the pilots not in the Deathstar to attack the largest Star destroyer. Lando
X-wings
Ackbar
Star destroyers
84 On the bridge of a Star destroyer, an Imperial technician tells Piett the’ve lost their shields. Piett says to divert power to the shields. Then a damaged X-wing crashes into the bridge, blowing up the entire ship. Piett
X-wings
85 While escaping the Death Star, Luke and Vader get to know each other. Then Vader dies. Luke helps Vader walk to a shuttle amid the chaos of Imperial staff evacuating the Deathstar. Vader takes off his helmet and looks at Luke and says goodbye. Luke says Vader is coming with him, but Vader dies. Luke drags Vader’s body onto a shuttle. Luke
Vader
(Deathstar )
86 Lando and the Rebel fleet enact step #2 of their plan to blow up the Death Star by attacking its weakness. Then they escape the exploding Death Star. Lando and Wedge blow up the center of the Deathstar, which causes a chain reaction of explosions, which blows up the whole Deathstar. Wedge and Lando narrowly escape and fly into space ahead of the explosion. Lando
X-wings
Deathstar
87 Luke escapes the Death Star. Luke escapes the Deathstar in his shuttle. Luke
Vader
Deathstar
88
9
Denouement
Team 1, the Ewoks and the Rebels react to their success by celebrating.
Han, Leia, Chewie, R2, C3PO, Rebel troops and Ewoks watch the Deathstar explode in the sky. Leia says Luke got off the Deathstar and that he’s her brother. Han and Leia embrace. Deathstar
Han
Leia
Chewie
R2
C3PO
Ewoks
(Luke )
89 On Endor, Luke lights a funeral pyre for Vader and watches fireworks explode in the sky. Luke
Vader
Han
Leia
Chewie
R2
C3PO
Ewoks
90 The whole team dances, hugs and celebrates at a wild celebration happening around the funeral pyre. Luke
Vader
Han
Leia
Chewie
R2
C3PO
Ewoks

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Plot Outline of “Good Will Hunting”

 

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Beat Acts Action Sequences Beat Description  Location Storylines
1
1
Introduce all the main characters and give them each a strength, flaw and goal.
Introduce Will, his friends, his strength, flaw and goal.
Will’s life before the inciting incident
Will and his friends sit at a bar telling jokes and laughing. EXT. SOUTH BOSTON ST. PATRICK’S DAY PARADE – DAY
INT. L STREET BAR & GRILLE, SOUTH BOSTON
Will
Chuckie
Morgan
2 Will is reading books at home while waiting to get picked up for work by Chuckie. INT. WILL’S APARTMENT Will
Chuckie
3 Introduce Lambeau
Begin Lambeau’s quest to find a genius.
Lambeau creates test #1 for Will.
Inciting incident to Will’s external quest
Lambeau challenges his students to solve an advanced math problem. INT. M.I.T. CLASSROOM Lambeau
(will )
4 Will and Chuckie get to know each other
Inciting incident to Will’s love story.
Will and Chuckie goof around at their favorite hangout spot and make plans to go to a Harvard bar. INT. FUNLAND Will
Chuckie
(Skylar )
5 Introduce Sean and show his flaw Sean sits on his roof looking morose, avoiding going to his college reunion. EXT. SOUTH BOSTON ROOFTOP Sean
6 Lambeau is given clue #1 Will has passed test #1.
Lambeau goes to investigate clue #1.
At his class reunion, Lambeau’s students tell him someone has solved his math challenge. EXT. M.I.T. CAMPUS Lambeau
(Will )
7 Inciting incident to Will’s Act 1 major conflict, which demonstrates his flaw and is a metaphor for his life.
Introduce Act 1 major conflict antagonist (one-off conflict character)
Will and his team goof off and see Bobby Champa, a person who beat up Will in the past. (metaphor for Will’s father) EXT. TOM FOLEY PARK, S. BOSTON Will
Chuckie
Morgan
8 Lambeau investigates clue #1 but hits a dead end. He issues a new, escalated test to Will. Lambeau tries and fails to find out who solved his math challenge by searching among his students in the hallway of MIT. Then he issues a new challenge. INT. M.I.T. HALLWAY Lambeau
(Will )
9
Major Act 1 conflict in Will’s external quest. By using his flaw and chasing his cursed goal, he fights Bobby Champa and wins a phyrric victory, which sets his life back and creates clue # for Lambeau.
Will, Chuckie, Morgan and Billy ride in Chuckie’s Cadillac talking about first world poor people’s problems. INT. CHUCKIE’S CAR Will
Chuckie
Morgan
10 Chuckie convinces Morgan to backup Will in a fight. INT. CHUCKIE’S CAR Chuckie
Morgan
(Will )
11 Will, Chuckie, Billy and Morgan fight Bobby Champa and his crew, ending with Will being arrested EXT. SIDEWALK Will
Chuckie
Morgan
12
2
The antagonist hunts for the hero while the hero meets his love interest.
Sean experiences the consequences of using his flaw and failing his quest. Sean sits morose on his roof having skipped his class reunion. EXT. SEAN’S ROOF — NIGHT Sean
13 Chuckie rescues Will after Will receives judgment from the authorities, who give him a mandatory mission to return to court for further judgment. Chuckie picks up Will from the courthouse after being arrested. EXT. COURTHOUSE Chuckie
Will
14
Lambeau is given clue #2 Will has passed test #2. Then Lambeau creates test #3 for Will. Later, he accidentally finds Will passing test #3. Lambau tries to catch Will, but Will flees and escapes, but leaves behind clue #4, which Lambeau finds.
Lambeau and his students gather in class to learn who solved the second math challenge. They fail to achieve their goal. Lambeau creates a new goal for Will. INT. M.I.T. CLASSROOM Lambeau
(Will )
15 Lambeau catches Will solving the third math challenge, but Will runs away. INT. M.I.T. HALLWAY — NIGHT Lambeau
Will
16
Will meets his lover, Skylar. He wins the opportunity for a first date with her by defeating a one-off conflict character in a test of strength.
Will, Chuckie, Billy and Morgan go to Casey’s bar as discussed in Beat 4. Will says he lost his job and Chuckie says he can get him a new job. EXT. BOW AND ARROW PUB, CAMBRIDGE Will
Chuckie
Morgan
(Skylar )
17 Chuckie hits on Skylar and Lydia at a Harvard bar. INT. BOW AND ARROW — CONTINUOUS Chuckie
Skylar
(Will )
18 Chuckie gets humiliated intellectually by Clark. INT. BOW AND ARROW — CONTINUOUS Chuckie
Clark
Skylar
Will
19 Will saves Chuckie by humiliating Clark intellectually. INT. BOW AND ARROW — CONTINUOUS Will
Clark
Chuckie
Skylar
20 Skylar gives Will his prize for beating Act 2 threshold beat-antagonist (Clark) INT. BOW AND ARROW — CONTINUOUS Skylar
Will
21 Will taunts Clark with Skylar’s phone number. EXT. BOW AND ARROW Will
Clark
(Skylar )
22 Chuckie takes Will home from the bar. EXT. STREET
EXT. WILL’S APARTMENT
Will
Chuckie
23
3
The antagonist traps the hero, and the hero fights back.
Lambeau investigates clue #4 and finds clue #5. Lambeau looks for Will by talking to Will’s previous employer. INT. M.I.T. BUILDING AND GROUNDS GARAGE Lambeau
(Will )
24
Will attempts to complete his setback mission to return to court. He uses his strength but fails. In a false failure, he’s rescued by Lambeau, but this is a false victory, because Lambeau gives Will two new missions attend mentoring and therapy sessions. Then Chuckie rescues Will from court, but this is a false victory, because Will can’t tell Chuckie the truth about his release.
Will fails to argue his court case before the judge. Lambeau intercedes to save and indebt him. INT. COURTROOM Will
Lambeau
25 Will calls Skylar from jail asking for a date and legal representation. INT. MIDDLESEX COUNTY JAIL, HOLDING Will
Skylar
Lambeau
26 Lambeau explains to Will the conditions of his release from jail. (Will wants to meet with Lambeau for math mentoring and see a therapist) INT. MIDDLESEX COUNTY JAIL, INTERROGATION ROOM Lambeau
Will
27 Will tells Chuckie the results of his trial. INT. FUNLAND Will
Chuckie
(Lambeau )
28
Will prepares for pre-Sean therapy test #1, uses his strength and wins, but it’s a false victory, because he broke the condition of his release.
Will reads Henry Limpkin’s book. INT. WILL’S APARTMENT Will
(Lipkin )
(Lambeau )
29 Will meets with Henry Lipkin, who states the stakes and conditions of Quest chain 1, and Will rejects both Henry Lipkin and the message. INT. PSYCHOLOGIST’S OFFICE Will
(Lipkin )
(Lambeau )
30 Lipkin storms out of his session with Will, embarrassing Lambeau. INT. PSYCHOLOGIST’S OFFICE Will
Lipkin
(Lambeau )
31
4
The antagonist recruits a mentor for the hero, whom the hero rejects while getting closer to his love interest.
Lambeau gives Will mentoring test #1, which Will uses his strength and passes.
Lambaue states Will’s flaw and warns of the consequence of using it.
Will and Lambeau work on a theorem. Lambeau states Will’s flaw and gives him advice on how to fix it. Lambeau sets up Will’s next conflict. INT. HALLWAY Will
Lambeau
32 Lambeau gives Will pre-Sean therapy test #2, which Will uses his strength and passes (to him), but it’s a false failure, because he broke the condition of his parole. Will insults and drives off a hypnotist in Lambeau’s office/presence. INT. LAMBEAU’S OFFICE Will
Hypnotist
Lambeau
33 We see a metaphor for Sean’s life, followed by Lambeau arriving, which is the inciting incident to Sean’s quest to help Will. Sean lectures a bored class about the importance of therapists gaining their client’s trust, and Lambeau interrupts his class to talk about Will. INT. BUNKER HILL CAMPUS — DAY Sean
Lambeau
34 Will and Skylar go on date #1 and get to know each other. Will and Skylar go on their first date. EXT. HARVARD SQUARE — NIGHT Will
Skylar
35 Sean and Lambeau get to know each other Sean and Lambeau make small talk and reminisce at a diner. INT. LOCKOBER RESTAURANT — NIGHT Sean
Lambeau
(Will )
36 While still on date #2, Will and Skylar continue getting to know each other. Will and Skylar make small talk at a diner and kiss. INT. HARVARD SQ. DINER: “THE TASTY” — NIGHT Will
Skylar
37 Lambeau offers Sean the quest to help Will. After refusing the call, Sean accepts the quest. Lambeau convinces Sean to be Will’s therapist. INT. LOCKOBER RESTAURANT — SAME Lambeau
Sean
(Will )
38
Meeting Sean is Will’s therapy test #3. Will uses his strength and wins, but it’s a false victory, because Sean decides to continue his quest.
Will and Sean get to know each other.
Will meets with Sean for their first session. Will attempts to insult Sean repeatedly until he finds one that gets under Sean’s skin. He insult’s Sean’s wife, and Sean chokes/threatens Will. EXT. BUNKER HILL CAMPUS — MORNING
INT. SEAN’S OFFICE — DAY
Will
Sean
(Lambeau )
39 Sean tells Lambeau he wants to continue seeing Will. INT. SEAN’S OFFICE — DAY Sean
Lambeau
(Will )
40
5
The hero pulls away from the quest he should be on, but he’s no longer satisfied with his old life.
Will and Skylar go on date #2 and get to know each other. Will uses his flaw. Will and Skylar go on their second date, and Will lies that he has a big, happy family. EXT. WONDERLAND RACETRACK — DAY Will
Skylar
41
Sean experiences the consequence of failing his therapy test #1. He debates continuing his quest to help Will.
Will and Sean get to know each other.
Sean sits at his small, dirty apartment alone drinking and thinking. INT. SEAN’S APARTMENT — NIGHT Sean
42 Sean lectures Will about being an inexperienced boy and needing to talk about his past. EXT. BOSTON COMMON — MINUTES LATER Sean
Will
(Skylar )
43 Will refuses the call to setup date #3 with Sklar and continue getting to know her. Will tries to call Skylar but hangs up. Will
Skylar
44 Will attempts Sean’s therapy test #2 and passes (to him) by using his strength and his flaw, which results in a false victory because Lambeau decides to continue his quest to help Will. Will meets with Sean and doesn’t say anything during their session. Afterwards, Sean debriefs with Lambeau. INT. SEAN’S OFFICE — DAY Will
Sean
Lambeau
45
Will experiences the consequences of his false victory. His life is going nowhere, which he is starting to not want.
Chuckie drops Will off from work at night, picks Will up in the morning for work and mentors Will at work doing demolition. It’s a dreary life. INT. CONSTRUCTION SITE — DAY Chuckie
Will
46 Will, Chuckie and their friends joke at a South Boston bar about women. Will sees his future with his friends and decides to go home early despite protests from his friends to keep living this way. EXT. SOUTH BOSTON STREET — NIGHT
INT. SKYLAR’S ROOM — NIGHT
Will
Chuckie
47 Will takes mentoring test #2, which he passes by using his strength. Will and Lambeau enjoy solving a math problem together. INT. SEAN’S OFFICE — DAY Will
Lambeau
48 Will takes Sean therapy test #3, which he passes by facing his fear.
Will and Sean get to know each other.
Will opens up in his session with Sean. Will
Sean
(Lambeau )
49
6
The hero applies himself to his quest but pulls away again when he starts to make progress.
Empowered by passing his test and facing his fears, he applies the same strategy to his love quest with Skylar. He asks her to go on date #3, but Skylar refuses the call, but Will uses his strength to convince her. Skylar agrees to go on date #3.
Will sneaks into Skylar’s dorm and asks for another date. Skylar reluctantly refuses, saying she has homework to do. Will
Skylar
50 Will does Skylar’s homework for her. Will
(Skylar )
51 Will gives Skylar her completed homework, and she agrees to go on a date with him. Will
Skylar
52 Will teakes Sean’s therapy test #4 and wins by facing his fears.
Will and Sean get to know each other.
Will and Sean open up to each other in session, and Sean gives Will advice about relationships, missed opportunities, regret and the cost of living. Will
Sean
(Lambeau )
53 Will takes Lambeau’s mentoring test #3 and passes by using his strength. Will improves on a famous mathematician’s theory in his session with Lambeau. Will
Lambeau
54
Will and Skylar go on date #3, have sex and get to know each other. Skylar gives Will a new condition to continue getting to know her He must introduce her to his friends.
Will and Skylar are in a post-coital embrace. Skylar demands to meet Will’s friends and/or family. Will
Skylar
55 Skylar goes out drinking with Will and his friends Skylar
Will
Chuckie
Morgan
56 After leaving the bar, Will takes Chuckie’s car to drive Skylar home and lies about having 12 brothers again. Will
Skylar
(Chuckie )
57
7
Against Sean’s warning, Lambeau gives Will, interview test #1. Chuckie takes Will’s test in his place and passes (to them), but it’s a false victory, because it violates the conditions of Will’s parole.
Lambeau makes arrangements at a party to pimp out Will to his colleagues Lambeau
Interviewer #1
(Will )
58 Lambeau tells Sean he’s arranged job interviews for Will, and they argue whether he’s ready or not. Lambeau
Sean
(Will )
59 Chuckie impersonates Will at a job interview and hustles the interviewers for cash. Chuckie
Interviewer #2
(Will )
(Lambeau )
60
Will and Skylar go on date #4 and get to know each other. Skylar gives him an ultimatum to get closer to her. Will uses his flaw and refuses the call. Skylar can’t get through to Will. So she asks Chuckie for help. He confirms Will loves her.
On a study date on the Harvard lawn, Skylar states Will’s flaw and implies he should move to California with her in two months. Skylar
Will
61 Skylar visits Chuckie at his house and asks why Will is so distant. Chuckie says Will have never liked a girl the way he likes Skylar. Skylar
Chuckie
(Will )
62 Lambeau gives Will, mentoring test #4. Will passes using his strength, but he uses his flaw and forces Lambeau to face his fear. Will humiliates Lambeau by out-mathing him, and Lambeau gets mad at will for embarrassing him at the interview. They both demonstrate and state how their flaws conflict and affect each other Will
Lambeau
(Interviewer #2)
63
8
With pressure mounting, the hero rides the fence and is even less satisfied with his old life. His allies finally help him overcome his signature flaw.
Will and Skylar go on date #5 and have sex. Skylar gives him the ultimatum again. Will uses his flaw and tells Skylar he doesn’t love her. While sleeping at Skylar’s dorm, Skylar asks Will to move to California with her, and Will blows up on her, admitting his past and telling her he doesn’t lover her. Skylar
Will
64 Will goes on interview test #2 and passes (to him) by using his strength, but it’s a false victory, because he refused the call to leave his old life. Will goes to a job interview with the NSA and insults the interviewers. . Will
Interviewer #3
(Lambeau )
65 Will experiences the consequences of his false victory and wants his old life even less. Will hangs out with Chuckie and Morgan at Chuckie/his mom’s house and takes little joy in his normal routine. Will
Chuckie
Morgan
66
Will’s experience emboldens him to ask Skylar on date #6, but he uses his flaw and fails to aggree to her ultimatum or say he loves her.
As Will works with Lambeau, Skylar moves farther away from Will. Will fails to attempt to catch her, and he loses her.
Will calls Skylar and says he’s looking for a real job to impress Skylar, but he won’t tell her he loves her or move to California with her. Will
Skylar
67 Over several scenes spliced between cuts to and from Beat 68, Will works with Lambeau in Sean’s office.. Will
Lambeau
68 Over several scenes spliced between cuts to and from Beat 67, Skylar slowly boards an airplane to California.. Skylar
Will
69 Will takes Sean’s therapy test #5 while experiencing the consequence of losing Skylar. Will uses his flaw and fails the test.
Sean and Will get to know each other.
During their therapy session, Sean gets under Will’s skin by throwing his flaws in his face. Will lashes back, throwing Sean’s flaws in his face. Sean is the victor in the power play. Will
Sean
(Skylar )
70
9
Will refuses the call to heal and then accepts, neutralizing his flaw.
Will experiences the consequences of his failure and wants his old life even less. While working demolition with Chuckie, Will takes his anger out on a wall with a hammer. Will
Chuckie
71 Will fails to take mentoring test #5, but it’s a false failure. Even though it violates the conditions of his parole, Lambeau decides to give Will another chance. Will doesn’t show up for his mentoring session with Lambeau. Lambeau threatens Sean that he’ll revoke Will’s parole, but secretly he lies on his probation report and says Will attended the session. . Lambeau
Sean
(Will )
72 Will and Skylar go on date #7 and get to know each other. Skylar gives will another opportunity ultimatum to stay with her, which Will fails to accept. On a study date on the Harvard lawn, Skylar states Will’s flaw and implies he should move to California with her in two months. Skylar
Will
73
Will takes therapy test #6 and succeeds by facing his fears.
Lambeau shows up at Will’s meeting with Sean before Will arrives and argues with Sean about pushing Will too hard. Lambeau
Sean
(Will )
74 Will shows up to his last meeting with Sean. Lambeau leaves. Will opens up completely to Sean, and Sean neutralizes Will’s flaw with a hug and telling him his child abuse wasn’t his fault. Will
Sean
Lambeau
75
10
Will prepares to enter his new life and says his goodbyes as Lambeau and Sean reunite over Will’s success.
Will experiences the repercussions of his success. Chuckie gies him a prize that will allow Will to chase Skylar. Sean and Lambeau give him an opportunity to refuse the call, but Will decides to accept the call.
Will walks around town with new eyes. He goes into a business and applies for a job seriously. Will
(Skylar )
76 Chuckie gives Will a POS car for his birthday. Chuckie
Will
(Skylar )
77 Will says goodbye to Sean, who tells him to only take the job if he really wants it. Will
Sean
(Lambeau )
78 Will runs into Lambeau leaving Sean’s office. Lambeau tells Will he’s free and to only take the job if he really wants it. Will
Lambeau
79 Lambeau and Sean reconcile. Lambeau and Sean resolve their differences and become friends. Lambeau
Sean
80 Will debates chasing Skylar and decides to continue the quest. Will sits alone thinking next to a river, then gets up and walks away. Will
(Skylar )
81
11
Denoument
Will leaves, and his friends show their emotional reaction.
With his car packed up to move to California, Will leaves a letter in Sean’s mailbox as Sean packs his things to go to India. Will
(Skylar )
82 Chuckie goes to pick up Will for work in the morning and finds he isn’t there, which pleases Chuckie. Chuckie
Morgan
83 Will drives off into the sunset. Will

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Plot Outline of “Back To The Future”

Movie poster of "Back to the Future"

 

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Beat Acts Action Sequences Beat Description Storylines
1
1
Marty goes through a day in his life, showing the goals and traits of the main characters. Doc is killed by terrorists while showing Marty his time machine, and Marty uses the time machine to go back in time to 1959
Introduce Marty
Inciting incident/call to action
Marty plays his guitar and blows his speaker being wreckless. Doc calls and tells Marty to meet him at the mall later. Marty
Doc
2
Marty fails to get to school on time because of his flaw.
Principle and Marty get to know each other
Marty races to school on his skateboard. Marty
3 Marty meets Jennfier at the front of the school, and they try to sneak into school but gets caught by the principle and lectured on his flaws. Marty
4 Marty fails his band audition because of his flaw. Marty auditions for the battle of the bands and loses. Marty
Judges
5 Marty and Jennifer get to know each other while walking home. Marty walks home with Jennifer. He states his dreams and is given a piece of paper stating the day and time the clock tower is struck by lightening. Marty
Jennifer
6
Marty watches his family fail because of their flaws.
Marty enters his home to find Biff bullying George. Marty
George
Biff
7 At dinner, Marty’s family dismisses him and his dreams. Lorraine tells the story of how she met George and then fell in love with him at their high school prom. Marty
George
Lorraine
8
Marty watched Doc fail because of his flaw, causing Marty to have to go back in time.
Marty meets Doc at the mall, and Doc shows Marty how the time machine works. Marty
Doc
9 Terrorists attack and kill Doc. Marty escapes in the time machine. Marty
Doc
10
2
Marty tracks down Doc and recruits him to fix the time machine. Then they come up with a plan to fix the time machine. But on the way to Doc’s house, Marty takes George’s place in the story of how his mom and dad fell in love, disrupting the space time continuum.
Marty experiences the reercussions of Doc’s failure and his own successful escape.
Marty has mixed success looking for Doc.
Marty arrives in 1955 and is attacked by a farmer who mistakes him for an alien. Marty
11 Marty hides the time machine and walks to town. Marty
12 Marty finds a pay phone and unsucessfully tries to call Doc. Marty gets Doc’s address from the book though. Marty
13
Marty meets his father and strays from the path because of his flaw, resulting in the inciting incident for Marty’s quest to get his parents to fall in love.
Marty sees Biff bully George, and Marty tries to talk to George, but George runs away. Marty
George
14 Marty chases George and gets hit by Lorraine’s dad’s car causing Lorraine to meet Marty instead of George. Marty
George
15 After Marty regains consciosness in Lorraine’s room, Lorraine hits on Marty. Marty flees the house. Marty
Lorraine
16
Marty finds Doc, and after a brief refusal of the call, convinces him to begin the quest to go back in time.
Marty and Doc make a plan to send Marty back in time.
Marty arrives at Doc’s house and convinces Doc to help him fix the time machine. Marty
Doc
17 Doc and Marty retrieve the time machine and relocate it to Doc’s garage. Marty
Doc
18 Doc and Marty create a plan to power the time machine using the lightening bolt that hits the clock tower. They also discover Marty is disappearing because he altered history and needs to get his parents back together. Marty
Doc
19
3
Doc and Marty make a plan to make George fall in love with Lorraine. After three different approaches, Marty convinces George to ask Lorraine to the prom. George fails. Marty saves George from Biff only to make Lorraine more interested in Marty and makes more of an enemy out of Biff.
Doc and Marty make a plan to get George and Lorraine to fall in love. Marty fails three times to convince George to ask Lorraine to the prom before succeeding.
In the high school hallway, Marty introduces George to Lorraine, but Lorraine only has eyes for Marty. Marty
Doc
20 Marty and Doc make a plan to get George to ask Lorraine to go to the prom with him. Marty
Lorraine
21 Marty and Doc make a plan to get George to ask Lorraine to go to the prom with him. Marty
Doc
22 Marty unsucessfully tries to convince George to ask Lorraine to the prom while George writes a sci fi story. Marty
George
23 Marty saves Lorraine from Biff, making Biff mad at him and Lorrain more infatuated with him. Marty
George
Lorraine
24 Marty begs George to ask Lorraine to the dance, but George says he’s going to stay home and watch a scifi show on the night of the prom. Marty
George
25 Marty pretends to be an alien and scares George into wanting to ask Lorraine to the prom. Marty
George
26
Marty trains George in seduction and gives George a quest to ask Lorraine to the prom, which he fails because of his flaw, resulting in Biff trying to fight Marty. Marty wins, but it’s a false victory since it makes Lorraine more in love with him.
George asks Marty to coach him on talking to Loarraine, which Marty does unsucessfully. George
Marty
27 George unsucessfully tries to ask Lorraine to the prom. George
Lorraine
(Marty )
28 Marty saves George from Biff, angering Biff more and making Lorraine more infatuated with him. Biff
George
Marty
Lorraine
29 Biff and Marty have a major fight, and Marty wins. This angers Biff more and makes Lorraine more infatuated with him. Biff
Marty
Lorraine
30
4
Doc explains his plan to power the time machine to Marty. Lorraine asks Marty to the prom. Marty prepares to stage a fake rape so George can impress Lorraine by saving her. Marty fails to fake-rape Lorraine and gets kidnapped by Team 2. George confronts Biff and knocks him out, winning Lorraine’s heart.
Doc states his plans and preparations to send Marty back in time.
Marty tries to warn Doc of his death.
As a repercussion to Marty’s successful fight against Biff, Lorraine asks Marty to the prom.
Marty returns to Doc’s garage, and Doc states the plan to power the time machine and the consequences of failure. Marty
Doc
31 Marty tries to warn Doc of his death in 1985, but Doc refuses to listen. Marty
Doc
32 Lorraine arrives at Doc’s house and asks Marty to the prom. Marty accepts. Lorraine
Marty
Doc
33 Marty and George plan and prepare for George to impress Lorraine by saving her from Marty. Marty tells George his plan to pretend to rape Lorraine at the prom so she’ll hate Marty and George can save her. Marty
George
34 Doc and Marty prepare to enact their quest to send Marty back in time. Doc and Marty set up the “weather experiment” that will power the time machine. Marty
Doc
35
Marty and George enact their plan for George to save Lorraine from Marty, but Biff intervenes, but George overcomes his flaw and knocks out Biff, winning Lorraine’s affection.
Marty unsucessfully attempts to sexually assault Lorraine. Biff catches them and takes Marty’s place while Marty is locked in the trunk of a car by Biff’s goons. Marty
Lorraine
Biff
(George )
36 The prom band rescues Marty from the trunk and runs off Biff’s goons, but Marty can’t get back to George in time to warn him about Biff. Marty
(Biff )
(George )
37 George confronts Biff and knocks him out, winning Lorraine’s affection George
Biff
Lorraine
Marty
38 Marty celebrates George’s victory and seals their fate by playing guitar. Marty joins the prom band to help serenade George and Lorraine to kiss. Marty
George
Lorraine
39
5
Marty and Doc prepare and successfully enact their plan to power the time machine. Marty goes back to the future.
Marty tries to warn Doc of his death, but Doc refuses the call. Marty returns to Doc and tries to warn him of his death in 1985 again. Doc won’t listen. So Marty writes him a note. Marty
Doc
40 Marty and Doc enact their plan, and despite slapstick complications and dramatic time limit, Marty goes back to the future. Marty and Doc enact their plan, and despite slapstick complications and dramatic time limit, Marty goes back to the future. Marty
Doc
41
Marty fails to save Doc, but it’s a false failure, because the note he gave Doc earlier already saved his life.
Marty attempts to reach Doc to warn him about the terrorists, but the time machine breaks down. Marty
(Doc )
42 Marty arrives at the mall after Doc has been shot and learns Doc was wearing a bullet proof vest because he read Marty’s note. Marty
Doc
43
6
Denouement
Marty returns home to find all his dreams have come true and all his family’s flaws have been fixed.
Marty returns home to a wonderful life where he got everything he wanted in Act 1. Marty
George
Lorraine
Biff
Jennifer
44 As Marty looks forward to the future with his girlfriend, Doc arrives in the time machine and tells them they have to go back to the future to help their future children. Marty
Doc
Jennifer

 

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Plot Outline of “Inception”

Poster of the movie, "Inception"

 

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Beats Acts Action Sequences Beat Description Storylines
1
1
Teaser of Act 12. Cobb searches for Saito in limbo and wants to set him free.
Teaser of Act 12. Cobb searches for Saito in limbo and wants to set him free.
A security guard finds Cobb washed up on a beach below a Japanese castle. The security guard searches him and finds a gun and a spindle top, then the security guard calls for a jeep.
Cobb A
Saito
2 The security guard meets Saito in the dining room of the castle and tells Saito that Cobb wanted to speak to Saito, and he was carrying a gun and a spindle top.
3 Saito says he remembers the spindle top from a half forgotten dream. Saito starts to remember his past. VO of Cobb asking, “What’s the most resilient parasite?”
4
2
The Team wants to extract info from Saito’s mind. They fail, and Saito offers Cobb a job.
In level 2 of the dream world, Cobb states his quest to steal info from Saito’s dream. Years earlier, Saito and Cobb sit at the same table. Cobb and Arthur unsuccessfully tries to convince Saito to hire him to train him to resist extraction, someone coming into your dream and stealing your most valuable secrets. Cobb mentions a safe, and Saito briefly looks towards a hidden safe. Saito leaves the room, and the room starts shaking like there’s a small earthquake. The time on Cobb’s watch is practically frozen still. Cobb A
Saito
Arthur
5 In level 1 of the dream world, Cobb’s team manages the extraction. Nash watches Cobb, Arthur and Saito sleeping in a dirty hotel room. Cobb is sitting unconscious in a chair above a bath tub full of ice water. All the sleepers are connected to dream machines. Outside a violent riot is happening on the street. The time on a clock moves abnormally slow. Nash
Cobb A
Arthur
Saito
6 In the real world, Todashi manages Cobb’s team. In a bullet train, Todashi watches Nash, Cobb, Arthur, and Saito sleeping connected to dream machines. The time on Todashi’s watch moves at regular speed. Todashi
Nash
Cobb
Arthur
Saito
7
In level 3 of the dream world, Cobb is double crossed by Mal. Leading to a failure in Cobb’s plan.
On a terrace of the castle, Cobb and Arthur suspect Saito knows he’s dreaming. Cobb says Saito’s secrets are in the safe. Mal shows up and taunts Cobb. Arthur says they have a job to do and leaves. Cobb tells Mal he can’t trust her anymore. Cobb A, B
Arthur
Mal
8 In a bedroom in the castle, Cobb ties a bedsheet rope to a chair Mal is sitting in so he can climb down the outside wall of the castle to another room. Mal asks Cobb if their children miss her, and Cobb says yes. Cobb A, B
Mal
9 While repelling down the wall, Cobb falters when Mal gets off the chair. Cobb recovers and enters the dining room he was in previously in. He shoots a guard in the head and opens the safe and removes an envelope. Then he is caught by Mal, Saito and more guards. Cobb A. B
Mal
Saito
10 Mal and Saito demand Cobb give them the envelope, his gun and the name of his employer (Cobol Inc.). Cobb gives them a fake envelope and puts his gun on the table. A guard brings in Arthur, and Mal shoots him in the leg to motivate Cobb to talk. Cobb grabs his gun back and shoots Arthur in the head. There is a massive earthquake. Mal
Saito
Cobb A, B
Arthur
11 In level 1 of the dream world, Arthur wakes up and tries to recover from the failure. Arthur wakes up in the filthy bedroom. Nash says he’s awake too soon, and Arthur grabs another dream machine to “reconnect the loop” before the others wake up. Arthur
Nash
Saito
12 In level 2 of the dream world, Cobb experiences the repercussion of failure. Cobb runs out of the castle dining room as the building falls apart. Cobb reads the contents of the envelope as he runs. In the dining room, Mal opens the other envelope and discovers it’s a fake. Cobb A, B
Mal
13 In level 1 of the dream world, Saito begins experiencing the repercussion of Cobb’s failure. In the filthy bedroom Saito begins to wake as Arthur frantically hooks himself up to another dream machine. Arthur says he’s not going to be able to reconnect the loop and orders Nash to wake Cobb. Nash slaps Cobb. Saito
Arthur
Nash
Cobb
14 In level 2 of the dream world, Saito experiences more repercussions of Cobb’s failure, which brings him to level 1. In the castle, Cobb is thrown across the room from Nash’s slap. A piece of ceiling falls on Saito, crushing him. Cobb A
Saito
15
In level 1 of the dream world, Cobb enacts his backup plan to get Saito’s info.
In the filthy hotel room, Saito wakes up and puts a gun to Arthur’s head as Arthur fumbles with the dream machine. Saito
Arthur
16 In the filthy hotel room, Nash dunks Cobb into the icy bath water. In the castle, Cobb frantically tries to read the contents of the envelope while guards shoot at him and water explodes through the doors and windows of the castle. When the water hits him, Cobb wakes up in the filthy hotel room’s bath tub. Nash
Cobb A
17 Saito runs in the bathroom and knocks down Nash. Cobb jumps out of the bathtub and punches Saito, knocking the gun out of his hand. Saito
Nash
Cobb A
18 Gun in hand, Cobb demands Saito tell him “the key piece of information” that wasn’t in the contents of the envelope in the castle. Saito mentions this hotel room is where he goes to have an affair with a married woman. Cobb A
Saito
19 In the real world, Todashi enacts step #1 of the plan to wake up Cobb’s team. In the bullet train, Todashi checks his watch and puts a pair of headphones on Nash’s ears and pulls out an MP3 player. Todashi
Nash
20 In level 1 of the dream world, Saito states his goal for letting Cobb’s team in his dream. In the filthy hotel room, Cobb asks Saito why he let them in his dream only to withhold the key piece of information. Saito says this was an audition, which Cobb failed because his deception was obvious. Cobb
Saito
21 In the dream world, Todashi enacts step #2 of the plan to wake up Cobb’s team. In the bullet train, Todashi opens a dream machine with syringes, controllers and timers. When the first timer hits 30, Todashi hits play on the MP3 player and raises the volume as he watches Nash face. Todashi
Nash
22 Cobb states the stakes of failing his plan to steal Saito’s info and enacts a new plan. In the filthy hotel room, music fills the air. Saito tells Cobb to give up, and Cobb says Cobol Inc. will kill them if they fail. Cobb throws Saito to the ground and puts the gun to Saito’s head and threatens him, but when Saito notices the carpet is the wrong texture. Saito
Cobb
23 In the real world, Todashi enacts step #3 of the plan to wake up Cobb’s team. In the bullet train, Todashi sees a counter on the dream machine reach zero, and Arthur starts to awaken. Todashi
Arthur
24 In the dream world, level 1, Saito realizes he’s dreaming, which means Cobb failed, but this is a false failure, since it impresses Saito, which is the condition Cobb needs to fulfill to pass Saito’s test. In the filthy hotel room, Saito realizes and tells Cobb he’s still dreaming, which impresses him. He says Cobb has lived up to his reputation. Cobb looks to Arthur and realizes he’s vanished. Saito
Cobb
Arthur
25 In the real world, Todashi enacts step #4 of the plan to wake up Cobb’s team. In the bullet train, Arthur wakes up and checks the other counters. Arthur
Cobb A
Saito
Nash
26 In level 1 of the dream world, Cobb experiences the repercussion of his failure. Saito stands and muses that he’s in a dream within a dream. Cobb lowers his gun, knowing he has no more leverage. As the music plays in the air, rioters bang on the door. Saito
Cobb A
27 In the real world, Todashi enacts step #4 of the plan to wake up Cobb’s team. In the bullet train, Arthur watches another counter reach zero. Arthur
Cobb A
28 In level 1 of the dream world, Saito and Nash explain/show how dream walks end. Saito says if this is his dream, they should be playing by his rules. Cobb vanishes, and Nash says they’re in his dream as rioters break down the door and overwhelm Nash. The music dies, and the light starts to fade. Saito
Cobb
Nash
29
In the real world, Cobb’s team flees as Saito wakes up.
In the bullet train, Nash wakes up and is shamed by Arthur for failing his duty as an architect and getting the carpet wrong. Cobb gives Saito more sedative and then packs up their stuff and pays Todashi. Cobb, Arthur and Nash exit the car with plans to run away. Nash
Arthur
Cobb
Saito
Todashi
30 Saito wakes up and sees Todashi nonchalantly reading a comic. Then Saito notices the prick in his arm from the dream machine needle and smiles mischievously. Saito
Todashi
31
Cobb states his external quest goal (return to his children) and the internal conflict preventing his from accomplishing it (his feelings for Mal are undermining his efforts).
As a helicopter approaches a tall building in Tokyo, Cobb sits in one of the building’s apartments. He checks his gun and then spins a spindle top on the table, which falls over when its inertia runs out. Then the phone rings. Cobb A, B
32 Cobb answers the phone and talks to his children. His kids ask when he’s coming home, and Cobb says when he’s done working. The children say their grandma told them Cobb is never coming home, and they ask if Mal (their mother) is with him. Cobb says Mal is gone. Their grandma says it’s time to go and hangs up the phone. Cobb B, A
Cobb’s kids
33 A knock on the door startles Cobb. He grabs his gun and checks the door. It’s Arthur. As they pack their things, Arthur asks Cobb where Nash is, why Mal showed up in the dream and if Mal’s influence on Cobb’s subconscious is getting worse. Cobb dismisses the question about Mal and says Nash never showed up and they need to leave immediately because their Cobol Inc. is probably already looking for them to punish them for their failure. Cobb A, B
Arthur
(Nash)
34
Saito offers Cobb an opportunity to accomplish his goal to see his children (incept Fischer and convince him to break up his empire). Saito also gives Cobb a quest to find a replacement for Nash.
Walking through the hallway, Cobb says he’s going to South America, and Arthur says he’s going to America. Cobb is bashful about asking a question with an obvious answer. Cobb wishes he could go to America. Cobb A
Arthur
35 Cobb and Arthur approach the helicopter on the roof. The door opens revealing Saito and a bloody Nash. Saito says Nash sold them out for protection that Saito did not end up giving him. Saito offers Cobb the chance to kill Nash, which Cobb declines but adds he’ll never work with Nash again even if he isn’t caught/killed by their Cobol Inc. Cobb A
Saito
(Nash)
Arthur
36 Saito asks Cobb about inception, which Cobb explains. Saito offers Cobb a job to put an idea into the heir of his competitor’s subconscious to break up his inherited business empire in exchange for erasing Cobb’s criminal record that prevents him from returning to America and being with his kids. Cobb reluctantly accepts the job. Saito tells Cobb to assemble his team and choose his people more wisely. Saito
Cobb A, B
Arthur
(Fischer)
37
3
Cobb recruits Ariadne to be his new architect.
Cobb makes a plan to find a new architect (get one from Miles), then enacts the plan, succeeds and gets the new architect (Ariadne).
On Saito’s private jet, Arthur says the job is impossible. Cobb says he knows it is because he’s done it before but won’t say to who. Arthur asks where they’re going. Cobb says they’re going to Paris to get a new dream architect. Arthur
Cobb A, B
38 Cobb enters an architecture class room and meets Miles. Miles tries to convince Cobb to go home and face the justice system. Miles also criticizes Cobb for being an idea thief. Cobb says he can’t go back and needs money, and his children need their father. Cobb A, B
Miles
(Cobb’s kids)
39 Cobb asks Miles to give him an architect for his team, and Cobb will give the architect money and the chance to build great things. Miles tells Cobb to be his own architect, and Cobb says Mal won’t let him. Cobb says this is his last job, and Miles reluctantly agrees to give him a gifted architect. Cobb A, B
Miles
(Mal)
40 Later, Miles introduces Cobb to Ariadne. Cobb offers Ariadne a job. Miles
Ariadne A
Cobb
41
Cobb trains Ariadne is how to be a dream architect and explains the rules and risks of the dream world, but Ariadne strays from the path and refuses the call to continue her quest as Cobb’s architect because of Mal.
On a rooftop, Cobb makes Ariadne draw a series a mazes that Cobb must find the path through in under a minute. After several unsuccessful attempts, Ariadne makes an unconventional maze Cobb can’t figure out in time. Cobb A
Ariadne A
42 In an empty warehouse, Arthur sets up a dream machine. Cobb A
43 At a café, Cobb explains the duties of a dream architect to Ariadne. Then Ariadne realizes she’s in a dream, and the buildings explode. Cobb A
Ariadne A
44 In the empty warehouse, Cobb explains to Ariadne that dream-sharing was invented by the military to train soldiers for battle and that pain in the dreams feel real, but death just wakes you up. Cobb also says time moves slower in dreams than in real life. Cobb A
Ariadne A
45 Back in the dream world, Cobb and Ariadne walk down a street. Cobb explains you can steal info from a dream by building a bank, safe, etc. and trick the subject into filling it with info they’re trying to protect. Cobbb explains the NPCs in a dream will attack the architect like white blood cells if they change too much. Cobb says not to build dreams with your memories so it’s harder to forget you’re in a dream and get stuck there. Ariande changes the world and attracts Mal, who kills her. Cobb A, B
Ariadne
Mal A, B
46 In the empty warehouse, Cobb says the only way to leave a dream is to die. Arthur explains the need for a totem, a small object nobody else knows about that tells you if you’re in a dream. Ariadne says she won’t work for Cobb because she doesn’t want to share a dream with Mal. Then she leaves. Cobb A, B
Ariadne A, B
(Mal)
47 Cobb spins his spindle top in the bathroom of the empty warehouse. The spindle top falls, proving he’s not still dreaming. Cobb B, A
48
4
Cobb recruits Eames and Yusuf while Arthur trains Ariadne.
Cobb makes a plan to find a new forger, enacts the plan and succeeds in recruiting Eames.
Cobb returns from the bathroom and says Ariadne will be back because she can’t pass up the opportunity to create architecture in dreams. Then Cobb says he’s going to talk to Eames in Mombai. Arthur says Eames is on Cobol Inc.’s turf, and Cobb says the risk is necessary because Eames is a skilled forger. Cobb A
Ariadne
(Eames)
49 Cobb meets Eames in a casino in Mombasa and convinces him to hear his job offer. Cobb A
Eames
50 Cobb offers Eames a job committing inception. Eames tells Cobb you need to plant the simplest version of an idea deep in the victim’s subconscious. Eames tells Cobb to exploit Fischer’s relationship with his father and that they’ll need a chemist to pull off the job. Cobb A
Eames
(Yusuf)
51 Cobb and Eames flee from a Cobol henchman who is following Cobb. Cobb and Eames make plans to meet back at their original location in an hour. Cobb A
Eames
52 Cobb continues fleeing from the Cobol henchman and is saved by Saito. Cobb
Saito
53 Later, Saito and Cobb pick up Eames. Saito
Cobb
Eames
54
Ariadne returns to the path and accepts her quest as Cobb’s dream Architect, and Arthur continues her training.
Ariadne returns to Arthur and accepts the job. Arthur offers to train her in dream architecture. Ariadne accepts. Ariadne A
Arthur
55 In the dream world, Arthur teaches Ariadne to make Penrose steps and closed maps. He says the better the maze, the longer it takes dream projections to catch the dream architect. Arthur tells Ariadne Mal is messing with Cobb’s mind and that she’s dead in real life. Arthur
Ariadne A, B
(Cobb B, A)
(Mal)
56 Cobb’s team makes a plan for investigate Browning for clues how to accomplish their goal of convincing Fischer to break up his father’s business empire. In Mombasa, Saito says Fischer needs to break up his business empire to prevent a corrupt energy monopoly. Cobb says he needs more info on Fischer’s relationship with his father. Saito says he can get them access to Browning (Fischer’s right hand man and godfather) with the right references. Eames says he can forge references. Saito
(Fischer)
Cobb A
(Browning)
Eames
57
Eames helps Cobb recruit Yusuf as their chemisit. Yusuf makes a plan to use super strength Somnacin on Fischer.
Eames takes Saito and Cobb to meet Yusuf, who shows them Somnacin (a sedative that makes you sleep deeply). Cobb tells Yusuf he needs to go into the dream world with them to make more Somnacin there so they can go three levels deep. Saito says he must go into the dream as well to make sure the job is completed. Eames
Cobb A
Saito
Yusuf
58 Yusuf leads Cobb, Saito and Eames into a room full of sleeping men and says they come to dream and to be woken up each morning. They’re all addicted to the dream machine. They can’t dream without it, and the dream world has become their primary reality, where one hour of sleep equals ten hours of dream time. Yusuf
Cobb A
Saito
Eames
59 Cobb tests Yusuf’s Somnacin and wakes up unsure if he’s in the real world or dream world. He tries spinning his spindle top, and Saito sees him freaking out. Cobb A, B
(Yusuf)
Saito
60
5
Team 1 plans and prepares to implant an idea in Fischer’s subcsoncious.
Ariadne and Cobb get to know each other. Cobb explains how/why Mal complicates their plan and why Cobb needs Ariadne.
As Ariadne builds her totem in the warehouse, she hears a noise in the other room. She investigates and finds Cobb, who is setting up a dream machine. Neither knew the other was there. Cobb says he’s testing something in the dream world. Then he tells her Mal invented the concept of a totem, and Mal is dead. Ariadne A, B
Cobb B, A
(Mal)
61 Ariadne says she’s designing the three dream worlds to relate to the part of the subconscious they’re accessing. Cobb says not to tell him so that Mal won’t know. Ariadne deduces this is why she is the architect and not Cobb. He doesn’t want the rest of the team to know Mal is a liability. He also says he can’t go home to his kids because the police think he killed Mal. Ariadne doesn’t ask if he did. Ariadne A, B
(Fischer)
Cobb B, A
(Mal)
62
Cobb tells his team the plan to convince Fischer to break up his father’s business empire.
The next day, Cobb tells the team the master plan Implant the idea, “I will split up my father’s empire,” three levels deep into Fishcher’s subconscious. They do this by translating the idea into a positive emotional concept that they’ll partially have to figure out on the fly when they see what’s in Fischer’s subconscious. Cobb A
Saito
Arthur
Ariadne A
Eames
Yusuf
63 In the dream world, Ariadne tells the team that the three levels will be 1 Fischer’s relationship with his father, Maurice. 2 Ambition and self-esteem 3 “My father doesn’t want me to be him.” Eames says the emotional triggers will come from Fischer interacting with Browning. Saito says Eames will be flown to Sydney to meet Browning so that he can forge his likeness in the dream world. Ariadne A
(Fischer)
(Maurice)
(Browning)
Cobb A
Eames
Saito
Yusuf
64
Eames investigates Browning and finds clue #1 (Fischer’s unfulfilled need for Maurice’s approval). Then Eames tells Arthur how he can use this clue to manipulate Fischer.
At Maurice Fischer’s office, Eames talks to Browning about litigating a court case instead of settling. They ask Maurice, who is bedridden and dying. Browning mentions the picture of Fischer with a pinwheel by Maurice’s bed must have been important to Fischer, not Maurice, since Maurice never looks at it. Eames
Browning
Maurice
(Fischer)
65 In the warehouse, Eames practices impersonating Browning and tells Arthur that he can suggest ideas to Fischer in the dream world, and Fischer will think about them when they go deeper into his subconscious, feeding the idea to himself so that it becomes self-generated. Eames as Browning
(Browning)
Arthur
(Fischer)
66

The team debates plans for how to fulfill the quest condition that Cobb’s team must have total access to a heavily sedated for a long time.

Saito finds clue #2 Fischer will be on an airplane for a long time.

Saito makes an enacts a plan to buy the airline.

In a hotel lobby, Cobb and Eames try to figure out a good excuse to sedate Fischer for ten hours, such as surgeries. Saito suggests they sedate Fischer on his biweekly airplane trip from Sydney to Los Angeles. Cobb A
Eames
(Fischer)
Saito
67 At an airfield, Fischer is about to board his private jet, but a distraught pilot tells him something. Then back in the hotel lobby, Cobb says they’ll need to buy every seat in the first class section of the public plane Fischer will take. Saito says he bought the whole airline. Fischer
Cobb A
Saito
68 Yusuf tells Cobb’s team his plan to sedate everyone and get them out of the dream world safely. In the warehouse, Yusuf explains his sedative will increase brain function, making an hour in real time last much longer in dream time. Yusuf has modified the sedative to allow inner ear function, so they can get out of the dream by creating a “kick,” like falling backwards in a chair. If the kick happens at all three layers at the same time, it will make a major kick that will wake them up from all the dreams. They’ll use music to synchronize the kicks. Yusuf
(Fischer)
Cobb A
Saito
Arthur
Ariadne
Eames
69
Cobb and Ariadne get to know each other. Cobb tells Ariadne more of his bacstory with Mal, the stakes of reuniting with his children and his doomed plan to control Mal.
That night, Ariadne finds Cobb attached to a dream machine in the warehouse. She attaches herself to the dream machine and enters Cobb’s dream. Ariadne A, B
Cobb B
70 Ariadne sees Mal trying to convince Cobb to kill himself to be with her. Mal sees Ariadne and leaves. Cobb chides Ariadne for being there. Ariadne says she wanted to see what tests he was running. Ariadne B, A
Cobb B
Mal
71 Cobb and Ariadne walk on a beach where Cobb’s children play. Cobb says he never sees their faces in the dream, and he wants to see their faces in real life. Cobb B
Ariadne B
Cobb’s kids
72 In an elevator, Cobb and Ariadne go to the basement floor of a building. In the basement Mal tells Cobb they’re supposed to be together forever. Then Cobb shuts the elevator door, locking her in the basement. Ariadne deduces Cobb is trying to lock Mal away in a maze of dreams in his subconscious. She is skeptical that Cobb’s plan will work. Cobb B
Ariadne B
Mal
73 Cobb and Ariadne wake up in the warehouse. Saito enters and said Maurice just died in Sydney, and the funeral will be in Los Angeles. So they have to get ready. Ariadne says she needs to come into the dream as well to help control Mal since she knows Mal is a liability. Cobb reluctantly agrees. Cobb A, B
Ariadne A, B
Saito
(Maurice)
(Mal)
74
Cobb’s team enacts step #1, #2 and #3 of phase #1 of their plan to convince Fischer to break up his father’s business empire. They board the plane with him, sedate him and hook everybody up to the dream machine.
At the airport, Cobb tells Saito he’ll be arrested when they land in Los Angeles if Saito doesn’t hold up his end of the bargain. Saito says he will erase Cobb’s criminal record with a phone call after Cobb finishes the job. Cobb A, B
Saito
75 Eames, Cobb, Ariadne and Arthur get seated on the plane next to Fischer. Eames steals Fischer’s passport and gives it to Cobb. Then the plane takes off. Cobb A
Ariadne A
Team 1
Fischer
76 Cobb hands Fischer’s passport back to him and says he must have dropped it. The flight attendant brings them both water, and Cobb puts a sedative in Fischer’s. Cobb A
Fischer
77 Once Fischer is asleep, the team sets up their dream machines. Fischer
Cobb A
Ariadne A
Team 1
78
6
Level 1 of the dream world.

In level 1 of the dream world, Cobb’s team enacts steps #1, #2, and #3 of phase #2 of their plan to convince Fischer to break up his father’s business empire. They kidnap Fischer, take him to a safe place and then pretend to be kidnappers looking for the combination to Maurice’s safe, which contains something valuable.

The team encounters two complications that raise the stakes of failure. Saito gets shot, and Cobb reveals that if they die in the dream world, they’ll fall into a limbo coma. They debate continuing the quest and decide to continue.

On a New York street in level 1 of the dream world, the team gets in a sedan, then rear-ends a taxi and then steals the taxi. They make plans to get Fischer into the taxi, and the sedan follows the taxi. Cobb A
Ariadne A
Team 1
(Fischer)
79 The team picks up Fischer in the taxi and then point guns at him, revealing this is a kidnapping. Then bullets fly through the windows and the sedan his hit by a train. The taxi is surrounded by black SUVs, and there’s a gun fight in which Saito is shot in the belly. The taxi narrowly escapes. Cobb A
Ariadne A
Tream 1
Fischer
80 The team transfers Fischer to a warehouse. Cobb deduces Fischer has been trained to protect his subconscious from extraction, and that’s why they were attacked by SUVs and a train. Cobb admits their mind will get stuck in subconscious limbo if they die in this heavily sedated of a dream. Cobb A
Ariadne A
Tream 1
Fischer
81 The team chides Cobb for not revealing the risks to them. Cobb says it was the only way he could see his children. Eames refuses to go deeper into Fischer’s subconscious, but Cobb says he’ll be killed by security if he stays. Deeper is the only way forward. The team agrees to continue the plan. Team 1
Cobb A, B
Ariadne A
(Fischer)
(Cobb’s kids)
82 Cobb and Arthur pretend to be kidnappers. They tell Fischer they want the combination to Maurice’s safe. Fischer says he doesn’t know the combination. Cobb says they have it on good authority that he does. Cobb A
Arthur
Fischer
(Maurice)
(Browning)
83 Yusuf finds clue #3 a photo of Fischer’s pinwheel that he gave to Maurice.

Eames enacts step #4 of phase #2 of the plan to manipulate Fischer by turning into Browning.

In an adjacent office in the warehouse, Yusuf finds the picture of Fischer with a pinwheel that was in Maurice’s real office. Then Eames turns himself into Browning. Cobb says Eames has one hour to manipulate Fischer instead of ten hours since Saito is dying. Yusuf
(Maurice)
Eames as Browning
Cobb A
(Fischer)
(Saito)
84

In level 1 of the dream world, Eames enacts step #5 of phase #2 of the plan to manipulate Fischer. He pretends to be Browning and getting tortured by the kidnappers for info.

Eames enacts step #6 of phase #2 of the plan to manipulate Fischer. He gets to know Fischer, who gives him clue #4 The last word Maurice said to Fischer was “disappointed.”

Fischer hears Browning screaming like he’s being tortured. Fischer tells them to stop and that he’ll talk to Browning and figure out the combination. Fischer
Eames as Browning
Cobb A
Arthur
85 Browning is brought in to talk to Fischer. Browning tells Fischer that Maurice loved him in his own way. Fischer says that Maurice’s last word to him was “disappointed.” Eames as Browning
Fischer
(Maurice)
86 In level 1 of the dream world, Cobb restates the stakes of failure to foreshadow Saito dying and getting stuck in limbo. Cobb talks to Saito. He restates the risk of Saito dying and getting trapped in limbo for a lifetime and waking up a vegetable. Cobb A
Saito
87 In level 1 of the dream world, Cobb and Ariadne get to know each other. Cobb states Mal’s goal and motive to prevent Cobb from completing his mission to reunite with his children. Ariadne asks Cobb what happened when Cobb and Mal were stuck in limbo. Cobb says he and Mal were experimenting with multi-level dreams and didn’t realize how fast time past and how you could forget what’s real. Cobb wanted to leave, but Mal wanted to forget that she was dreaming. When they woke, Mal still believed they were in a dream and wanted to commit suicide to wake up. She set up Cobb to force him to kill himself. She did. He didn’t, and he had to flee the police. Ariadne B
Cobb B
(Mal)
88 In level 1 of the dream world, Eames enacts step #7 of phase #2 of the plan to manipulate Fischer. He tells Fischer that Maurice’s safe contains a will that breaks up his business empire.

Cobb enacts step #8 of phase #2 of the plan to manipulate Fischer. He threatens Fischer at gunpoint to give him six numbers.

Fischer gives Cobb clue #5 Fischer’s six numbers.

Browning tells Fischer that Maurice’s safe contains a second will that breaks up his business empire. Cobb enters and puts a gun to Browning’s head and asks Fischer for the combination. Fischer says the first six numbers he can think of. Cobb repeats the numbers over a phone and says it didn’t work. Then he puts bags over Fischer and Browning’s heads. Eames as Browning
Fischer
(Maurice)
89

In level 1 of the dream world, Cobb’s team enacts step #9 of phase #2 of the plan to manipulate Fischer. They put him in a van and sedate him more.

Cobb states the condition that they need to find a way to use Fischer and Maurice’s estrangement to their advantage.

Cobb states the plan to fulfill the condition They will reconcile Fischer and Maurice by destroying Fischer’s relationship with Browning by pretending to be projections protecting him from Browning’s extraction.

Cobb’s team enacts step #10 and #11 of phase #2 of the plan to manipulate Fischer. Yusuf drives the van towards the kick-bridge while the rest of the team uses the dream machine to go one level deeper in the dream world.

Fischer is put in a van and given more sedative. Eames tells Cobb that Fischer’s emotions about his estrangement between his father are intense, which will help plant the idea. The team just needs to find a way to reconcile their estrangement. Cobb says they need to move before Fischer’s projections block them in. Fischer
Cobb A
Ariadne A
Team 1
90 Driving away in the van, Cobb says they need to repair Fischer’s relationship with Maurice by destroying Fischer’s relationship with Browning. Cobb says he’ll pretend to be one of Fischer’s projections in the next level. Arthur says it won’t work, but Cobb says it will if they distract Fischer with a pretty woman to throw off his concentration. They the team uses their dream machines to enter the next level of the dream world. Cobb A
(Fischer)
(Maurice)
Ariadne A
Team 1
91
7
Level 2 of the dream world.

In level 2 of the dream world, Cobb and Eames enact step #1 and #2 of phase #3 of the plan to manipulate Fischer. Eames (as Pretty woman) flirts with Fischer, and Cobb introduces himself to Fischer as the head of his security team, and says the Pretty woman stole Fischer’s wallet.

Meanwhile, Arthur states the risk of the plan to Ariadne.

In the second level of the dream world, in a hotel lobby, Fischer sits at a bar talking to a pretty woman. Cobb enters. Across the room, Arthur tells Ariadne that Cobb is going to pretend to be a projection to turn Fischer against his real projections. Fischer
Eames as Pretty woman
Cobb A
Arthur
Ariadne
92 Cobb introduces himself to Fischer. The woman walks away, leaving a napkin with the combination numbers Fischer said earlier written on it like a phone number. Cobb
Fischer
Eames as Pretty woman
93 Arthur tells Ariadne that Cobb’s gambit is dangerous because it draws attention to the team. Arthur
Ariadne
94 Cobb tells Fischer that he’s the head of Fischer’s subconscious security team and that the woman stole Fischer’s wallet. Cobb
Fischer
(Eames as Pretty woman)
95 In level 2 of the dream world, Eames takes the prize (Fischer’s wallet) for his success to Saito in an elevator, where they feel repercussions from events in level 1 of the dream world. The woman meets Saito on an elevator, and the woman reveals herself to be Eames. The elevator shakes, and Eames says it was caused by the van Yusuf is driving in level 1 of the dream world. Eames as Pretty woman
Saito
(Yusuf)
96 In level 1 of the dream world, Yusuf experiences complications completing step #10 of phase #2 of the plan to manipulate Fischer. The van he’s driving to the kick-bridge is attacked by guards. In level 1 of the dream world, Yusuf drives the van crazily evading black SUVs. Yusuf
Guards
97 In level 2 of the dream world, Cobb enacts step #3 of phase #3 of the plan to manipulate Fischer. He tells Fischer he’s there to protect him from extraction. Cobb tells Fischer he’s there to protect Fischer from extraction. Cobb
Fischer
98 In level 2 of the dream world, Eames makes a plan to reduce the complication of guards searching from. He plans to dispose of Fischer’s wallet to throw his guards off their track, buying them time. In the elevator, Eames tells Saito to ditch Fischer’s wallet so Fischer’s projections will waste time looking for it. Eames
Saito
(Guards)
99 In level 2 of the dream world, Cobb enacts step #4 of phase #3 of the plan to manipulate Fischer. He tells Fischer he’s not safe and they have to leave. Cobb tells Fischer he’s not safe and that they have to leave. Cobb
Fischer
(Guards)
100 In level 1 of the dream world, Yusuf continues experiencing complications completing step #10 of phase #2 of the plan to manipulate Fischer. The van he’s driving to the kick-bridge is attacked by guards. In level 1 of the dream world, black SUVs continue attacking the van Yusuf is driving. Yusuf
Guards
101

In level 2 of the dream world, Cobb enacts step #5 of phase #3 of the plan to manipulate Fischer. He attempts to convince Ficher he’s dreaming so he can recruit Fischer to his team to throw off the guards.

Meanwhile Arthur explains Cobb’s plan to Ariadne.

Cobb draws Fischer’s attention to the strangely torrential rain outside the hotel and to the shaking of the building. Cobb
Fischer
(Yusuf)
102 Arthur tells Ariadne that Cobb is drawing Fischer’s attention to the dream world, which is making his subconscious look for intruders harder. Arthur
Ariadne
(Cobb)
(Fischer)
103 In level 1 of the dream world, Yusuf experiences complications completing step #10 of phase #2 of the plan to manipulate Fischer. The van he’s driving to the kick-bridge is attacked by guards. In level 1 of the dream world, black SUVs continue attacking the van Yusuf is driving. Ysuf
Guards
104 In level 2 of the dream world, Cobb completes step #5 of phase #3 of the plan to manipulate Fischer. He he convinces Ficher he’s dreaming so he can recruit Fischer. Cobb succeeds at making Fischer aware that he’s in a dream. His projections are all looking at Cobb intently. Cobb
Fischer
Guards
105 In level 1 of the dream world, Yusuf experiences complications completing step #10 of phase #2 of the plan to manipulate Fischer. The van he’s driving to the kick-bridge is attacked by guards. In level 1 of the dream world, black SUVs continue attacking the van Yusuf is driving. Ysuf
Guards
106

In level 2 of the dream world, Fischer creates a complication. He asks Cobb if he’s real, drawing the guards’ attention to him. Cobb says, “no,” and neutralizes the complication, allowing him to complete step #6 of phase #3 of the plan to manipulate Fischer. He gets Fischer to follow him out of the bar.

A complication arises when guards attack Cobb and Fischer, but Cobb kills them, neutralizing the problem.

Fischer creates a complication when he says he should kill himself. Cobb advises against it, neutralizing the complication.

Fischer asks Cobb if he’s real, and Cobb says no. The projections lose interest in him. Security guards come in, and Cobb ushers Fischer away. Fischer
Cobb
Guards
107 In a hallway, Cobb kills the two security guards and tells Fischer they were intruders coming to extract information from him. Fischer says he should kill himself to wake up, but Cobb convinces him not to by saying he’s too heavily sedated and might not wake up in real life. Cobb
Fischer
Guards
108 In level 2 of the dream world, Saito completes Eame’s plan to throw away Fischer’s wallet to distract the guards. While being followed down a hall by security guards, Saito drops Fischer’s wallet in a laundry chute. The security guard stops following Saito and stares at the laundry chute. Saito
Guards
109 In level 2 of the dream world, Ariadne and Arthur complete step #7 of the plan to manipulate Fischer. They prepare explosives that will give them the kick to escape. Ariadne and Arthur set up explosives in a hotel room. Arthur says they’re below room 528. Ariadne
Arthur
110 In level 2 of the dream world, Cobb completes step #8 of phase #3 of the plan to manipulate Fischer. He gets Fischer to remember he’s been kidnapped. This makes Fischer remember clue #5 (the string of 6 numbers that starts with a “5.”)

Cobb then completes step #9 of phase #3 of the plan. He says they’ll follow the clue #5 to the fifth floor.

Cobb tells Fischer to try to remember how he got there. Fischer recalls that he and Browning were kidnapped and are sleeping in a van, and the kidnappers want the combination to a safe. Fischer says the number starts with a 5, and Cobb says they’ll go to the fifth floor to find what the extractors are looking for. Cobb
Fischer
111 In level 2 of the dream world, Arthur states the plan for steps #1 and #2 of the phase #3 escape plan. He’ll put the team to sleep, and when he hear’s Yusuf’s music, he’ll blow the explosives in the room below them to make the kick. He also states the stakes of missing Yusuf’s signal: The kick won’t work because there will be no gravity. Arthur tells Ariadne that they’ll put the team to sleep in the room above them. When Arthur hears music playing, he’ll be ready for Yusuf to drive his van over a bridge. Then Arthur will blow the floor so that everyone experiences the kick of falling and wakes up from the second level of the dream world and return to the first level. If Arthur doesn’t blow the floor before the van falls off the bridge, the kick won’t work because everyone will be in free fall. Arthur
Ariadne
(Yusuf)
112 In level 2 of the dream world, Saito and Eames make a plan to do something they never do and has no impact on the story. This beat should have been cut from the movie. Saito and Eames run into Browning in a hallway. Eames tells Saito they’ll watch Browning to see how he behaves to get an indication of how Fischer is feeling about Browning. Saito
Eames
Browning
113
In level 2 of the dream world, Cobb completes step #10 and #11 of phase #3. The team enters room 528 with Fischer. Cobb tells Fischer that Browning is trying to extract him, and they should extract Browning. Then Arthur completes step #13 by putting everyone to sleep and connecting them to the dream machine.
Cobb and Fischer meet Arthur and Ariadne in front of room 528. They enter the room and find a dream machine. Cobb tells Fischer the extractors were going to put him in a dream within a dream. Cobb
Fischer
Arthur
Ariadne
Ease as Browning
114 Eames enters room 528 disguised as Browning. “Browning” confesses that he is trying to extract the code to the safe to save the company he worked his entire life for and the purpose of the second will was to insult Fischer, implying he isn’t worthy of his father’s empire. Cobb accuses Browning of hiding something. So he says they should go into Browning’s subconscious to find his secret. Fischer agrees. Eames as Browning
Fischer
Arthur
Cobb
(Maurice)
Ariadne
Saito
115 Cobb puts Eames (as Browning) to sleep. Then he tells Ariadne that he lied to Fischer. They’re not going into Browning’s subconscious but Fischer’s. This way, Fischer will help them fight his own subconscious to learn the truth about his father. Arthur stays in the second level of the dream world and puts everyone else to sleep. Cobb
Browning
Arthur
Ariadne
Fischer
(Maurice)
Saito
116
8
Level 3 of the dream world (Pre-kick approach)
Cobb’s team arrives in level 3 of the dream world. Cobb states steps #1, #2 and #3 of the phase #4 plan. Eames will distract the guards, and Cobb and Ariadne will provide covering fire while Saito will take Fischer to the center of the maze, In the third level of the dream world, the team stands on a snowy hill a mile from a military complex. Cobb tells Eames that security will chase him since he’s the dreamer. Cobb says Saito will lead Fischer to Browning’s safe to learn the truth about his father while Cobb provides covering fire. Cobb can’t go in because Mal will compromise the mission. Cobb
Eames
Ariadne
Fischer
Saito
(Mal)
Guards
117 In level 2 of the dream world, Arthur begins enacting step #1 of the phase #3 escape plan. He goes to set explosives in room 428. In the second level of the dream world, Arthur steps into the hallway, leaving the dreamers. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
118 In level 1 of the dream world, Yusuf experiences complications completing step #10 of phase #2 of the plan to manipulate Fischer. The van he’s driving to the kick-bridge is attacked by guards. In level 1 of the dream world, black SUVs continue attacking the van Yusuf is driving. Yusuf
Guards
119 In level 2 of the dream world, Arthur encounters a complication to completing step #1 of the phase #3 escape plan. He sees a guard but succeeds at evading him. In level 2 of the dream world, Arthur evades a security guard while walking down the hallway of the hotel. Arthur
Guards
120 In level 1 of the dream world, Yusuf experiences complications completing step #10 of phase #2 of the plan to manipulate Fischer. The van he’s driving to the kick-bridge is attacked by guards. In level 1 of the dream world, black SUVs continue attacking the van Yusuf is driving. One smashes Yusuf’s van, forcing him to drive up an embankment. Yusuf
Guards
121 In level 2 of the dream world, Arthur encounters a complication to completing step #1 of the phase #3 escape plan. He sees another guard and fights him while Yusuf’s action in level 1 of the dream world make Arthur’s environment harder to fight in. In level 2 of the dream world, Arthur fights security guards as the hotel tilts on its side. Arthur
Guards
(Yusuf)
122 In level 1 of the dream world, Yusuf experiences complications completing step #10 of phase #2 of the plan to manipulate Fischer. The van he’s driving to the kick-bridge is attacked by guards. In level 1 of the dream world, Yusuf drives back down the embankment and levels out the van. Yusuf
Guards
123 In level 2 of the dream world, Yusuf’s action in level 1 of the dream world give Arthur a chance to run away from the guard he’s fighting, which puts him back on the path to completing step #1 of the phase #3 escape plan. He continues going to room 428. In level 2 of the dream world, the hotel straightens out, dropping Arthur and the security guard to the ground. Arthur runs away into a stairwell. Arthur
Guards
(Yusuf)
124 In level 1 of the dream world, Yusuf completes step #10 of phase #2 of the plan to manipulate Fischer. He reaches the kick-bridge and is rewarded for his success by the bridge raising, preventing the attacking guards from following him. In level 1 of the dream world, Yusuf crosses a bridge that is raising its road to allow boats to cross underneath, cutting off the SUV’s ability to reach the van. Yusuf
Guards
125 In level 2 of the dream world, Arthur encounters a complication to completing step #1 of the phase #3 escape plan. He is spotted by more guards and has to stray from his quest again to run away for his safety. In level 2 of the dream world, Arthur tries to enter room 428 (the room with the explosives) but is chased back into the stairwell by more security guards. Arthur
Guards
126 In level 3 of the dream world, Eames completes step #1 of phase #4 plan to manipulate Fischer. He draws the guard’s attention away from Saito and Fischer. In level 3 of the dream world, Eames skis down a hill and shoots a flare into the air, attracting the attention of security guards. Eames
Guards
127 In level 1 of the dream world, Yusuf completes step #11 and #12 of phase #2 of the plan to manipulate Fischer. He prepares to back the van over the edge of the kick-bridge and puts headphones on Arthur’s ears. In level 1 of the dream world, Yusuf prepares to back the van off over the side of the bridge. He puts a pair of headphones on Arthur’s ears and presses play. He also notices Saito is bleeding heavily. Yusuf
Guards
Arthur
128 In level 2 of the dream world, Arthur hears Yusuf’s signal, which means there is a high risk of him failing to meet his time limit to complete steps #1 and #2 of the phase #3 escape plan. In level 2 of the dream world, Arthur hears the music and curses Yusuf’s name for starting his kick too early. Arthur
(Yusuf)
129 In level #3 of the dream world, Cobb and Ariadne begin step #2 of phase #4 of the plan to manipulate Fischer. They go to a position where they can provide covering fire. Yusuf’s signal gives them a one hour time limit to succeed at their quest. Cobb makes a new plan for Saito and Fischer to take a shortcut to the center of the maze. In level 3 of the dream world, Cobb and Ariadne make their way to the complex, and they hear music playing in the air. Cobb says they only have an hour for Fischer to make it to the center of the maze. Ariadne confesses that Eames built a secret passage, and Cobb tells Ariadne to tell Saito where the secret route is. Cobb
Ariadne
(Arthur)
(Fischer)
(Saito)
130 In level 1 of the dream world, Yusuf completes step #13 and #14 of phase #2 of the plan to manipulate Fischer. He reverses the van towards the edge of the kick-bridge. In level 1 of the dream world, Yusuf drives the van in reverse towards the edge of the bridge. Ysuf
Guards
131 In level 2 of the dream world, Arthur neutralizes a complication preventing him from completing step #2 of the phase #3 escape plan. He kills a guard. This is a false victory though, because he’s wasted too much time fighting the guards to complete his quest. In level 2 of the dream world, Arthur kills a security guard by rearranging a set of stairs and then pushing the security guard over the edge. Arthur
Guards
132 In level 1 of the dream world, Yusuf completes step #15 of phase #2 of the plan to manipulate Fischer. He drives the van over the edge of the kick-bridge. In level 1 of the dream world, Yusuf drives the van over the edge of the bridge. Yusuf
Guards
133
9
Level 3 of the dream world (Post-kick scramble)
In level 2 of the dream world, Yusuf’s actions in level 1 of the dream world cause Arthur to fail step #2 of the phase #3 escape plan. This causes a complication in Arthur’s quest by making level 2 of the dream world gravity-free preventing a gravity-based kick. In level 2 of the dream world, Arthur is running down the hall when the building jolts, sending Arthur flying into the air. Arthur
(Yusuf)
134 In level 3 of the dream world, Saito and Fischer begin enacting step #3 of the phase #4 plan by moving towards the maze. Yusuf’s actions in level 1 of the dream world cause an avalance, which puts Saito and Fischer in a momentary risk that passes. In level 3 of the dream world a massive rumble causes an avalanche, which Saito and Fischer narrowly avoid. (Yusuf)
Saito
Fischer
135 In level 1 of the dream world, Yusuf enacts step #15 of phase #2 of the plan to manipulate Fischer. The van falls to the river in slow motion. In level 1 of the dream world, Yusuf’s van falls from the bridge in slow motion. Yusuf
136 In level 2 of the dream world, Arthur experiences the consequences of failing to complete step #2 of phase #3 escape plan. His quest is complicated by not having gravity to peform his kick with. In level 2 of the dream world, Arthur scrambles in the air as he floats in zero gravity. Arthur
(Yusuf)
137 In level 3 of the dream world, Cobb starts a countdown timer of 20 to complete their quest. In level 3 of the dream world, Cobb says Yusuf made the first kick, which means they only have about 20 minutes to finish the job. Cobb and Ariadne move closer to the complex. Cobb
(Yusuf)
Ariadne
138 In level 3 of the dream world, Saito and Fischer encounter and overcome a complication completing step #3 of In level 3 of the dream world, Saito and Fischer blast off a grill covering a large air vent leading into the complex. Saito
Fischer
139 In level 1 of the dream world, Yusuf continues enacting step #15 of phase #2 of the plan to manipulate Fischer. The van falls to the river in slow motion. In level 1 of the dream world, Yusuf’s van continues falling in slow motion. Ysuf
140 In level 2 of the dream world, Arthur states the complication preventing him from completing step #2 of the phase #3 escape plan. There’s no gravity. So he begins enacting a new unspoken escape plan. Arthur completes Step #1 of the new phase #3 escape plan by collecting the explosives. In level 2 of the dream world, Arthur enters room 428 and says to himself he can’t make the kick because there’s no gravity. He collects the explosives. Arthur
(Yusuf)
141 In level 3 of the dream world, Saito and Fischer continue enacting step #3 of the phase #4 plan by moving towards the center of the maze, but their quest is complicated by Saito coughing blood. In level 3 of the dream world, Saito and Fischer make their way through the duct system as Saito coughs blood. Saito
Fischer
142 In level 3 of the dream world, Cobb and Ariadne continue enacting step #2 of the phase #4 plan by finding a position and sniping guards. In level 3 of the dream world, Cobb and Ariadne infiltrate the complex and snipe security guards from a tower. Cobb
Ariadne
Guards
143 In level 3 of the dream world, Eames fails step #1 of phase #4 when the guards he was distracting lose interest and return to the maze. In level 3 of the dream world, Eames tells Cobb over the radio that the security guards who were chasing him are returning to the complex like they know something. Cobb tells Eames to buy them some time. Eames
(Cobb)
(Guards)
144 In level 2 of the dream world, Arthur completes step #2 and begins enacting step #3 of his new phase #3 escape plan by reaching room 592 and gathering his team’s sleeping bodies together. In level 2 of the dream world, Arthur enters room 592 and starts hastily gathering the dreamers’ floating bodies together. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
145 In level 3 of the dream world, Saito and Fischer are almost complete step #3 of phase #4 by almost reaching the center of the maze. In level 3 of the dream world, Fischer and Saito reach the end of the air duct. Fischer asks over the radio if they’re clear to proceed while Saito slumps over near death. Fischer
Saito
(Cobb)
146 In level 3 of the dream world, Cobb sees the complication Eames warned him about. The guards are returning to the maze. In level 3 of the dream world, Cobb watches the army of security guards returning to the complex. Cobb tells Fischer over the radio they’re clear but an army is approaching. Cobb
Guards
(Fischer)
147 In level 3 of the dream world, Eames begins enacting step #1 of the phase #4 escape plan by planting explosives around the maze. In level 3 of the dream world, Eames sets explosives around the base of the complex. Eames
Guards
148 In level 3 of the dream world, Cobb discovers another complication. A guard is closing in on Saito and Fischer. He doesn’t know, but this is step #1 of Mal’s plan to stay with Cobb forever: Find Fischer. In level 3 of the dream world, Cobb spots someone in a far window of the complex and says Fischer and Saito are walking into a trap. Ariadne tries to warn them over the radio. Cobb
Mal
(Fischer)
(Saito)
(Guards)
149 In level 3 of the dream world, Fischer prepares to complete step #3 of the phase #4 quest by opening the “door” to the center of the maze. He gives Saito a new quest: Stay put and hold off the guards. In level 3 of the dream world, Fischer removes the grate from the duct and doesn’t notice his radio flashing. He tells Saito to stay put. Fischer
(Cobb)
Saito
150 In level 3 of the dream world, Cobb discovers the guard he saw closing in on Fischer and Saito is Mal. Ariadne tells him to shoot Mal, but Cobb uses his flaw and strays from the path. He doesn’t shoot her. In level 3 of the dream world, Cobb realizes the intruder he sees is Mal and refuses to shoot her. Cobb
Mal
Ariadne
151
In level 3 of the dream world, Mal completes step #1 and #2 of her plan to stay with Cobb forever. She finds Fischer and shoots him.
In level 3 of the dream world, Mal sneaks up behind Fischer. Mal
Fischer
152 In level 3 of the dream world, Mal shoots Fischer, and then Cobb shoots Mal. Ariadne tells Eames over the radio to get to the center of the maze. Then Cobb and Ariadne run for the door. Mal
Fischer
Cobb
Ariadne
(Eames)
153 In level 3 of the dream world, Saito enacts a new plan to investigate the gun shot he heard. In level 3 of the dream world, in the duct system, Saito begins crawling forward when he hears Mall shooting Fischer. Saito
(Mal)
(Fischer)
154 In level 2 of the dream world, Arthur completes step #2 of his new phase #3 escape plan by tying his team together with a bed sheet. In level 2 of the dream world, Arthur ties the floating dreamers together using a bed sheet. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
155 In level 1 of the dream world, Yusuf continues enacting step #15 of phase #2 of the plan to manipulate Fischer. The van falls to the river in slow motion. In level 1 of the dream world, Yusuf’s van continues falling in slow motion. Yusuf
156 In level 2 of the dream world, Arthur enacts step #3, #4 and #5 of his new phase #3 escape plan by grabbing the explosives, moving his team into the elevator and then climbing through the ceiling hatch of the elevator. In level 2 of the dream world, Arthur pushes the bundle of floating sleepers into the elevator. Then he grabs the explosives and climbs through the ceiling hatch of the elevator. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
157

In level 3 of the dream world, Eames, Ariadne, Cobb and Saito reunite. Ariadne makes a new plan to bring Fischer back to life in level 3 of the dream world by going into level #4 of the dream world and giving Fischer a kick.

Cobb gives Eames a new escape plan: Step #1: plant explosives in the maze. Step #2: use a defibrillator on Fischer after Cobb and Ariadne complete their quest to give Fischer a kick in level 4 of the dream world. Step #3: Let Fischer talk to Maurice and incept himself. Step #4, blow up the explosives to create a kick in level 3 of the dream world.

Cobb completes step #1 of the plan to bring Fischer back to life by attaching himself and Ariadne to Fischer via a dream machine.

In level 3 of the dream world, in the duct system, Eames looks at Saito dying and then walks through the open grate to find Cobb and Ariadne standing over the bodies of Fischer and Mal. Ariadne says they can save Fischer by going into Fischer’s limbo. Cobb tells Eames to use the defibrillator on Fischer after they’ve kicked his mind back up to level 3 of the dream world and to set explosives in the complex and perform the kick when he hears Arthur’s music. Eames
Saito
Cobb
Ariadne
Fischer
Mal
158 In level 3 of the dream world, Ariadne and Cobb attach/use a dream machine on Fischer. Cobb tells Ariadne that Mal will have Fischer and that she killed Fischer to lure Cobb into limbo where he’ll be trapped with her. Ariadne
Cobb
Fischer
(Mal)
Eames
159
10
Level 4 of the dream world
Cobb and Ariadne arrive in level 4 of the dream world and show their first reactions. In level 4 of the dream world, Ariadne and Cobb wake up on a beach next to a decaying city. Cobb says this is Mal’s world. Ariadne
Cobb
(Mal)
160 In level 2 of the dream world, Arthur completes step #6, #7 and #8 of his new phase #3 escape plan. He sets some explosives on the elevator break, pushes away with the rest of the explosives and then detonates the first set. In level 2 of the dream world, Arthur sets explosives on the emergency breaks of the elevator cable. Then he grabs the other explosives, pushes away from the elevator and hits the detonator, exploding the first set of explosives. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
161 In level #3 of the dream world, Eames gives Saito a new quest to hold off the guards. Then Eames prepares to complete steps #1 and #2 of his new phase #4 escape plan by prepping the defibrillator and leaving to go plant explosives. In level 3 of the dream world, Eames sets a defibrillator by Fischer. Then he gives Saito a gun and tells him to hold off the security guards. Then Eames runs through the complex dodging bullet fire. Eames
Fischer
Saito
Guards
162

Cobb and Ariadne get to know each other as they complete step #2 of the plant to bring Fischer back to life by finding Mal.

Cobb states step #3 of the plan is to give Fischer an improvisational kick.

In level 4 of the dream world, Cobb and Ariadne walk through the streets, and Cobb says he and Mal built all these buildings when they were stuck in the dream world together. Cobb
Ariadne
(Mal)
163 In level 4 of the dream world, Cobb and Ariadne enter an elevator of a skyscraper. Cobb tells Ariadne they’ll save Fischer by giving him a kick, but they’ll have to improvise how. Cobb
Ariadne
(Fischer)
(Mal)
164 In level 4 of the dream world, Cobb and Ariadne exit the elevator at the top floor and enter a kitchen, where they meet Mal. Cobb gives Ariadne his gun and approaches Mal. Cobb
Ariadne
Mal
165 In level 2 of the dream world, Arthur completes step #9 of his new phase #3 escape plan. He sets more explosives on the bottom of the elevator. In level 2 of the dream world, Arthur flies back to the elevator and squeezes past to the bottom and sets the other explosives on the bottom of the elevator. Arthur
166 In level 4 of the dream world, Cobb is tempted to stray from his quest to reunite with his kids by Mal, but he declines the invitation and chooses to continue his quest to reunite with his children. In level 4 of the dream world, Mal tries to convince Cobb that her reality in limbo is just as valid as the real world and Cobb should stay with her there forever. Cobb says he can’t stay because he needs to get back to his children in real life. Mal
Cobb
Ariadne
167 In level 2 of the dream world, Arthur completes step #10 and #11 of his new phase #3 escape plan. He sets more explosives on the bottom of the elevator. He puts his sleeping team in the elevator and then puts headphones on Eames. In level 2 of the dream world, Arthur places the bundle of floating dreamers on the floor of the elevator. He sees Saito bleeding and then puts headphones on Eames. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
168 In level 3 of the dream world, Eames completes step #1 of the new phase #4 escape plan by setting explosives around the maze. In level 3 of the dream world, Eames sets explosives around the complex while dodging gun fire. Eames
Guards
169 In level 3 of the dream world, Saito prepares to enact his quest to hold off the incoming guards. In level 3 of the dream world, in the duct system, Saito hears security guards approaching. He holds up his gun weakly. Saito
Guards
170 In level 4 of the dream world, Mal uses her flaw and tries to tempt Cobb again to stay with her forever and stray from the path of his quest to reunite with his children. Cobb takes responsibility for Mal’s flaw and shines a light on it. In level 4 of the dream world, Mal tries to convince Cobb his reality isn’t real. Cobb confesses he implanted the idea in Mal that reality isn’t real when she became convinced the dream was real. This made her accept that they needed to die to escape the dream world, but the idea stuck, causing her to commit suicide in the real world as well. Mal
Cobb
Ariadne
171 In level 2 of the dream world, Arthur completes step #12 of his new phase #3 escape plan. He presses “play” on Eames’s headphones. In level 2 of the dream world, Arthur presses “play” on the music player. Arthur
172 In level 3 of the dream world, Eames prepares to complete step #2 of the new phase #4 escape plan by returning to Fischer. In level 3 of the dream world, Eames enters the room with Fischer and hears music. Eames
(Arthur)
Fischer
173 In level 3 of the dream world, Saito completes his quest to hold off the guards by shooting one, but this is a false victory because Saito dies anyway. In level 3 of the dream world, Saito shoots a security guard with his last ounce of strength and then dies himself. Saito
Guards
174 In level 3 of the dream world, Eames enacts step #2 of the new phase #4 escape plan by using the defibrillator on Fischer. His actions fail though because Cobb and Ariadne haven’t completed their quest to give Fischer a kick in level 4 of the dream world. In level 3 of the dream world, Eames uses the defibrillator on Fischer. Eames
Fischer
175 In level 4 of the dream world, Cobb bargains/lies to Mal. He says he’ll give her what she wants (he’ll stay with her for a lifetime) if she gives him what he wants (to release Fischer). Mal agrees. In level 4 of the dream world, lightning flashes across the sky. Cobb makes a deal with Mal. He will stay with Mal in limbo if she lets Ariadne take Fischer back up to level 3. Mal tells Ariadne that Fischer is on the balcony. (Eames)
Cobb
Mal
Ariadne
(Fischer)
176 In level 2 of the dream world, Arthur prepares to enact step #13 of the new phase #3 escape plan. He counts down and braces himself to detonate the explosives. In level 2 of the dream world, Arthur counts to the music while holding the detonator and bracing himself. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
177 In level 3 of the dream world, Eames continues enacting step #2 of the new phase #4 escape plan by using the defibrillator on Fischer. His actions fail though because Cobb and Ariadne haven’t completed their quest to give Fischer a kick in level 4 of the dream world. In level 3 of the dream world, Eames shocks Fischer again with the defibrillator. Eames
Fischer
178 In level 4 of the dream world, Ariadne completes step #3 of the quest to bring Fischer back to life by pushing him over a ledge.

Cobb confesses he tricked Mal and won’t honor their deal. So Mal stabs him in the chest.

In level 4 of the dream world, more lightning flashes across the sky. On the balcony Cobb tells Ariadne he has to stay in limbo to find Saito since he’s died by now. Cobb tells Mal he’s not staying for her because she’s not real. Mal stabs Cobb in the chest. Ariadne pushes Fischer off the roof and points her gun at Mal. (Eames)
Cobb
Mal
Ariadne
(Fischer)
(Saito)
179
11
Final showdown/escape
In level 3 of the dream world, Eames completes step #2 of the new phase #4 escape plan by using the defibrillator on Fischer and waking him up. In level 3 of the dream world, Fischer wakes up. Eames tells him to go into the next room, which is a giant vault, where he sees Maurice lying in a hospital bed. Fischer
Eames
Maurice
180 In level 4 of the dream world, Ariadne prepares to kill Mal, but Cobb stops her. In level 4 of the dream world, Cobb tells Ariadne not to shoot Mal. Then Ariadne lowers her gun. Cobb
Ariadne
Mal
181 In level 3 of the dream world, Eames prepares to complete step #4 of the new phase #3 escape plan by watching Fischer and being ready to detonate the explosives once Fischer has incepted himself. In level 3 of the dream world, Eames grabs the detonator and moves to the door of the vault room. Eames
Fischer
Maurice
(Guards)
182 In level 2 of the dream world, Arthur completes step #13 of his new phase #3 escape plan. He detonates the explosives on the bottom of the elevator. In level 2 of the dream world, Arthur hits the detonator, setting off the explosives attached to the bottom of the elevator. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
183 In level 3 of the dream world, Fischer enacts step #3 of the new phase #4 escape plan. He talks to Maurice and hears the message he needs to incept himself, which relates to clue #1. In level 3 of the dream world, rumbling noise fills the air. Maurice tells Fischer he wasn’t disappointed that Fischer could be more like him. He was disappointed that Fischer tried. (Arthur)
Maurice
Fischer
184 In level 2 of the dream world, Arthur completes step #14 and final step of his new phase #3 escape plan. The elevator hits the ground and gives the them the kick needed to bring them back to level #1 of the dream world. In level 2 of the dream world, the elevator car is rocketed through the elevator shaft. Arthur and the other dreamers are smashed against the floor. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
185 In level 3 of the dream world, Fischer completes step #3 of the new phase #4 escape plan. He talks to Maurice and hears the message he needs to incept himself, which relates to clue #3. In level 3 of the dream world, Eames watches as Maurice points to a safe by the bed. Fischer opens the safe and finds the pinwheel from the picture he put next to his dad’s death bed in real life. Fischer marvels at this Maurice dies. Then Eames hits the detonator, and a row of explosions rips through the outer walls of the complex. Eames
Maurice
Fischer
186
In level 4 of the dream world, Ariadne falls off a building to give herself the kick to go back up to level 3. Cobb decides to stay in level 4 of the dream world to say goodbye to Mal and to find Saito.
In level 4 of the dream world, fierce, howling wind kicks up. Ariadne says that’s the kick and they have to go. Cobb says he staying to find Saito and to say goodbye to Mal. Ariadne tells him not to get lost and to come back. Then she falls backward off the roof. (Eames)
Ariadne
Cobb
(Saito)
Mal
187 In level 4 of the dream world, Mal says Cobb promised to grow old with her, and Cobb says they did. Then he says he loves her and goodbye. Mal
Cobb
188 In level 3 of the dream world, the team falls from Eames’ explosions, kicking them back up to level 2 of the dream world. In level 3 of the dream world, Fischer and Eames fall as the floor beneath them collapses. Fischer
Eames
189 In level 2 of the dream world, the team falls when the inertia of the elevator stops, kicking them up to level 1 of the dream world. In level 2 of the dream world, the floating dreamers drop as the elevator car smashes into the top of the shaft. Arthur
Cobb
Saito
Eames
Ariadne
Fischer
190
12
Denouement 1
In level 1 of the dream world, Yusuf completes step #15 of phase #2 of the plan to manipulate Fischer. The van crashes into the river.

Fischer unwittingly enacts step #16 of phase #2 to manipulate Fischer. He pulls Browning out of the sinking van and swims to the river bank.

In level 1 of the dream world, Yusuf’s van smashes into the water below the bridge. Fischer wakes up and grabs Browning. Then he pulls Browning out of the sinking van and onto the river bank. Yusuf
Fischer
Browning
191 In level 1 of the dream world, Cobb’s team completes step #17 of phase #2 of the plan to manipulate Fischer. They escape the sinking van. In level 1 of the dream world, Cobb, Ariadne, Arthur and Yusuf sit in the van underwater breathing from air tanks. Arthur looks at Saito’s dead, bleeding body. Ariadne motions for Arthur to leave the van. Cobb
Ariadne
Arthur
Yusuf
Saito
192 In level 1 of the dream world, Fischer unwittingly enacts step #18 of phase #2 to manipulate Fischer. He decides to live for himself by breaking up his father’s business empire. In level 1 of the dream world, on the river bank, Browning apologizes for trying to hide Maurice’s second will from Fischer. Fischer says he’s going to live for himself from now on and not live in Maurice’s shadow/shoes. Browning
Fischer
(Maurice)
193 In level 1 of the dream world, Ariadne tells Arthur Cobb is experiencing the repercussion of failing to complete their quest before Saito died. In level 1 of the dream world, Arthur and Ariadne sit on the river bank. Ariadne tells Arthur that Cobb stayed in level 4/limbo to find Saito. Arthur
Ariadne
(Cobb)
(Saito)
194
In level 4 of the dream world, Cobb enacts step #1 and #2 of his quest to save Saito by finding him and convincing him to kill himself.
In level 4 of the dream world, a security guard finds an old, bearded Cobb washed up on a beach next to a Japanese castle. Guard
Cobb
195 In level 4 of the dream world, in the dining room of the Japanese castle, Cobb tells Saito he came to remind Saito that they’re in the dream world. Saito remembers the past dimly and looks at Cobb’s perpetually spinning spindle top and his gun on the table meaningfully. Cobb
Saito
196
13
Denouement 2
Everyone recieves their rewards for completing their quests.
In the real world, on the airplane, Ariadne watches Cobb sleeping. Cobb’s eyes open, and a flight attendant gives him a customs form and says they’ll be landing shortly. Saito picks up a phone and dials a number. Ariadne
Cobb
Stewardess
Saito
197 At the customs counter in the Los Angeles airport, Cobb hands a customs agent his passport. The customs agent stamps it and motions for the next person in line. Cobb nods and says goodbye to each of his team members as he walks away and sees Miles waving at him. Cobb
Customs agent
Ariadne
Saito
Eames
Arthur
Fischer
Yusuf
198 Miles and Cobb enter a house. Cobb spins his spindle top on a table as he sees his kids. He runs to join them as the spindle top continues to spin. Miles
Cobb
Cobb’s kids

 

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Plot Outline of “Star Wars: A New Hope”

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Beat Storylines Beat Description Action Sequences Acts
1 (Rebels )
(Empire )
(Vader )
(Leia )
Scrolling text in outer space informs the viewer that the galaxy is in civil war. Rebels won their first battle and stole secret plans for the empire’s ultimate weapon, an armored space station capable of destroying an entire planet. Leia is fleeing the battle carrying the stolen plans and is being pursued by the empire. Prologue

State Leia’s goal of delivering the Deathstar plans to the Rebels.

State the Empire’s goal of destroying planets and finding the Deathstar plans.

1
Leia is captured by Vader. C3PO and R2 escape, and Luke dreams of leaving Tatooine.
2 Liea
Stormtroopers
R2
C3PO
In space, Leia’s ship is reeled in by an empire ship’s tractor beam. Storm troopers invade the ship and shoot rebels trying to defend it. R2 and C3PO hide behind a blast door and lament being doomed. Introduce Leia, who is suffering a major setback in her goal of delivering the Deathstar plans to the Rebels.
3 Luke
(Leia )
At Luke’s moisture farm on Tatooine, Luke watches a battle in space with binoculars. Introduce Luke, who watches the fight in space longingly, which is a metaphor for his dreams and foreshadows his quest.
4 Vader
Stormtroopers
(Leia )
Vader enters Leia’s ship, and storm troopers stand aside to let him pass.

Introduce Vader.

Leia fails to escape and is captured by Vader, but not before she gives R2 and C3PO a message to Ben, the Deathstar plans and a quest to deliver the message and Deathstar plans to Ben.

Vader states his quest goal is to find the Deathstar plans. He completes step #1 of his quest by capturing Leia, but it’s a false victory since Leia no longer has the Deathstar plans.

5 Leia
R2
(Ben )
On Leia’s ship, Leia records a message on R2.
6 Vader
Rebels
Stromtroopers
(Leia )
On Leia’s ship, Vader asks a dying rebel where the Deathstar plans are. The rebel doesn’t cooperate, and Vader kills him. Vader orders his troops to find Leia.
7 Leia
Stormtroopers
On Leia’s ship, storm troopers capture Leia.
8 R2
C3PO
On Leia’s ship, R2 and C3PO escape in an escape pod.

R2 and C3PO complete step #1 of their quest to see Ben by flying an escape pod to Tatooine.

This leaves clue #1 for stormtroopers to find: knowledge of the escape pod going to Tatooine.

9 Stormtroopers
(R2 )
(C3PO )
On the star destroyer, a storm trooper says the escape pod left but there is no life onboard. So he chalks it up to a malfunction.
10 Luke
Biggs;
At a power station on Tatooine, Luke talks to his friend, Biggs, who says he’s leaving Tatooine. Introduce Biggs, who states his goal of going to space, and Luke states his goal of going to space.
11 Liea
Vader
In Leia’s cell on the star destroyer, Vader asks Leia where the Deathstar plans are, but Leia doesn’t cooperate.

Vader attempts step #2 of his plan to get the Deathstar plans by interrogating Leia, but he fails because she won’t cooperate.

An Imperial commander states the risk of harming Leia (dipolomatic setback), but Vader says the benefit outweighs the risk and uses clue #1 to deduce a new plan to find the Deathstar planes. He gives his team a new quest: Search Tatooine for R2 and C3PO.

2
Vader searches for the Deathstar plans as C3PO and R2 look for Ben, but they find Luke instead.
12 Commander
Vader
(Rebels )
(R2 )
(C3PO )
Outside Leia’s cell, a commander tells Vader it’s diplomatically dangerous to hold Leia. Vader insists she is involved with the rebels, and she is his only hope to find the secret rebel base. Vader says the Deathstar plans must be on the escape pod and orders a search team to be sent to Tatooine.
13 R2
C3PO
Jawas
In the Tatooine desert, R2 and C3PO make a plan to deliver Leia’s message to Ben. They see a sand crawler (transport vehicle) approaching and wave for help. R2 and C3PO enact step #2 of the plan to find Ben. They try asking Jawas for help, but this is a false victory since Jawas won’t help them.
14 Biggs
Luke
(Rebels )
(Empire )
At the Tatooine power station, Biggs tells Luke he’s joining the rebel alliance and states the stakes of the empire controlling the galaxy. Biggs states his goal of joining the Rebels and the stakes of failure: The Empire will control the galaxy.
15 R2
C3PO
Jawas
In the Tatooine desert, R2 and C3PO are captured by jawas and taken to their sand crawler. R2 and C3PO experience the consequence of their false victory: They’re setback on their quest by being taken prisoner, but this is a false failure, since it will take them to Luke.
16 Stormtroopers
(R2 )
(C3PO )
In the Tatooine desert, storm troopers investigate the abandoned escape pod. They see R2 and C3PO’s tracks in the desert and ascertain droids have left the escape pod. The storm troopers follow R2 and C3PO’s tracks. Stormtroopers complete step #1 of their plan to find R2 and C3PO. They investigate clue #1 (the escape pod) and find clue #2: Droid tracks. They use clue #2 to deduce step #3 of their plan: They’ll follow the tracks.
17 R2
C3PO
(Jawas )
Inside the sand crawler, R2 and C3PO debate if/what horrible death awaits them. R2 and C3PO continue experiencing the consequence of their false victory: They state the stakes of their predicament: a potentially horrible death.
18 Jawas
Owen
Luke
(R2 )
(C3PO )
Outside the sand crawler, the jawas line up a bunch of droids. Owen and Luke inspect the droids looking for one that speaks computer languages.
Owen states his goal of buying farming droids. C3PO fills the condition of Owen’s need. So he buys R2 an C3PO.
19 C3PO
Owen
R2
Jawas
Luke
C3PO tells Owen he speaks computer languages. Owen buys R2 and C3PO.
20 Luke
(Owen )
C3PO
R2
Leia
(Ben )
At Owen’s workshop, Luke cleans C3PO while stating he wants to leave Tatooine. Luke finds something jammed in R2. It activates part of Leia’s message telling Ben he’s their only hope, but then disappears. Before Luke can investigate further. Then Beru summons Luke to dinner.

Luke discovers Leia’s message and the Deathstar plans. Luke makes a plan to investigate the message, but Owen creates a complication when he refuses to allow Luke to go and orders Luke to have the droids’ memories wiped.

Luke experiences another complication when he discovers R2 has fled to continue his quest to find Ben.

Luke makes a plan to find R2 tomorrow.

21 Luke
Owen
Beru
(R2 )
(C3PO )
(Ben )
In Owen’s dining room, Luke tells Owen and Beru about R2’s message. Owen tells Luke to take R2 into town the next day and have his memory wiped. Luke says he wants to leave Tatooine, and Owen tells him it’s never going to happen.
22 Luke
C3PO
(R2 )
Luke returns to Owen’s workshop and discovers R2 has escaped and traveled into the desert. C3PO asks if they should go after him, but Luke says it’s too dangerous at night.
23 Beru
Owen
(Luke )
The next morning, in Owen’s kitchen, Beru tells Owen that Luke left early. Owen is upset.

Beru tells Owen that Luke has enacted his plan to find R2.

While enacting step #1 of Luke’s plan, he states the stakes of failure. He’ll be in trouble with Owen if he can’t find R2.

Sandpeople complicate Luke’s quest by attacking him, but this is a false victory for them and a false failure for Luke, because Ben saves Luke, R2 and C3PO.

3
Luke meets Ben, gets a mission to save the galaxy, refuses the call and then accepts when he has nothing left to lose.
24 Luke
C3PO
(R2 )
(Owen )
Luke drives his speeder across the Tatooine desert with C3PO looking for R2. Luke states the consequences of taking too long to find R2. He’ll get in a lot of trouble.
25 Sandpeople
Luke
C3PO
Sandpeople watch/hunt Luke from a distance.
26 Luke
R2
C3PO
Sandpeople
Luke finds R2 and then is attacked by sand people.
27 Ben
Sandpeople
Luke
R2
C3PO
Ben saves Luke from the sand people.
28 Ben
Luke
R2
C3PO
Sandpeople
Ben introduces himself to Luke and makes a plan to leave the desert.
Introduce Ben, who makes a plan to deliver the Deathstar plans to Alderaan and train Luke in the force. Ben gives Luke a lightsaber, but Luke refuses the call, siting the stakes of failing to get R2 and C3PO back to Owen.
29 Ben
Luke
Vader
R2
C3PO
At Ben’s house, Ben tells Luke about his father and the force and gives Luke a light saber.
30 Ben
Leia
Luke
R2
C3PO
At Ben’s house, Ben plays Leia’s message and makes a plan to go to the planet, Alderaan, with Luke and train Luke in the force. Luke refuses the call.
31 Vader
General
(Emperor )
On a star destroyer, Vader’s general discuss how the emperor has taken control of the galactic government and will rule with fear. One general restates Vader’s mission to find the Deathstar plans. Vader states his goal of controlling the galaxy with fear. One of his henchman restates the Empire’s goal of finding the Deathstar plans.
32 Luke
R2
C3PO
Jawas
(Sandpeople )
(Stormtroopers )
In the Tatooine desert, Luke drives his speeder with Ben, R2 and C3PO. They stop at a destroyed sand crawler, and Ben realizes it has been made to look like sand people attacked it. Luke leaves Ben and rushes home to check on Owen and Beru.

Luke and Ben discover clue #2. Stormtroopers have killed the Jawas and covered it up, foreshadowing they know Owen bought R2 and C3PO and is in danger.

Luke investigates clue #2 and finds Owen and Beru are dead.

33 Luke
Owen
Beru
(Stormtroopers )
Luke returns home on his speeder and finds Owen and Beru have been killed.
34 Vader
Leia
Stormtroopers
On a star destroyer, Leia is tortured for information. Vader enacts step #3 of his plan to find the Deathstar plans. He tortures Leia but fails, requiring him to escalate his next step.
35 Luke
Ben
R2
C3PO
Luke returns to Ben and accepts his invitation to go to Alderaan. With his original plans in life cut off, he decides to return to the path and accept Ben’s quest to go to Aaleran and train in the force.
36 Luke
Ben
R2
C3PO
Stormtroopers
Ben, Luke, R2 and C3PO arrive at the spaceport city of Mos Eisley. While entering, they’re stopped by storm troopers looking for R2 and C3PO. Ben uses the force to mesmerize the storm troopers into leaving them alone.
Ben enacts step #1 of his plan to get to Alderaan. They arrive at Mos Eisley, where Ben plans step #2: Hire a spaceship captain to take them to Alderaan.
4
Luke and Ben hire Han and Chewie to take them to Alderaan and fly away from Tatooine.
37 Luke
Ben
R2
C3PO
(Han )
Luke parks his speeder in front of a bar. Ben makes a plan to hire a ship to take them to Alderaan in the bar.
38 Luke
Ben
R2
C3PO
Bartender
Luke, Ben, R2 and C3PO enter the bar, but the bartender says R2 and C3PO must wait outside. Ben acquiesces.

Ben completes step #2 of his plan to get to Alderaan. He hires Han and Chewie while badguys close in.

Han agrees to the quest under two conditions: Large payment upfront and another payment once they reach Alderaan.

39 Ben
Chewie
Luke
Ben speaks with Chewie while Luke waits at the bar.
40 Bar bully
Luke
Ben
A brute harasses Luke. Ben tries to talk the brute down, but the brute gets violent. So Ben kills him with his light saber.
41 C3PO
Stormtroopers
Outside the bar, C3PO sees a creature telling storm troopers about them.
42 Ben
Luke
Han
Chewie
In the bar, Ben and Luke hire Han and Chewie to fly them to Alderaan.
43 Han
Chewie
Stormtroopers
Ben
Luke
In the bar, Han sees storm troopers approaching and warns Ben. They all flee before the storm troopers arrive.
44 Ben
Luke
In the street, Ben makes a plan to sell Luke’s speeder. Ben plans step #3 of their quest to get to Alderaan. They’ll sell Luke’s speeder to pay for Han’s first condition: a large payment upfront.
45 Han
Greedo
(Jabba )
(Ben )
(Luke )
In the bar, Han runs into Greedo, who says Jaba has put a bounty on Han’s life for dumping contraband from his ship when approaching a blockade. Greedo tries to kill Han, but Han shoots Greedo first. Han encounters a complication in his quest to get to Alderaan. A bounty hunter states Jabba’s goal of capturing Han dead or alive. Han kills the bounty hunter and escapes.
46 Vader
Officer
On the Deathstar, Vader makes a plan to blow up Alderaan. He orders an officer to fly the Deathstar to Alderaan. Vader states step #1 and #2 of his plan to find the Rebels: Fly the Deathstar to Alderaan and threaten to blow it up if Leia doesn’t tell him the location of the Rebel base.
47 R2
C3PO
Stormtroopers
In the streets of Mos Eisley, R2 and C3PO hide from more storm troopers.
Ben completes step #3 of his plan to get to Alderaan. He sells Luke’s speeder while badguys close in.
48 Luke
Ben
Vendor
In the streets of Mos Eisley, Luke and Ben sell Luke’s speeder to a vendor.
49 Jabba
Han
(Ben )
(Luke )
In a docking bay, Jabba confronts Han. Han tells Jaba he can pay him back for the lost contraband plus 20%. Jaba agrees. While completing step #1 of his plan to get to Alderaan (prep the Millenium Falcon), Han experiences a complication. Jabba confronts him demanding money, but Han neutralizes the complication by increasing his debt to Jabba.
50 Han
Chewie
Ben
Luke
R2
C3PO
In the docking bay Han and Chewie prep the Millennium Falcon for launch while Luke, Ben, R2 and C3PO board the ship.
While completeing step #4 of Ben’s plan to get to Alderaan (Leave Tatooine in the Millenium Falcon) (which is also step #2 of Han’s plan), they experience a complication when stormtroopers attack, but they neutralize the complication by flying away in a hurry and going into hyperdrive. This is a semi-false victory, because they leave clue #5: The plans to the Deathstar are in the Millenium Falcon.
51 Stormtroopers
Han
Chewie
A creature points some storm troopers to the Millennium Falcon. The storm troopers attack Han and Chewie, who return fire.
52 Stormtroopers
Han
Chewie
Ben
Luke
R2
C3PO
The Millennium Falcon takes off amid laser gun fire from the storm troopers.
53 Han
Chewie
Ben
Luke
R2
C3PO
Tie fighters
In space, the Millennium Falcon is attacked by tie fighters, but the Millennium Falcon escapes them by jumping to hyper drive.
54 Vader
Leia
(Rebels )
(Deathstar )
On the Deathstar, Vader makes Leia watch as he blows up her home planet of Alderaan. Leia tells Vader the location of the rebel base on Dantooine to prevent him from blowing up any more planets. Vader completes step #2 of his plan to find the Rebel base. He blows up Alderaan, and Leia tells him the Rebel’s location to prevent more deaths. This is a false victory for Vader though, because Leia tells him the wrong location.
5
En route to Alderaan, Ben trains Luke in the force whole Vader blows up Alderaan. After arriving at Alderaan, the Millennium Falcon is abducted by the Deathstar. On the Deathstar, Team 1 makes a plan to save Leia and escape.
55 Ben
Luke
On the Millennium Falcon, Ben makes Luke practice using the force and his light saber. Ben is distraught when he senses the disturbance in the force caused by the destruction of Alderaan.
While completing step #5 of Ben’s plan to get to Alderaan, Ben’s team gets to know each other.
56 R2
Chewie
Han
R2 and Chewie play chess. At Han’s urging, R2 lets Chewie win.
57 Officer
Vader
(Rebels )
(Leia )
On the Deathstar, an officer tells Vader that the rebel base on Dantooine is abandoned. Thus, Leia lied to Vader earlier. Vader learns of his false victory. The Rebels aren’t where Leia said.
58 Han
Chewie
Ben
Luke
R2
C3PO
The Millennium Falcon leaves hyperspace near Alderaan and discovers the planet has been destroyed.

Ben’s team completes step #5 of their plan to get to Alderaan by leaving hyperspace and arriving near Alderaan. This is a false victory though, since Alderaan was destroyed by the Deathstar.

The Empire captures the Millenium Falcon and uses clue #5 to deduce the plans to the Deathstar are onboard, which means they’ll kill the crew.

59 Han
Chewie
Ben
Luke
R2
C3PO
Tie fighters
Deathstar
The Millennium Falcon is attacked by a tie fighter. The Millennium Falcon tries to shoot it, but it is captured by the Deathstar’s tractor beam.
60 Stormtroopers
(Han )
(Chewie )
(Ben )
(Luke )
(R2 )
(C3PO )
(Deathstar )
On the Deathstar, storm troopers prepare to board the Millennium Falcon as an officer orders the Deathstar’s shields up to prevent the Millennium Falcon from escaping.
61 Officer
Vader
(Han )
(Chewie )
(Ben )
(Luke )
(R2 )
(C3PO )
On the Deathstar, an officer tells Vader the Millennium Falcon is the same ship that left Mos Eisley and it’s empty. Vader orders the ship to scanned for hiding passengers.
62 Han
Chewie
Ben
Luke
R2
C3PO
(Deathstar )
On the Millenium Falcon, hiding in a smuggling compartment, Ben makes a plan to disable the tractor beam.

Ben’s team makes a plan to escape the Deathstar and rescue Leia. Step #1 of the plan to escape the Deathstar is to find the tractor beam controls. Step #2 is for Ben to reach the tractor beam controls. Step #3 is to disable it. Step #4 is to return to the Millenium Falcon.

Han kills some Stormtroopers, and he and Luke disguise themselves as Stormtroopers.

63 Stormtroopers
Han
Chewie
Ben
Luke
R2
C3PO
Two storm troopers bring a scanner onto the Millennium Falcon and are killed by Han.
64 Han
Chewie
Stormtroopers
Han disguises himself as a storm trooper. He and Chewie kill two more storm troopers who were guarding the Millennium Falcon.
65 Han
Chewie
Ben
Luke
R2
C3PO
Deathstar
R2 hacks the Deathstar’s computer system and finds the location of the tractor beam generator. Ben says he’ll go disable it.

R2 completes step #1 of the plan to disable the tractor beam by hacking the Deathstar’s computer. Ben states he will complete the rest of the steps alone.

While completing step #1, R2 finds clue #6: Leia’s location.

Luke makes a plan to rescue Leia. Step #1 of the plan to rescue Leia is for Luke and Han is to lead Chewie to the detention cells while disguised as Stormtroopers. Step #2 is to break Leia out. Step #3 is to return to the Millenium Falcon.

66 R2
(Leia)
Luke
Chewie
Han
C3PO
R2 locates Leia in the detention block. Luke convinces Han they need to rescue her.
67 R2
(Leia)
Luke
Chewie
Han
C3PO
Luke comes up with a plan to save Leia. He and Han will dress as storm troopers and pretend to escort Chewie as a prisoner, and R2 and C3PO will stay with the Millennium Falcon.
68 Luke
Chewie
Han
Luke and Han pretend to escort Chewie to the detention block.
While enacting step #1 of the plan to rescue Leia, Han and Luke’s disguises fail, alerting the Empire. Han makes a new plan for Luke to break Leia out and return while Han holds off the incoming Stormtroopers.
6
Team 1 breaks Leia out of jail and escapes the Deathstar while Ben disables a tractor beam and gets killed by Vader.
69 Luke
Chewie
Han
Stormtroopers
Luke, Han and Chewie’s cover is blown when a security guard stops them. Luke, Han and Chewie kill the security guard and more storm troopers.
70 Luke
Chewie
Han
Stormtroopers
Han makes a plan for Luke to go get the princess while Luke holds off any incoming storm troopers.
71 Luke
Leia
Luke breaks Leia out of her cell. Luke completes step #1 and #2 of the new plan to rescue Leia. He reaches her cell and breaks her out.
72 Vader
Tarkin
(Ben)
Vader tells Tarkin that he sense Ben is on the Deathstar. Then a computer alerts Tarkin that there’s a security breach in the detention block. Tarkin sounds a general alarm, and Vader says he must face Ben alone. Vader uses the force to discover Ben. Vader states his new plan to find and kill Ben.
73 Luke
Leia
Han
Chewie
(C3PO)
Luke and Leia meet back up with Han and Chewie. They determine their escape route is blocked and need to find another way back to the Millennium Falcon. Luke calls C3PO and asks him to find another escape route.
Luke and Leia complete step #3 of the new plan to rescue Leia. They meet back up with Han. They can’t complete step #4 though, because their path is blocked. So Leia makes and enacts a new plan to take a different route. The she completes step #1 and #2 by creating a new path by blasting a hole in a vent and everybody jumping through it. This is a false victory though, because the path leads to a deadly dead end (a trash compactor).
74 Luke
Leia
Han
Chewie
Stormtroopers
Storm troopers attack Luke, Han, Chewie and Leia. Leia shoots a grate in the wall, and the team jumps through it.
75 Luke
Leia
Han
Chewie
Stormtroopers
(C3PO)
Luke, Han, Chewie and Leia slide into a trash compactor room. Luke tries to call C3PO on his radio, but there is no answer.
76 Storm troopers
R2
C3PO
Storm troopers board the Millennium Falcon and find C3PO and R2. C3PO lies and says they’re imperial droids and need to go to the maintenance department. The storm troopers let them go. Stormtroopers fulfill step #1 of Vader’s orders to search the Millenium Falcon for rebels. They find C3PO and R2, who avoid death by claiming to be Imperial droids and escape. This is a false victory though, because they can get lost and can’t help their friends by using the same comm port to hack the Deathstar.
77 Luke
Leia
Han
Chewie
C3PO
R2
The trash compactor room begins to shrink. Luke finally gets C3PO on the radio, and R2 hacks the Deathstar’s computer system and shuts off the trash compactor room and opens the door. Luke’s team suffers the consequences of their false failure. They’re stuck in a shrinking trash compactor. After several failed attempts, they succeed at contacting R2, who finds a new comm port, hacks the Deathstar and reverses the trash compactor and opens a new path for Luke’s team to complete step #4 of their new plan to rescue Leia.
78 Ben Ben arrives at the tractor beam generator and shuts it down.
Ben completes step #2 and #3 of his plan to escape the Deathstar. He reaches the tractor beam controls and disables it. Then he begins step #4: return to the Millenium Falcon.
79 Stormtroopers
Ben
Storm troopers enter the room Ben is in. He uses the force to distract them while he slips away.
80 Luke
Leia
Han
Chewie
Stormtroopers
Luke, Han, Chewie and Leia run into storm troopers and fight them. Han and Chewie chase a fleeing storm trooper, and Luke and Leia head towards the Millennium Falcon. Luke’s team ecounters a complication while completing step #4 of their plan to escape the Deathstar. They run into more Stormtroopers. Han uses his flaw and strays from the path by chasing the Stormtroopers with Chewie. Luke and Leia continue moving towards the Millenium Falcon.
81 Han
Stormtroopers
Chewie
Han runs into more storm troopers. So he turns around and runs back. He meets Chewie, and they both run away together.

Han experiences the consequence of using his flaw and straying from the path. He an Chewie meet more Stormtroopers. With no other options, he turns and runs away in the direction he came.

Meanwhile, Luke and Leia also encounter a complication: more Stormtroopers. They’re to stray from the path and run away.

Ben encounters a complication in the form of Stormtroopers, but he uses the force to evade them and continues on his quest to return to the Millenium Falcon, but this is a false victory, since Vader is closing in on Ben.

82 Luke
Leia
Stormtroopers
Luke and Leia run from storm troopers.
83 Ben
Stormtroopers
Vader
Ben evades storm troopers as Vader follows him.
84 C3PO
R2
C3PO wonders where their team is. R2 hacks the Deathstar computer system to find out. R2 and C3PO are experiencing the consequence of their false victory. They’re lost on the Deathstar. So they make and enact a plan to find their team members by using a comm port to hack the Deathstar.
85 Han
Chewie
Stormtroopers
Han and Chewie run from storm troopers. Han and Chewie’s complication continues and escalates. They’re still being chased by Stormtroopers.
86 Ben
Vader
Ben meets Vader and they prepare for a light saber fight. Vader completes step #1 of his plan to kill Ben by finding him. This adds a new condition to Ben’s quest to return to the Millenium Falcon if. Ben can’t continue until he kills Vader. So Ben prepares to fight Vader.
87 Luke
Leia
Han
Chewie
(Ben)
Luke and Leia meet back up with Han and Chewie. They plan to get back to the Millennium Falcon. Han hopes Ben disabled the tractor beam. Luke, Liea, Han and Chewie recover from their setbacks by accidentally finding each other and reuniting. They state their plan to continue step #4 of their plan to escape the Deathstar: getting back to the Millenium Falcon. Luke states the stakes of Ben failing his quest to disable the tractor beam.
88 Luke
Leia
Han
Chewie
Ben Vader
Luke, Han, Chewie and Leia see Ben fighting Vader on a walkway above them. Luke’s team’s quest and Ben’s quest meet, when Luke’s team sees Ben fighting Vader. This is a complication for Luke’s team’s quest since it’s a distraction and possible loss of a team member.
89 C3PO
R2
Stormtroopers
C3PO and R2 move through the hallways of the Deathstar evading storm troopers. C3PO and R2 enact and continue on their quest to return to the Millenium Falcon.
90 Vader
Ben
Luke
Chewie
Han
Leia
Vader kills Ben as Luke watches.

Ben fails his quest to return to the Millenium Falcon when he’s killed Vader. Luke and his team show their emotional reaction, but they’re interrupted when a new complication arises in the form of more Stormtroopers.

Ben’s death is a false failure, because Ben’s voice speaks to Luke and tells him to continue on his quest. So Ben isn’t really dead.

91 Ben
Luke
Chewie
Han
Leia
Stormtroopers
Luke shoots at storm troopers, but Ben’s voice magically tells Luke to run. Luke, Han, Chewie and Leia run towards the Millennium Falcon.
92 Luke
Chewie
Han
Leia
R2
C3PO
The team is aboard the Millennium Falcon. Han flies it away from the Deathstar. Luke’s team completes step #4 of their plan to escape the Deathstar. They board the Millenium Falcon. They complete step #5 and #6. They start the Millenium Falcon and fly it away.
93 Leia
Luke
(Ben)
Leia comforts Luke as he mourns Ben’s death.

After Luke shows his emotional reaction to Ben’s death, Luke’s team experiences a complication in their escape plan when Tie-fighters attack them. They make, enact and complete a plan to use evasive maneuvers and cannons to blow up the Tie-fighters.

The fight sequence goes as follows:
Plan/prepare
Prepare
Approach
Bad guys attack/advance
Emotional reaction/state the stakes
Good guys attack/advance X2
Emotional reaction/state the stakes
Good guys attack/big win
Victory dance
Escape/complete quest

This is a false victory though, because Tarkin put a homing beacon on the Millenium Falcon.

7
The Millennium Falcon fights Tie-fighters as it escapes the Deathstar.
94 Han
Chewie
Tie-fighters
Luke
Han sees Imperial fighters coming towards them. He tells Chewie to power up the deflector shields while he prepares the ship’s weapons. Han goes and tells Luke they have to fight.
95 Han
Chewie
Luke
Leia
Tie-fighters
Han returns to the driver’s seat while Leia and Luke prepare to fire the ship’s guns.
96 Han
Chewie
Luke
Leia
Tie-fighters
The team tracks the incoming Imperial fighters and engages them.
97 Han
Chewie
Luke
Leia
Tie-fighters
The Imperial fighters rock the Millennium Falcon with laser fire.
98 Han
Chewie
Luke
Leia
Tie-fighters
Liea tells Han they’re in trouble. Han feigns confidence.
99 Han
Chewie
Luke
Leia
Tie-fighters
Luke shoots down an Imperial fighter.
100 Han
Chewie
Luke
Leia
Tie-fighters
Luke shoots down another Imperial fighter.
101 Han
Chewie
Luke
Leia
Tie-fighters
Leia says two more Imperial fighters are approaching.
102 Han
Chewie
Luke
Leia
Tie-fighters
Luke and Han shoot down the last two Imperial fighters.
103 C3PO
R2
C3PO wiggles comically in a pile of wires and R2 beeps. Closing shot of the Millennium Falcon flying away.
104 Tarkin
Vader
Millenium Falcon
On the Deathstar, Tarkin tells Vader the Millennium Falcon is gone and there is a homing beacon on the ship.

Vader reacts calmly to his failure, because it’s a false failure. Tarkin tells Vader he put a homing beacon on the Millenium Falcon.

Meanwhile, Leia deduces their victory was false because the Empire would have put a homing beacon on their ship.

Liea states a plan to have the Deathstar’s plans analyzed. The condition is, they must take R2 to the Rebel base, the stakes of which, is the Empire will track them and kill them, resulting in the Empire completing their ultimate goal and the Rebels failing theirs.

Han uses his flaw and strays from the path by refusing the call and quitting. Leia shows her emotional reaction.

8
Team 1 and Team 2 plan and prepare to fight.
105 Leia
Han
Luke
Chewie
R2
C3PO
Rebels
The Empire
Leia deduces the Empire is tracking the Millennium Falcon. Leia says she needs to have R2’s plans of the Deathstar analyzed. Han says he won’t help the Rebels and he just wants money. Leia leaves angry.
106 Luke
Han
(Leia)
Luke and Han discuss being attracted to Leia. Luke and Han get to know each other.
107 Leia
Han
Luke
Chewie
R2
C3PO
Willard
The Empire
The Millenium Falcon lands on the planet, Massassi. The team is met by Willard. Leia tells him the Empire is tracking them, and they need R2’s plans of the Deathstar analyzed. Luke’s team completes step #1 of Leia’s plan to have R2’s data analyzed when they land at the Rebel base. They meet their POC and enact step #2: Have the Rebels use their expertise and equipment to analyze R2’s data.
108 Tarkin
Vader
(Rebels)
On the Deathstar, Tarkin tells Vader they are approaching Massassi. Tarkin states the Empire has completed step #1 of their plan to crush the Rebels by flying the Death Star near the Rebel base.
109 Dodonna
Rebels
(Empire)
Leia
Han
Luke
Chewie
In the Rebel war room, Dodonna briefs a room of Rebels including Luke, Han, Chewie and Leia. Dodonna says the Deathstar is approaching and they need to destroy it by dropping a bomb into a vent on its surface, which they’ll do by flying a squadron of X-wings which will try to bomb the vent. Dodonna states the Rebel have analyzed the Deathstar plans and found clue #7: The Deathstar has a vulnerable air vent. Then Dodonna states the Rebel’s plan to destroy the Deathstar: Fly X-wings to the Deathstar and use them to drop a bomb in the vent.
110 Tarkin
Vader
(Rebels)
On the Deathstar, Tarkin tells Vader that in 30 minutes the Deathstar will be in range to blow up Massassi and the Rebels on it. Tarkin updates Vader on the Empire’s progress on step #2 of their plan to crush the Rebels. They’re 30 minutes away.This creates a time limit for Luke to complete his quest to destroy the Deathstar.
111 Han
Luke
In the Rebel base’s spaceship hangar, Han tells Luke he’s leaving to pay his debts. Luke shames him for being selfish. Then Han hints at having a change of heart.

Han strays from the path to go complete his quest to repay Jabba.

Luke and the X-wing pilots prepare to enact their plan to destroy the Deathstar and then complete step #1 by departing to the battle field.

112 Luke
Leia
(Han)
(Ben)
In the Rebel base’s spaceship hangar, Luke tells Leia he’s sad Han and Ben left. Leia consoles him.
113 Luke
Biggs
Red leader
In the Rebel base’s spaceship hangar, Luke meets Biggs and Red Leader. Biggs says they’re going to be heroes and swap stories after the battle. Biggs says Luke is a great pilot, and Red Leader says Luke’s father was too.
114 Luke
R2
Luke boards his X-wing while a technician puts R2 into the ship.
115 Luke
(Ben)
Luke sits in his X-wing preparing for take off. He hears Ben’s voice tell him, “May the force be with you.”
116 Luke
X-wings
Arial view of X-wings taking off from the Rebel base.
117 Leia
C3PO
Rebel commander
(Deathstar)
Leia, C3PO and a Rebel commander stand in the Rebel base war room. A computer tells them the Deathstar will be within firing range in 15 minutes. A Rebel commander tells Leia that Luke and the Rebels only have 15 minutes left to complete their quest.
9
Team 1 approaches Team 2 for the final fight.
118 Luke
X-wings
Deathstar
Red leader
The squadron of X-wings fly towards the Deathstar. A couple of members check in with each other over their radios, and Red Leader orders them into attack position.
Luke and the X-wings complete step #2 of their quest to destroy the Deathstar by arriving at the battlefield.
119 Wedge
Red leader
Luke
X-wings
Deathstar
In his X-wing, Wedge marvels at the size of the Deathstar, and Red Leader tells him to cut the chatter.
120 Wedge
Red leader
Gold leader
Luke
X-wings
Deathstar
In his X-wing, Gold Leader tells Red Leader his team is going to make a run to bomb the vent. Red Leader says he’ll draw the enemy’s fire away.
121 Luke
Stormtroopers
X-wings
Deathstar
On the Deathstar, Imperial soldiers scramble to operate anti-aircraft guns. In space, lasers shoot at/past Rebel X-wings. The Empire prepares their defenses.
122 Leia
Wedge
Red leader
X-wings
Stormtroopers
Deathstar
Montage of shots Leia listening to a radio, Wedge calling in enemy fire, Red Leader issuing instructions, Imperial soldiers preparing weapons, and X-wings flying toward the Deathstar. Enemies attack/no effect
123 Luke
Deathstar
Luke attacks the Deathstar with his X-wing. He narrowly escapes death.
Luke and X-wings attack/advance
124 X-wings
Imperial officer
Vader
(Tie-fighters)
X-wings strafe the Deathstar. Inside the Deathstar stuff blows up and Imperial soldiers go flying. An Imperial officer tells Vader their large cannons can’t hit the small X-wings. Vader says to send Tie-fighters to pick off the X-wings one by one.
125 X-wings
Luke
Red leader
Deathstar
In his X-wing, Luke tells Red Leader he’s going to attempt to bomb the vent. Red Leader tells him to be careful.
Luke attacks Deathstar/advance
Enemies send reinforcements
Tie-fighters attack Biggs/advance
Biggs is chased/ Luke saves Biggs
10
Team 1 attacks Team 2.
126 Luke
Deathstar
Luke flies over the surface of the Deathstar evading lasers.
127 Stormtroopers
Biggs
Tie-fighters
Deathstar
Montage of shots Imperial soldiers run around on the Deathstar, Biggs evades laser fire, Imperial pilots board Tie-fighters in the Deathstar hangar.
128 Leia
Rebel officer
(Tie-fighters)
Deathstar
As Leia paces in the Rebel war room, a Rebel officer says they’ve picked up incoming Tie-fighters.
129 Luke
X-wings
Tie-fighters
Red leader
Deathstar
In his X-wing, Luke says he can’t see any Tie-fighters. Red Leader says to keep looking.
130 Tie-fighters
Bigs
Luke
Deathstar
A Tie-fighter chases Biggs, and Luke comes to his rescue, shooting the Tie-fighter.
131 Vader
Stormtroopers
(X-wings)
(Tie-fighters)
Deathstar
On the Deathstar, Vader tells some pilots that several X-wings have broken from the formation. Then Vader orders the pilots to come with him. Vader states his plan to join the fight and enacts step #1: Go to the hangar.
132 Leia
(Luke)
(Biggs)
(X-wings)
(Tie-fighters)
(Deathstar)
Leia paces nervously as she listens to radio transmissions of Luke and Biggs fighting Tie-fighters.
Leia shows her emotional reaction to the fight
Enemies attack Luke/Luke suffers a minor hit
R2 fixes the damage Luke suffered
Leia shows her emotional reaction to the fight
Enemies attack Luke/Wedge saves Luke
11
Vader thwarts Team 1’s attack.
133 Luke
Tie-fighters
X-wings
Deathstar
Luke’s X-wing gets hit by a Tie-fighter’s laser, but the damage isn’t bad.
134 Luke
R2
Tie-fighters
X-wings
Deathstar
R2 fixes the damage on Luke’s ship.
135 Luke
Red leader
Tie-fighters
X-wings
Deathstar
Leia paces nervously as she listens to radio transmissions of Luke telling Red Leader he can’t shake a Tie-fighter off his tail.
136 Wedge
Luke
Tie-fighters
X-wings
Deathstar
Wedge saves Luke by chasing down and blowing up the Tie-fighter chasing him.
137 Gold leader
Luke
X-wings
Tie-fighters
Deathstar
In Gold Leader’s X-wing, he says she’s going to make a bombing run on the vent. He and several other X-wings dive towards the Deathstar.
Gold leader states he’s going to enact step #3 of the plan to destroy the Deathstar. He’s starting a bombing run.
Leia shows her emotional reaction to the fight.
Countdown clock
Preparation/complication
Vader attacks Gold leader/advance X3
Vader kills Gold leader.
138 Vader
Tie-fighters
Deathstar
Vader flies an Tie-fighter, accompanied by two other Tie-fighters.
139 Gold leader
(Luke)
X-wings
Tie-fighters
Deathstar
Gold leader and his escorts skim the surface of the Deathstar avoiding flack as Vader and his escorts close in.
140 Leia
(Luke)
(Gold leader)
(Tie-fighters)
(X-wings)
(Deathstar)
(Rebels)
Leia listens to the radio chatter of Gold Leader talking about the battle. Leia’s computer says the Deathstar will be in range to blow up Massassa in 5 minutes.
141 Gold leader
Luke
X-wings
Tie-fighters
Deathstar
In Gold Leader’s X-wing, he pulls a targeting device over his eye and prepares to bomb the vent. Suddenly all the Deathstar guns stop firing at him and his escorts.
142 Vader
Tie-fighters
Gold leader
X-wings
Deathstar
Vader and his escorts drop in behind Gold Leader and his escorts.
143 Gold leader
X-wings
Tie-fighters
Deathstar
Vader blows up one of Gold Leader’s escorts.
144 Gold leader
X-wings
Tie-fighters
Deathstar
Vader blows up Gold Leader’s X-wing.
145 Gold leader
(Luke)
X-wings
Tie-fighters
Deathstar
Gold Five tells the squadron that Gold Leader and the other escort are dead. Then his X-wing blows up too.
146 Tarkin
Imperial officer
(X-wings)
(Deathstar)
On the Death Star, an Imperial officer tells Tarkin he’s figured out the Rebel’s plan and they should evacuate the Deathstar just in case. Tarkin refuses. A voice on a speaker announces the Deathstar will be in range to blow up Massassa in 3 minutes. An imperial officer deduces the Rebel’s plan and advises precautionary measures to Tarkin, who uses his flaw to ignore the warning.
Countdown clock
12
Vader thrwarts Team 1’s second attack.
147 Red leader
Luke
Wedge
Biggs
X-wings
Deathstar
Red Leader tells Luke, Wedge and Biggs to prepare for a bombing run on the vent. Red Leader says he and his escorts will try first.
Red leaders states/prepares/enacts a plan to make another bombing run while Vader closes in.
148 Red leader
Luke
Wedge
Biggs
X-wings
Deathstar
Luke, Biggs and Wedge get in formation as Red Leader and his escorts fly over the surface of the Deathstar.
149 Red leader
X-wings
(Vader)
Deathstar
Red Leader and his escorts fly over the surface of the Deathstar evading flack and trying to visually locate Vader and his escorts.
150 Red leader
X-wings
Vader
Tie-fighters
Deathstar
As Red Leader and his escorts approach the vent, Vader and his escorts drop down behind them. Vader blows up one of the escorts.
Vader attacks/advance x2
Red leader attempts final shot/fails
Vader attacks/kills Red leader
Show emotional reactions from both sides
151 Vader
X-wings
Tie-fighters
Deathstar
Vader blows up Red Leader’s other escort as Red Leader says they’re almost there.
152 Red leader
Tie-fighters
Vader
Deathstar
Red Leader attempts to bomb the vent and misses.
153 Red leader
Luke
X-wings
Tie-fighters
Vader
Deathstar
Red Leader tells Luke to begin his bombing run. Then Vader blows up Red Leader’s X-wing.
154 Luke
Tarkin
Deathstar
Rebels
Deathstar
Montage of shots Luke looks worried. Tarkin looks happy, and an intercom voice tells him the Deathstar will be in range of blowing up Massassa in one minute. Leia looks nervous.
155 Luke
Biggs
Wedge
Deathstar
Luke and Biggs plan to make their bombing run at full throttle. Biggs and Wedge will escort Luke. Wedge doubts Luke’s X-wing’s computer can calculate the trajectory of the bombing correctly.
Luke and Biggs state/plan/enact plan to try a third bombing run.
Tie-fighters attack/Luke suffers minor hit
Vader attacks Wedge/Wedge leaves battlefield
Vader attcks Biggs/Biggs dies
Show Luke’s reaction to Bigg’s death
Vader prepares to attack Luke
Countdown clock
Luke prepares for final shot
Vader attacks/disables R2
Show both side’s emotional reactions
Countdown clock
13
Luke attacks the Deathstar and blows it up.
156 Luke
Tie-fighters
R2
Deathstar
Luke’s X-wing is hit and receives minor damage. Luke tells R2 to fix it.
157 Vader
Wedge
Tie-fighters
Deathstar
Vader shoots Wedge, causing moderate damage to his ship. Wedge says he can’t continue and pulls out of the fight.
158 Vader
Biggs
Tie-fighters
Deathstar
Vader blows up Biggs’ X-wing.
159 Luke
(Biggs)
Tarkin
Deathstar
Rebels
Vader
Tie-fighters
Montage of shots Luke is shocked and saddened by Biggs’ death. Tarkin smiles as his intercom informs him the Deathstar will be in range to blow up Massassa in 30 seconds. Vader takes aim at Luke’s X-wing.
160 Luke
(Ben)
Deathstar
As Luke prepares to bomb the vent, he hears Ben’s voice tell him to use the force. Luke turns off his targeting computer.
161 Vader
R2
Tie-fighters
Deathstar
Vader shoots R2, and Luke says he lost R2.
162 Leia
(Deathstar)
Tarkin
Imperial officer
(Rebels)
Montage of shots Leia stares at a screen showing the Deathstar moving into position. Tarkin looks at a similar screen and orders an Imperial officer to fire when ready. The officer presses a button.
163 Han
Chewie
Tie-fighters
Vader
Luke
The Millennium Falcon drops behind Vader and his escorts. Han blows up one escort. The other escort panics and runs into Vader’s Tie-fighter. The panicky escort ricochets into a wall and blows up while Vader’s Tie-fighter is sent spinning into space.
Han returns to the battlefield
Han attacks/Vader is neutralized
Luke prepares/takes final shot successfully
Countdown clock
Deathstar is neutralized
Show Han’s emotional reaction to the victory.
164 Luke
Deathstar
Luke relaxes and uses the force. He drops his bomb, which falls perfectly through the vent.
165 Stormtroopers
Deathstar
(Rebels)
Montage of shots Imperial soldiers press buttons to power up the Deathstar’s main laser as the Rebel space ships fly away from the Deathstar. Then the Deathstar explodes in a supernova.
166 Han
Luke
Vader
X-wings
Montage of shots Han congratulates Luke. Luke is at ease. Vader’s ship spins off into space. The Rebel spaceships fly towards Massassa.
Luke and his team return to the Rebel base and are rewarded with fortune and glory for completing their quest to destroy the Deathstar.
14
Denouement
167 Luke
Leia
Han
Rebels
R2
Luke exits his X-wing on the flightline at the Massassa Rebel base. Leia and Han run up to him joyfully. A technician says he’ll fix R2.
168 Luke
Han
Chewie
Leia
Rebels
Luke, Han and Chewie walk to the center stage at an award ceremony. Leia gives them fancy medals.

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