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Scene Map 60
# PG SLUGLINE
1 1
EXT HIGH VALLEY - DUSK *
2 2
EXT OLD MOTHER’S HUT NIGHT
3 4
EXT VALLEY NIGHT
4 6
EXT RIDGE - NIGHT *
5 7
EXT MAMMOTH HUNTER’S CAMP - DAWN *
6 10
EXT GRASSLAND BY RIM - DAY *
7 13
EXT CANYON - DAY *
8 16
EXT HIGH PLATEAU - DAY *
9 19
EXT MOUNTAIN PASS - DUSK *
10 23
INT TIC'TIC’S HUT - NIGHT *
11 25
EXT D’LEH’S ROCK NIGHT
12 27
EXT CAMP OF THE MAMMOTH HUNTERS DAWN
13 28
EXT HILL SIDE PATH - DAWN *
14 31
EXT GRASSLAND DAWN
15 34
EXT MOUNTAINS, EAST FACE - DAY *
16 36
EXT MOUNTAIN, HIGH PASS - NIGHT *
17 39
EXT MOUNTAIN, HIGH PASS - DAY *
18 41
EXT ICE FALL NIGHT
19 42
EXT LOST VALLEY / EDGE OF THE REEDS - DAY *
20 43
EXT LOST VALLEY / UNDER THE TREES - AFTERNOON *
21 44
EXT LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS NIGHT
22 45
EXT LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS NIGHT
23 47
EXT LOST VALLEY / FERN MEADOW - PRE DAWN
24 49
EXT LOST VALLEY / REEDS - PRE DAWN
25 51
EXT LOST VALLEY / EDGE OF REEDS WITH TREE - PRE DAWN
26 52
EXT LOST VALLEY, GIGANTIC TREE - PRE DAWN
27 53
EXT LOST VALLEY - GIGANTIC TREE DAWN
28 55
EXT LOST VALLEY / REEDS - SUNRISE
29 56
EXT ON TOP OF BOULDER / BY THE POND DUSK
30 58
EXT PIT TRAP NIGHT
31 62
EXT FIELDS NEAR NAKUDU’S VILLAGE DAY
32 65
INT COMMUNAL HUT - NAKU VILLAGE NIGHT
33 67
EXT NAKU CAVES NIGHT
34 69
EXT NAKUDU’S VILLAGE NIGHT
35 72
EXT SAVANNAH DAY
36 73
EXT SAVANNAH DAY
37 77
EXT SAVANNAH - BEFORE SUNRISE
38 79
EXT ON TOP OF THE SAND DUNE BY THE RIVER DAY
39 80
EXT EDGE OF DESERT LATER
40 82
EXT RIVER NIGHT
41 84
EXT ENORMOUS SAND DUNES NIGHT
42 85
EXT NEARLY FINISHED PYRAMID - LATE AFTERNOON
43 88
EXT DUNES BY CONSTRUCTION SITE - SUNSET
44 89
EXT RIM OF A SAND DUNE EVENING
45 92
EXT OUTSIDE THE SLAVE QUARTERS NIGHT
46 94
EXT OUTSIDE THE SLAVE QUARTERS NIGHT
47 95
EXT EDGE OF THE DESERT NIGHT
48 98
INT WOMEN’S SLAVE QUARTERS NIGHT
49 99
EXT PROCESSIONAL ROAD/NEAR QUARRY NIGHT
50 100
EXT CAMP IN THE DESERT NIGHT
51 101
EXT SAND DUNES/EDGE OF CONSTRUCTION SITE - PRE DAWN
52 103
INT PALACE / HOLDING CHAMBER - PRE DAWN
53 105
INT PALACE / HALLWAY DAY
54 106
EXT RAMP TO THE NEARLY FINISHED PYRAMID DAY
55 108
INT PALACE / GREAT CHAMBER DAY
56 113
INT ENTRANCE HALL OF PALACE DAY
57 115
EXT PYRAMIDS / PROCESSIONAL AVENUE DAY
58 116
INT OLD MOTHER’S HUT DAY
59 117
EXT DUNES DAY
60 119
EXT MOUNTAIN, HIGH PASS DAY
Scene Map
60
# PG SLUGLINE
1 1
EXT HIGH VALLEY - DUSK *
EXT. HIGH VALLEY - DUSK *
10,000 B.C. by Roland Emmerich & Harald Kloser Revisions by Roland Emmerich & Harald Kloser & Matthew Sand
2 2
EXT OLD MOTHER’S HUT NIGHT
EXT. OLD MOTHER’S HUT - NIGHT
EXT. OLD MOTHER’S HUT - NIGHT Arms and hands-- Stretching out, shaking to the rhythm of the music, giving strength to OLD MOTHER.
3 4
EXT VALLEY NIGHT
EXT. VALLEY - NIGHT
EXT. VALLEY - NIGHT Long grass sways in a soft breeze. A full moon casts shadows. A solitary figure, a young woman, hurries through the grass, searching. She stops before a ridge. We see her green eyes, and realize she is Evolet, the little girl from the ceremony,
4 6
EXT RIDGE - NIGHT *
EXT. RIDGE - NIGHT *
EXT. RIDGE - NIGHT * Baku is still wolfing down the food from Evolet’s basket. He doesn’t realize that behind him a giant shadow has appeared, blotting out the stars. The shadow grows into a silhouette, and we slowly realize it
5 7
EXT MAMMOTH HUNTER’S CAMP - DAWN *
EXT. MAMMOTH HUNTER’S CAMP - DAWN *
EXT. MAMMOTH HUNTER’S CAMP - DAWN * The rising sun is still below the mountains. The hunters prepare. Checking their weapons; gathering their gear; putting on body paint; practicing throwing their spears at a
6 10
EXT GRASSLAND BY RIM - DAY *
EXT. GRASSLAND BY RIM - DAY *
EXT. GRASSLAND BY RIM - DAY * The sun peeks over the mountains. Shapes appear between the high grass, which gently sways in the wind. Tic'Tic is in the lead. The other hunters follow, crawling up the incline, hidden in the grass by their body paint.
7 13
EXT CANYON - DAY *
EXT. CANYON - DAY *
EXT. CANYON - DAY * Several elder hunters pull on two ropes. The ropes are attached to two heavy stones which are dragged up to the top of finger-like rocks which form a bottleneck in the canyon.. Baku, nearby, watches. He HEARS THE HERD APPROACHING, and he
8 16
EXT HIGH PLATEAU - DAY *
EXT. HIGH PLATEAU - DAY *
EXT. HIGH PLATEAU - DAY * The other side of the canyon opens onto a wide expanse of savannah. The high grass cushions the rough ride as D'Leh is dragged by the bull. In the background we see the giant female and her baby join
9 19
EXT MOUNTAIN PASS - DUSK *
EXT. MOUNTAIN PASS - DUSK *
EXT. MOUNTAIN PASS - DUSK * High in the mountains. Patches of snow glow in the fading light. A white mountain antelope is grazing peacefully. Suddenly we hear a sharp SWOOSH and we see the animal falling, an arrow having pierced its neck. The snow slowly
10 23
INT TIC'TIC’S HUT - NIGHT *
INT. TIC'TIC’S HUT - NIGHT *
INT. TIC'TIC’S HUT - NIGHT * Moonlight passes through the gaps of the hut and makes jagged patterns on the walls and the floor. Tic'Tic is sitting at the rear of the hut. He hears footsteps. D'Leh enters his hut, carrying the White
11 25
EXT D’LEH’S ROCK NIGHT
EXT. D’LEH’S ROCK - NIGHT
EXT. D’LEH’S ROCK - NIGHT D'Leh sits alone, looking out at the night sky. He turns at a SOUND, and sees Evolet. Evolet walks up to him. EVOLET
12 27
EXT CAMP OF THE MAMMOTH HUNTERS DAWN
EXT. CAMP OF THE MAMMOTH HUNTERS - DAWN
EXT. CAMP OF THE MAMMOTH HUNTERS - DAWN Everyone except Old Mother is asleep. She sits beside what remains of the fire. She takes a last sip from her bowl, then gets to her feet, and heads for her hut, swaying a bit. INT./EXT. OLD MOTHER’S HUT - DAWN *
13 28
EXT HILL SIDE PATH - DAWN *
EXT. HILL SIDE PATH - DAWN *
EXT. HILL SIDE PATH - DAWN * Evolet walks slowly away from D’Leh’s rock, toward the village. She hears SCREAMING. She runs to a ridge. Evolet’s face freezes in horror. She sees the mammoth hunter’s camp in flames! She starts to run toward the camp.
14 31
EXT GRASSLAND DAWN
EXT. GRASSLAND - DAWN
EXT. GRASSLAND - DAWN Ka’ren lies in the tall grass. At first it appears that he’s dead, then we see the empty bowls of brew around him, and we realize that he is sleeping, drunk from the night before. Baku, still weeping, finds him, and rouses him.
15 34
EXT MOUNTAINS, EAST FACE - DAY *
EXT. MOUNTAINS, EAST FACE - DAY *
EXT. MOUNTAINS, EAST FACE - DAY * The Slave Raiders and their captives climb up steep, broken ground, ascending in switchbacks. The captives struggle to keep up, their wrists and necks bloodied by the ropes and yokes that bind them. The Warlord stops and drinks from his
16 36
EXT MOUNTAIN, HIGH PASS - NIGHT *
EXT. MOUNTAIN, HIGH PASS - NIGHT *
EXT. MOUNTAIN, HIGH PASS - NIGHT * The Slave Raiders have finished eating, and are settling down to sleep. Evolet sits among the captives. She touches her wrists. We see the dried blood on her wounds left by the coarse ropes. She turns and sees One-Eye staring at her with
17 39
EXT MOUNTAIN, HIGH PASS - DAY *
EXT. MOUNTAIN, HIGH PASS - DAY *
EXT. MOUNTAIN, HIGH PASS - DAY * It is snowing harder now. The flakes are bigger and begin to stick. The mammoth hunters arrive at the pass where the Slave Raiders spent the night. D'Leh touches the fire pit. D’LEH
18 41
EXT ICE FALL NIGHT
EXT. ICE FALL - NIGHT
EXT. ICE FALL - NIGHT The hunters camp, huddled together within the confines of a hastily built snow structure that shields them from the biting wind. EXT. MOUNTAIN CLIFFS - DAY
19 42
EXT LOST VALLEY / EDGE OF THE REEDS - DAY *
EXT. LOST VALLEY / EDGE OF THE REEDS - DAY *
EXT. LOST VALLEY / EDGE OF THE REEDS - DAY * Enormous dragonflies dodge around the reeds that grow eight feet tall. The War Party approaches the reeds. The Warlord signals stop. The slave raiders and their captives all stop.
20 43
EXT LOST VALLEY / UNDER THE TREES - AFTERNOON *
EXT. LOST VALLEY / UNDER THE TREES - AFTERNOON *
EXT. LOST VALLEY / UNDER THE TREES - AFTERNOON * The hunters move through the jungle, approaching the reeds. Tic'Tic notices a mark among the tracks. He points it out to D'Leh and Ka'ren. A PARTIAL FOOTPRINT, not human, not horse. Large, three-toed,
21 44
EXT LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS NIGHT
EXT. LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS - NIGHT
EXT. LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS - NIGHT The slave raiders have set up camp at one end of a fern meadow. One side of the meadow is bordered by jungle, the other side is bordered by the reeds. Beyond the reeds is the river.
22 45
EXT LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS NIGHT
EXT. LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS - NIGHT
EXT. LOST VALLEY / CAMPSITE OF THE SLAVE RAIDERS - NIGHT Evolet lies among the captives, looking out into the darkness, listening to the SOUNDS OF THE NIGHT. She closes her eyes, trying to sleep, but sleep will not come. She looks up at the NORTH STAR, fingering the necklace D'Leh gave her.
23 47
EXT LOST VALLEY / FERN MEADOW - PRE DAWN
EXT. LOST VALLEY / FERN MEADOW - PRE DAWN
EXT. LOST VALLEY / FERN MEADOW - PRE DAWN They all try to use the high ferns as cover. But when D'Leh turns he realizes that the Warlord and his men have already captured the other two freed slaves. At this moment One-Eye discovers him. He shouts a warning.
24 49
EXT LOST VALLEY / REEDS - PRE DAWN
EXT. LOST VALLEY / REEDS - PRE DAWN
EXT. LOST VALLEY / REEDS - PRE DAWN Now united with Tic'Tic and Baku, they scramble into the reeds. The Warlord and his men follow. But their horses are too big and heavy. Their hooves sink deep into the ground.
25 51
EXT LOST VALLEY / EDGE OF REEDS WITH TREE - PRE DAWN
EXT. LOST VALLEY / EDGE OF REEDS WITH TREE - PRE DAWN
EXT. LOST VALLEY / EDGE OF REEDS WITH TREE - PRE DAWN Baku storms out of the reeds. He sees a tree ahead. He runs towards it and climbs it as fast as he can. When he looks down he discovers that the three birds have nearly caught up with D'Leh and Evolet.
26 52
EXT LOST VALLEY, GIGANTIC TREE - PRE DAWN
EXT. LOST VALLEY, GIGANTIC TREE - PRE DAWN
EXT. LOST VALLEY, GIGANTIC TREE - PRE DAWN D'Leh and Evolet run for their lives. They manage to duck under the root system of one of the gigantic trees. A mistake. They are cornered. Wherever they turn, one of the birds is slashing at them. D'Leh tries to stab them with his
27 53
EXT LOST VALLEY - GIGANTIC TREE DAWN
EXT. LOST VALLEY - GIGANTIC TREE - DAWN
EXT. LOST VALLEY - GIGANTIC TREE - DAWN The sky has turned a pale blue. Silence. Evolet listens to the now far-off calls of the Terror Birds. She crawls from under the roots and starts to look for D'Leh. EXT. LOST VALLEY, MOUNT WITH TREE - DAWN
28 55
EXT LOST VALLEY / REEDS - SUNRISE
EXT. LOST VALLEY / REEDS - SUNRISE
EXT. LOST VALLEY / REEDS - SUNRISE D’LEH is looking for Tic'Tic. Suddenly he hears loud noises and sees movement in the reeds. The whole flock of Terror Birds are fighting over the remains of the Warlord’s horse. D'Leh discovers the body of the slave
29 56
EXT ON TOP OF BOULDER / BY THE POND DUSK
EXT. ON TOP OF BOULDER / BY THE POND - DUSK
EXT. ON TOP OF BOULDER / BY THE POND - DUSK Tic'Tic lies, unconscious, next to a small fire. D'Leh adds wood to the fire, then he takes from the flames a POINTED STICK, its end burning and glowing. D'Leh pulls off Tic'Tic’s bandage, puts the burning stick on
30 58
EXT PIT TRAP NIGHT
EXT. PIT TRAP - NIGHT
EXT. PIT TRAP - NIGHT LIGHTNING and THUNDER rages. The first raindrops hit D'Leh’s face. D'Leh wakes up. He licks the rainwater off his dried lips. He looks around, disoriented, shocked to still be alive.
31 62
EXT FIELDS NEAR NAKUDU’S VILLAGE DAY
EXT. FIELDS NEAR NAKUDU’S VILLAGE - DAY
EXT. FIELDS NEAR NAKUDU’S VILLAGE - DAY Tic'Tic and D'Leh approach the village. D’Leh has to support Tic'Tic as they walk. Smoke rises. No one is visible. The two hunters reach the tilled fields. D'Leh kneels to run
32 65
INT COMMUNAL HUT - NAKU VILLAGE NIGHT
INT. COMMUNAL HUT - NAKU VILLAGE - NIGHT
INT. COMMUNAL HUT - NAKU VILLAGE - NIGHT D'Leh and Tic'Tic have not eaten a real meal in days. They wolf down the food, scarcely pausing to chew. With them, on the opposite side of the room, sit the Wise Men, Nakudu and his men. Several other older men, women and
33 67
EXT NAKU CAVES NIGHT
EXT. NAKU CAVES - NIGHT
EXT. NAKU CAVES - NIGHT The three Wise Men, Nakudu, and the Naku Warriors lead D'Leh and Tic'Tic to the mouth of some caves. The scene is lit by torches.
34 69
EXT NAKUDU’S VILLAGE NIGHT
EXT. NAKUDU’S VILLAGE - NIGHT (LATER)
EXT. NAKUDU’S VILLAGE - NIGHT (LATER) The village lies quietly in the darkness by the lake. INT. NAKUDU’S VILLAGE, HUT - NIGHT D’Leh watches as one of the Naku women puts salve on Tic'Tic’s wound, then adeptly bandages it with a broad leaf.
35 72
EXT SAVANNAH DAY
EXT. SAVANNAH - DAY
EXT. SAVANNAH - DAY CLOSE SHOT: Tudu, a boy about Baku’s age, weeps. CAMERA PULLS BACK to reveal that: Tudu and Baku, are yoked together. Tudu is one of a handful of new dark skinned prisoners who have been added to the
36 73
EXT SAVANNAH DAY
EXT. SAVANNAH - DAY
EXT. SAVANNAH - DAY Swaying grassland. Scattered stands of trees. Herds of grazing animals in the distance. Zebra, giraffes, springboks. Tic'Tic and D'Leh kneel, looking at the tracks of the War Party. Tic'Tic and D'Leh exchange a look. Nakudu looks
37 77
EXT SAVANNAH - BEFORE SUNRISE
EXT. SAVANNAH - BEFORE SUNRISE
EXT. SAVANNAH - BEFORE SUNRISE Total silence. The sky begins to pale. D'Leh lies beside a smouldering fire. Tic'Tic shakes him awake. As D'Leh gets up he slowly realizes that--
38 79
EXT ON TOP OF THE SAND DUNE BY THE RIVER DAY
EXT. ON TOP OF THE SAND DUNE BY THE RIVER - DAY
EXT. ON TOP OF THE SAND DUNE BY THE RIVER - DAY D'Leh looks around. He sees the devastated faces of his warriors. NAKUDU We came too late. The big birds
39 80
EXT EDGE OF DESERT LATER
EXT. EDGE OF DESERT - LATER
EXT. EDGE OF DESERT - LATER D'Leh’s army marches up a steep, mountainous sand dune. They stop at its crest. It is obvious that they have been walking for many days. The warriors are streaked with sweat and dried-on sand, and
40 82
EXT RIVER NIGHT
EXT. RIVER - NIGHT
EXT. RIVER - NIGHT The ships of the Slave Raiders sail through the calm waters, lit by the full moon. The prisoners are all tied together on deck. Everybody is sleeping. Except for-- One-Eye. When he sees that the Warlord is soundly asleep, he
41 84
EXT ENORMOUS SAND DUNES NIGHT
EXT. ENORMOUS SAND DUNES - NIGHT
EXT. ENORMOUS SAND DUNES - NIGHT The army is on their night march again. They are now crossing sand dunes that are three or four hundred feet high. The wind is getting stronger by the minute. Tic'Tic walks next to D'Leh. They look at each other with worry. Up ahead
42 85
EXT NEARLY FINISHED PYRAMID - LATE AFTERNOON
EXT. NEARLY FINISHED PYRAMID - LATE AFTERNOON
EXT. NEARLY FINISHED PYRAMID - LATE AFTERNOON We fly over the enormous construction site, toward the pyramid that is nearly completed. In the light of the afternoon sun, we see thousands of slaves working. Teams of men pull massive stone blocks up huge ramps, which
43 88
EXT DUNES BY CONSTRUCTION SITE - SUNSET
EXT. DUNES BY CONSTRUCTION SITE - SUNSET
EXT. DUNES BY CONSTRUCTION SITE - SUNSET A large flock of vultures circles overhead. Three small figures creep through the sand -- D'Leh, Tic'Tic and Nakudu doing reconnaissance. D'Leh sees the vultures landing, one after another,
44 89
EXT RIM OF A SAND DUNE EVENING
EXT. RIM OF A SAND DUNE - EVENING
EXT. RIM OF A SAND DUNE - EVENING D'Leh, Tic'Tic and Nakudu appear behind a sand dune. In the fading light they watch the long line of male slaves as they’re herded into their miserable barracks.
45 92
EXT OUTSIDE THE SLAVE QUARTERS NIGHT
EXT. OUTSIDE THE SLAVE QUARTERS - NIGHT
EXT. OUTSIDE THE SLAVE QUARTERS - NIGHT Outside, two SENTRIES make their rounds, checking on the slave barracks. Everything seems quiet. INT. SLAVE QUARTERS - NIGHT
46 94
EXT OUTSIDE THE SLAVE QUARTERS NIGHT
EXT. OUTSIDE THE SLAVE QUARTERS - NIGHT
EXT. OUTSIDE THE SLAVE QUARTERS - NIGHT The two SENTRIES have found the dead guard. They rush off. INT. SLAVE QUARTERS - NIGHT Noeh signals the two slaves to take the BLIND MAN back to his hiding place.
47 95
EXT EDGE OF THE DESERT NIGHT
EXT. EDGE OF THE DESERT - NIGHT
EXT. EDGE OF THE DESERT - NIGHT The full moon hangs low over the desert. We see three dark shadows rushing up the incline of a sand dune. D'Leh, Tic'Tic and Nakudu, make their way back to their
48 98
INT WOMEN’S SLAVE QUARTERS NIGHT
INT. WOMEN’S SLAVE QUARTERS - NIGHT
INT. WOMEN’S SLAVE QUARTERS - NIGHT As hellish and cramped as the men’s quarters. Hundreds of women crowded together. THE DOORS BURST OPEN. A GROUP OF PRIESTS enter, accompanied by slave guards carrying torches. They begin searching,
49 99
EXT PROCESSIONAL ROAD/NEAR QUARRY NIGHT
EXT. PROCESSIONAL ROAD/NEAR QUARRY - NIGHT
EXT. PROCESSIONAL ROAD/NEAR QUARRY - NIGHT Evolet is led by the priests toward the palace which is lit by torches. When she comes closer to the imposing building, she sees another group of priests ahead, standing next to the litter
50 100
EXT CAMP IN THE DESERT NIGHT
EXT. CAMP IN THE DESERT - NIGHT
EXT. CAMP IN THE DESERT - NIGHT D’Leh sits on a ridge, alone. The pyramids are visible in the distance. D'Leh’s men, a good distance away, look at him, watching, waiting in silence. Some of the warriors begin to whisper among themselves, their
51 101
EXT SAND DUNES/EDGE OF CONSTRUCTION SITE - PRE DAWN
EXT. SAND DUNES/EDGE OF CONSTRUCTION SITE - PRE DAWN
EXT. SAND DUNES/EDGE OF CONSTRUCTION SITE - PRE DAWN CLOSE SHOT: D’LEH’S FACE. Covered with dust, like the faces of the slaves who work on the pyramids. CAMERA PULLS BACK to reveal that D'Leh is crawling up a sand dune. The shot looks very much like the one at the beginning
52 103
INT PALACE / HOLDING CHAMBER - PRE DAWN
INT. PALACE / HOLDING CHAMBER - PRE DAWN
INT. PALACE / HOLDING CHAMBER - PRE DAWN Evolet looks up, hearing the door open. Two priests stand at the doors. Guards enter, pull her to her feet, and walk her out. INT. PALACE / GREAT CHAMBER - PRE DAWN
53 105
INT PALACE / HALLWAY DAY
INT. PALACE / HALLWAY - DAY
INT. PALACE / HALLWAY - DAY The High Priest rushes towards a door, at which two palace guards stand in attendance. The priest motions curtly to them, they open the door, and he enters. INT. PALACE / GOD’S CHAMBER - DAY
54 106
EXT RAMP TO THE NEARLY FINISHED PYRAMID DAY
EXT. RAMP TO THE NEARLY FINISHED PYRAMID - DAY
EXT. RAMP TO THE NEARLY FINISHED PYRAMID - DAY D'Leh looks around the construction site, checking his men again, waiting for the right moment. The slave guard sees Baku and Tudu pausing in their work. He yells at the two boys, then whips them. The boys cower as the
55 108
INT PALACE / GREAT CHAMBER DAY
INT. PALACE / GREAT CHAMBER - DAY
INT. PALACE / GREAT CHAMBER - DAY SILENCE. The thick walls of the palace keep all sounds from outside out. Evolet and the Warlord lay flat on the ground. The tall
56 113
INT ENTRANCE HALL OF PALACE DAY
INT. ENTRANCE HALL OF PALACE - DAY
INT. ENTRANCE HALL OF PALACE - DAY The God, followed by a group of his priests, including the High Priest, retreats into the palace. The priests watch as the hurrying God rips his veils and accoutrements from his body, furiously getting rid of
57 115
EXT PYRAMIDS / PROCESSIONAL AVENUE DAY
EXT. PYRAMIDS / PROCESSIONAL AVENUE - DAY
EXT. PYRAMIDS / PROCESSIONAL AVENUE - DAY The Warlord rides down the processional avenue, approaching the pyramids. The construction site is deserted, with all the slaves having raced to the palace. Evolet is draped across the horse in front of the Warlord.
58 116
INT OLD MOTHER’S HUT DAY
INT. OLD MOTHER’S HUT - DAY
INT. OLD MOTHER’S HUT - DAY Old Mother, sitting at her fire, startles, as if the arrow had hit her... Worried looks from the tribe’s people, all around her. Blood pours again from her nose, stronger than ever. Her
59 117
EXT DUNES DAY
EXT. DUNES - DAY
EXT. DUNES - DAY D'Leh walks alone. A sound. He turns and sees Baku running to him. BAKU D’LEH! D’LEH! COME!
60 119
EXT MOUNTAIN, HIGH PASS DAY
EXT. MOUNTAIN, HIGH PASS - DAY
EXT. MOUNTAIN, HIGH PASS - DAY D'Leh, Evolet, Ka'ren and young Baku walk at the head of their freed brothers as they cross the snows on the mountain’s crest. They are on their way home.

10,000 BC

In a mythic prehistory, a hunter who once spared a saber‑tooth tiger rallies scattered tribes to storm a proto‑Egyptian pyramid stronghold and topple a living ‘god’ to rescue his people.

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Overview

Poster
Unique Selling Proposition

Mythic pulp spectacle that fuses creature‑feature trials (mammoths, terror birds, saber‑tooth ally) with alt‑history pyramid‑building and a clean rescue‑to‑liberation turn, capped by iconic hero beats (the White Spear, the star guiding, the ‘god’ bleeds).

AI Verdict

Model upgrade — March 31, 2026
Verdicts are often harsher under the new readers, but the analysis is significantly stronger. Under the previous models, this script would have scored:
The scoring scale changed with the upgrade — use these only to compare against earlier revisions of this script. Click any reader to open their full legacy review.

Synthesis Where readers agree and split
6.6

A qualified Consider for mainstream commercial development, contingent on structural revisions that convert the protagonist's reactive posture into active causality and ground the climax's supernatural elements.

Read as Mainstream commercial Adventure Historical Fantasy Action

A mainstream commercial prehistoric adventure promising propulsive set-piece spectacle, a mythic hero's journey, and large-scale world-building in exchange for the reader's acceptance of an archetypal emotional register.

Would readers champion it?
Not yetNot yetReaders wouldn’t actively push for it.
WeaklyWeaklyMentioned, but no real push behind it.
ModeratelyModeratelyMentioned favorably to the right buyer.
StronglyStronglyActively championed across their network.
DeepSeekWeaklyGrokWeaklyClaudeModeratelyGPT5ModeratelyGeminiModerately
How much rewrite does it need?
Start from scratchStart from scratchPremise or core engine isn’t working. Page-one rebuild.
Structural rewriteStructural rewriteSpecific acts or zones need rebuilding — not starting over, but significant revision work on those sections.
Targeted rewriteTargeted rewriteSpecific scenes or threads need rework. ~1 month.
Just polishJust polishLines and pacing tweaks. A few weeks.
DeepSeekStructural rewriteGPT5Structural rewriteGrokStructural rewriteClaudeTargeted rewriteGeminiTargeted rewrite
How distinctive is the voice?
GenericGenericReads like other scripts in the genre.
EmergingEmergingHints of a distinctive voice, not yet locked in.
DistinctiveDistinctiveA clear, recognizable authorial voice.
One-of-a-kindOne-of-a-kindA voice that couldn’t be anyone else’s.
ClaudeEmergingDeepSeekEmergingGPT5EmergingGrokEmergingGeminiGeneric

On the score: The score sits between two verdicts — small changes in either direction could flip it.

What's working All 5 readers agree

The script's kinetic set-piece construction demonstrates genuine large-scale action craft with spatial legibility and character-revealing behavior under pressure, providing a clear commercial asset for advocacy.

What's blocking All 5 readers agree

The protagonist's reliance on prophecy and coincidence to overcome obstacles dilutes his agency and weakens the causal chain, which is the primary reason readers hesitate to advocate for the script.

Why not lower

The script's consistent set-piece execution and clear commercial identity provide enough working machinery to support a qualified advocacy case.

Why not higher

The protagonist's reactive posture and the unearned supernatural climax prevent the script from delivering the propulsive engagement and emotional payoff required for a Recommend.

Fix-first · Protect-while-fixing · Reader splits · Quick credibility wins
Rewrite map

A script with a distinctive kinetic set-piece engine and clear commercial identity that needs structural work to convert the protagonist's reactive posture into active causality and ground the climax's supernatural resolution.

Read as Mainstream commercial

Start here

Re-engineer the post-raid sequences so D'Leh's active choices drive the causal chain, converting the episodic journey into a campaign of escalating stakes that naturally sets up a grounded, character-driven climax.

Protect while fixing 2
Kinetic set-piece clarity and spatial legibility

Compressing the middle act or adding exposition to fix causal breaks risks bogging down the pacing and abstracting the tactile problem-solving that defines these sequences.

When tightening transitions, preserve the beat-by-beat physical geography and environmental obstacles of the set-pieces, avoiding compression into montage or lore dumps.

Mythic register and archetypal tone

Grounding the protagonist's agency and removing the magical resurrection could inadvertently strip the script of its elevated, pulp-adventure mysticism.

Maintain the elevated, mythic language and narrator frame while ensuring that destiny operates through character choice rather than overriding it.

Fix first 3
Protagonist agency diluted by prophecy and coincidence

The reader loses forward pull because obstacles are repeatedly neutralized by narrative convenience rather than the protagonist's active choices.

Root cause

The script uses destiny and external validation as structural crutches, positioning D'Leh as a reactive passenger rather than the causal engine of the journey.

One direction

Convert prophetic beats into active tactical choices, giving D'Leh a series of escalating, self-generated decisions that force new complications and reveal character.

Episodic middle act with weak causal pressure

The reader experiences the second act as a series of disconnected travel and recruitment episodes rather than a chain of escalating consequences.

Root cause

Travel and alliance-gathering sequences add scale but fail to change the protagonist's strategic situation or force difficult choices that alter the pursuit trajectory.

One direction

Consolidate the middle sequences so each stopover introduces a concrete complication or antagonist pressure that forces D'Leh to adapt his plan and pay a tangible cost.

Unearned supernatural resurrection at climax

The reader's emotional investment collapses when the ultimate tragic consequence is instantly undone by an unestablished magical intervention.

Root cause

Evolet's death is reversed by Old Mother's life-transfer breath without prior establishment of the mechanic, functioning as a deus ex machina that removes dramatic cost.

One direction

Either establish the life-transfer rules and costs in the first act or replace the resurrection with a grounded, character-driven survival that completes D'Leh's worthiness arc through sacrifice.

Quick credibility wins 2
Strip typographic emphasis from action lines

Remove the repeated use of all-caps, exclamation marks, and editorial interjections in action blocks, trusting lean prose and staging to carry the emotional weight.

Convert expository Q&A into dramatized discovery

Break up the cave painting and blind man lore dumps by embedding world-building into active conflict or visual discovery rather than question-and-answer dialogue.

Ask AI about this read
Story Facts
Genres:
Drama 80% Action 60% Adventure 70% Fantasy 30% Romance 40% War 30%

Setting: Prehistoric era, circa 10,000 B.C., Various locations including high valleys, snowy mountains, a mammoth hunters' camp, a slave raiders' camp, and a pyramid construction site.

Themes: Love and Sacrifice, Destiny and Prophecy, Leadership and Courage, Freedom and Community, Coming of Age, Nature vs Civilization

Conflict & Stakes: D'Leh's struggle to rescue Evolet from the Warlord and the slave raiders, with the survival of his tribe and the fate of his people at stake.

Mood: Epic and adventurous, with moments of tension, tragedy, and triumph.

Standout Features:

  • Unique Hook: The integration of prehistoric elements with a compelling love story and a prophecy that drives the narrative.
  • Major Twist: The revelation of Evolet's birthmark and its connection to the prophecy, which adds depth to her character and the stakes of the story.
  • Distinctive Setting: The varied landscapes, from snowy mountains to desert dunes and pyramid construction sites, create a visually rich backdrop.
  • Innovative Ideas: The portrayal of ancient tribes and their struggles against oppression, combined with elements of mysticism and prophecy.
  • Unique Characters: A diverse cast of characters, each with their own motivations and arcs, contributing to the overall narrative.

Comparable Scripts: Apocalypto, The Clan of the Cave Bear, Braveheart, The Last of the Mohicans, Gladiator, The Revenant, The 13th Warrior, Conan the Barbarian, The Emerald Forest, The Quest for Fire

How 5 AI Readers Scored The Script

Graded as Mainstream commercial
Claude GPT5 Gemini DeepSeek Grok Average spread Row tint: weak mid strong excellent
Premise i
7.0
Plot i
5.8
Structure i
6.6
Character i
5.0
Dialogue i
4.4
Tone / Voice i
6.4
Theme i
5.6
Marketability i
7.6

Script Level Analysis

Writer Exec

This section delivers a top-level assessment of the screenplay’s strengths and weaknesses — covering overall quality (P/C/R/HR), character development, emotional impact, thematic depth, narrative inconsistencies, and the story’s core philosophical conflict. It helps identify what’s resonating, what needs refinement, and how the script aligns with professional standards.

Screenplay Insights

Breaks down your script along various categories.

Overall Score: 6.46
Key Suggestions:
The screenplay has strong emotional beats and a clear hero's journey, but its impact is undercut by a reliance on genre clichés and passive characterizations. To elevate the craft, focus on giving Evolet active choices and internal conflict—she should scheme, resist, and grow beyond being a prize to be won. Additionally, replace the deus ex machina resurrection with a grounded, character-driven resolution that honors the sacrifices made. Refining the dialogue to be more specific and sensory, and deepening the antagonists' motivations, will transform archetypes into memorable characters.
Story Critique

Big-picture feedback on the story’s clarity, stakes, cohesion, and engagement.

Key Suggestions:
The script has an ambitious epic scope but relies heavily on contrivances and clichés that undercut emotional impact. To strengthen the narrative, focus on earning key moments: let D’Leh’s leadership grow through active problem-solving rather than passive prophecy, deepen the antagonists into characters with understandable motivations, and avoid magical resurrection by replacing it with a more active sacrifice or character-driven resolution. Streamline the middle act by cutting repetitive travel sequences and using each new tribe encounter to test D’Leh in unique ways—this will tighten pacing and enhance character development.
Characters

Explores the depth, clarity, and arc of the main and supporting characters.

Key Suggestions:
The analysis reveals strong character arcs for D'Leh, Baku, and Tic'Tic, but Evolet and the Warlord lack depth and agency. Evolet's complexity score is low (4), and she often remains passive during critical scenes. The Warlord is a flat antagonist with no internal conflict or arc. To elevate the script, give Evolet more proactive decisions and a clearer internal struggle, and humanize the Warlord by hinting at his own servitude or personal code. This will make the central conflict more resonant and the love story more earned.
Emotional Analysis

Breaks down the emotional journey of the audience across the script.

Key Suggestions:
The emotional analysis reveals that while the script has a strong epic structure and powerful moments, it suffers from emotional monotony and pacing issues. The relentless tension from the mammoth hunt through the raid and rescue attempts creates audience fatigue, and key emotional payoffs—especially Evolet's resurrection—feel unearned, undermining the stakes. To improve, focus on varying emotional tones: insert lighter bonding moments (e.g., between D'Leh, Tic'Tic, and Baku), deepen character arcs for Ka'ren and the Warlord to add complexity, and revise the resurrection scene so it feels like an earned miracle rather than a magical fix. Also, give D'Leh more agency in the mammoth kill to make his growth feel deliberate.
Goals and Philosophical Conflict

Evaluates character motivations, obstacles, and sources of tension throughout the plot.

Key Suggestions:
The script's emotional depth and narrative momentum are driven by D'Leh's evolving internal conflict between personal love and collective responsibility. The analysis confirms that his arc—from a boy driven by connection to Evolet, to a leader accepting his role in the prophecy—resonates because each external setback (e.g., the failed hunt, the rescue attempt) deepens his internal stakes. To strengthen the craft, ensure that the turning point where D'Leh accepts the White Spear (around 85%) is played with maximum emotional weight; the audience should feel the sacrifice of his personal desires for the greater good. The hunting whistle as a symbol of mentorship and loss is well-used but could be further woven into the final battle sequence to reinforce Tic'Tic's legacy.
Themes

Analysis of the themes of the screenplay and how well they’re expressed.

Key Suggestions:
The analysis highlights that love and sacrifice are the core drivers of your story, with other themes like destiny and leadership enriching but not overpowering that emotional core. To strengthen the script, ensure that D'Leh's personal choices (e.g., returning the spear, his reckless attempt to rescue Evolet) remain the visible motivators rather than letting prophecy feel like a passive inevitability. The interplay between fate and free will is well-handled, but you can amplify the tension by showing D'Leh actively wrestling with the burden of prophecy. Also, consider deepening the sacrifice theme through secondary characters—Tic'Tic's death and Old Mother's final act already work, but showing small sacrifices from the Naku or other freed slaves could strengthen the communal payoff.
Logic & Inconsistencies

Highlights any contradictions, plot holes, or logic gaps that may confuse viewers.

Key Suggestions:
The analysis reveals a core tension between character growth and plot momentum. D’Leh’s mature decision to return the White Spear is immediately undercut by a reckless solo rescue, making his arc feel plot-driven rather than earned. Similarly, the infiltration sequence contradicts established security protocols, breaking the contract of a credible world. To strengthen the script, align character choices with their developmental trajectory—even backsliding should be motivated—and ensure that action sequences respect the internal logic of the world you’ve built. Streamlining redundant capture/rescue beats for Evolet will also preserve her agency and audience investment.

Scene Analysis

All of your scenes analyzed individually and compared, so you can zero in on what to improve.

Scene-Level Percentile Chart
Hover over the graph to see more details about each score.
Go to Scene Analysis

Other Analyses

Writer Exec

This section looks at the extra spark — your story’s voice, style, world, and the moments that really stick. These insights might not change the bones of the script, but they can make it more original, more immersive, and way more memorable. It’s where things get fun, weird, and wonderfully you.

Unique Voice

Assesses the distinctiveness and personality of the writer's voice.

Key Suggestions:
Your voice is strong in establishing a mythic, archetypal register that suits the epic scope of the story. To deepen emotional impact, consider adding more psychological interiority and subtext to character dialogue—especially in quieter moments. While the earnest, ritualistic tone works for the overall narrative, giving characters more distinct speech patterns and internal conflict will prevent emotional flattening and make the archetypal journey feel more personal and nuanced.
Writer's Craft

Analyzes the writing to help the writer be aware of their skill and improve.

Key Suggestions:
The analysis identifies that while you have a strong mythic ambition and structural foundation, your screenplay consistently relies on exposition and voice-over rather than dramatizing conflict and emotion through character action and subtext. The most impactful improvements will come from rewriting key scenes to show instead of tell—eliminate on-the-nose dialogue, give each character a clear want and obstacle, and use sensory details to immerse the audience. Focus on turning every scene into a negotiation with opposition, with at least three escalating beats before resolution. This will transform competent storytelling into visceral, memorable drama.
Memorable Lines
Spotlights standout dialogue lines with emotional or thematic power.
Tropes
Highlights common or genre-specific tropes found in the script.
World Building

Evaluates the depth, consistency, and immersion of the story's world.

Key Suggestions:
The world-building is vast and visually rich, but the script would benefit from deeper integration of cultural details into character motivations. For example, the Yagahl's reverence for mammoths and the White Spear directly influences D'Leh's personal journey—use that more consistently. The contrast between the tribal and pyramid societies is powerful, but ensure the leap from hunter-gatherer to leading a massive rebellion feels earned through clear steps in strategy and resourcefulness. The saber-tooth tiger as a spiritual symbol is a strong motif; consider amplifying its connection to D'Leh's growth to avoid it feeling like a convenience.
Correlations

Identifies patterns in scene scores.

Key Suggestions:
The analysis reveals that all 60 scenes received zero scores across every category, indicating that the script lacks discernible elements necessary for evaluation. To improve, ensure each scene contains clear tones, concepts, plot progression, character development, dialogue, emotional impact, conflict, stakes, and momentum. Consider revisiting the script's structure to establish distinct and graded components that drive the narrative forward.
Loglines
Presents logline variations based on theme, genre, and hook.