SEVERANCE
by
James Moran
Revised draft November 2004
Copyright (c) 2004 Qwerty Films.
2
INT. MINIBUS - DAY
The corporate video is shown on a laptop, watched by the
"cohesive team of dedicated individuals" on the minibus,
most of them staring in amazement at the crass imagery.
GARETH is in his late thirties, and insanely cheerful. He
3
INT. MINIBUS - DAY
The video stops. Richard looks at everyone, clearly excited
by it. He raises his eyebrows, waiting to be congratulated.
Nobody says anything. Gareth claps, delighted with it all.
5.
4
INT. MINIBUS - DAY
Some time has passed. Everyone sits in their seats, not
talking. The minibus clatters along the road. Steve throws
his comic down, fed up.
STEVE
5
INT. MINIBUS - DAY
The minibus is old, beat up, and shabby. So is the driver.
He looks like he's made of cigarette ash, and just as
fragile.
He concentrates hard on the road ahead, leaning forward and
6
EXT. FORK IN ROAD - DAY
Everybody is standing in the road watching the driver pull a
lever at the back of the bus. The boot opens with a jerk,
dumping all their bags out.
The driver gets back in the bus, and drives off.
7
EXT. ROAD TO LODGE - DAY
The gang trudge along the road. The woods completely
overhang the road, making it seem almost like night. All
around are the sounds of animals rustling and moving.
Maggie staggers along in a pair of ultra high heeled shoes,
8
EXT. FOREST - DAY
Harris, Maggie and Billy wander through the forest. It is
very dark and scary. It rustles mysteriously.
HARRIS
Steve? STEVE! Where are you?
9
INT. LODGE MAIN ROOM - DAY
Everyone walks in. This is the kitchen/diner/living room. In
the corner is a wood stove, and a sink. In another corner a
door leads to the hallway.
There's a fireplace, plenty of functional, 50's style
10
EXT. WOODS - DAY
Steve looks around at the bare trees, frowning as some of
them start melting and dissolving. He digs into his pockets,
and pulls out a large, transparent plastic bag.
It is full of pills, all shapes and sizes, the big sheets of
11
INT. LODGE MAIN ROOM - DAY
Harris walks in, carrying the plastic skeleton on a stand.
HARRIS
I've found a skeleton.
25.
12
INT. LODGE MAIN ROOM - NIGHT
The gang (except Steve) sit around the fireplace. A fire is
lit, some candles too. The gang are eating some of the pork
pies that were left out, and drinking plenty of wine.
It's raining outside. A pot has been placed under a leak in
13
JILL (CONT)
They built these detention centres,
and locked the soldiers away. Tried
to "cure" them, but it was no good.
We see a row of prison cells filled with hollow-eyed
14
HARRIS
Bollocks. Anybody speak Serbian?
GARETH
Oh! Um, I know some French!
HARRIS
15
INT. LODGE BATHROOM - NIGHT
...and in we go, through clouds of steam from the hot water.
A shadowy figure lurks near the sink, draped in a long
outfit. We move closer, until the figure turns around.
It is Jill, in a long dressing gown.
16
INT. JILL'S ROOM - NIGHT
The boys come back. Richard is pacing up and down. Gareth
hovers, trying to be helpful.
HARRIS
Nothing out there. Jill, are you
17
INT. LODGE MAIN ROOM - DAY
Morning has broken. The seven office samurai are getting
their things together. Steve is feeling a bit ropey -
everything's a bit too bright, sober and real for him.
Breakfast is served - crisps and sweets. The gang eat
18
EXT. FORK IN ROAD - DAY
Jill and Harris walk along the road, coming from the road
that leads to the lodge, and passing the landslide.
It's an uphill walk, and cold - they are glad to be wearing
their coats. Jill throws terrified glances at the woods.
19
EXT. ROAD - DAY
Jill and Harris turn a corner, waving the mobile phones
around, trying to get service, chattering away.
HARRIS
I'm serious, when they cut off
20
EXT. FORT CLEARING - DAY
Steve runs into the clearing, roaring a war cry.
STEVE
Kawasaki! Ducati! Sony!
He starts firing wildly. Richard jumps, and pelts Steve with
21
EXT. LODGE CLEARING - DAY/DUSK
It is starting to get dark. The gang carry Gareth along the
path and into the clearing. Just before they reach it, Billy
stops them, holding his hand up.
He gets a stick, and pokes about in the leaves on the path.
22
EXT. LODGE CLEARING - NIGHT
The gang are coming out of the lodge with their bags. Gareth
is still where they left him. Maggie tries to warm herself
around the lit cigarette in her mouth.
Jill fills a plastic bag with packets of frozen peas and
23
EXT. ROAD TO LODGE - NIGHT
The minibus screeches around another corner, Billy hanging
precariously out of the window, shining his torch.
Suddenly, something makes all four tyres blow out. Sparks
fly up from the wheels as the bus slides all over the road.
24
EXT. FOREST TREESTUMP - NIGHT
Jill is tied down with ropes and tent pegs, over a tree
stump. She still can't see properly. Someone moves around
her. She jerks her head around, terrified.
The figure asks her something in a foreign language.
25
INT. LODGE MAIN ROOM - NIGHT
Billy carries a mattress into the main room. There are now
five mattresses huddled around the fireplace. Their bags sit
in a pile next to the mattresses.
Billy's shoulder is bandaged with a torn sheet. Maggie has a
26
INT. LODGE MAIN ROOM - NIGHT
Steve is sitting bolt upright, shivering in fear. He checks
his watch, then kicks Richard, waking him up.
Richard looks around. We see that there are approximately
427,000 paintball splashes everywhere. Steve gets into bed.
27
INT. LODGE MAIN ROOM - NIGHT
Billy wakes up, noticing that Richard is asleep. He checks
his watch - it reads 4:17AM. Billy gets up, then notices
that Gareth is missing.
He runs over and kicks Richard's chair over. Richard hits
28
INT. LODGE STUDY - NIGHT
This is the room Richard was using as an office, with the
desk, chairs, and an ottoman-style chest. Steve and Richard
walk in. Richard checks under the desk. Nothing there.
They walk over to the ottoman chest. This looks recently
29
INT. CELLAR STEPS - NIGHT
The gang walk down the steps, very slowly.
INT. LODGE CELLAR - NIGHT
They shine their torches at the ground, and see a huge
bloodstain. It looks as if someone was dragged through the
30
INT. LODGE MAIN ROOM - NIGHT
The gang stop in the doorway. There are still some candles
lit in the room, so they can see what's happening.
The hunter stands with his back to them, wearing his wide
brimmed hat. He does something to Gareth, who hangs upside
31
INT. JILL'S ROOM - NIGHT
Steve is still behind the locker, waiting. He listens, bored
now. There is total and absolute silence. Steve stands up
slowly, deciding to get out of there.
STEVE
32
INT. LODGE MAIN ROOM - NIGHT
Steve runs into the room, looking up at the hunter and
Maggie, dangling. The hunter is trying to grab Maggie. Bits
of flaming debris are falling through the hole.
The ceiling is quite high, about fifteen feet off the
33
EXT. LODGE CLEARING - NIGHT
Maggie and Steve walk outside. Steve lights a spliff.
MAGGIE
Another spliff?
STEVE
34
EXT. FOREST CLEARING - DAWN
Steve and Maggie burst into the clearing, and are startled
to see Richard standing there. He nods at them, listlessly.
RICHARD
Oh. Hi.
35
INT. FANCY LODGE MAIN ROOM - DAY
Steve is embarrassed and flustered.
STEVE
We haven't got time for this! The
fucking chavs are coming!
36
EXT. TANGLED FOREST - DAY
Maggie dangles from her wire. On the ground, about two feet
away, her mobile phone starts ringing. She sighs.
From her left, she hears George pleading for his life, and
then screaming a horrible, ragged scream as something
37
EXT. LAKE - DAY
Maggie and Steve burst out of the trees, and see the lake.
It is quite large, and so is the river that leads off from
it, on the far side.
Tied to a jetty are several motor boats. Maggie looks at
38
EXT. LAKE - DAY
Steve and Maggie pilot one of the boats away from the jetty.
Behind them, about twenty more hunters come out of the
woods. They just stare at them, watching them go.
Maggie and Steve keep an eye on them, and increase their
How to read these: in industry coverage, Pass is the default outcome for the majority of professional scripts, and Consider means the reader stayed in the room. Industry-wide, the median professional evaluation sits at a 6 — scores of 8+ are rare everywhere, on purpose.
SynthesisWhere readers agree and splitTV criteria
6.8
6.37.5
A championable voice-driven horror-comedy pilot that demonstrates strong tonal control and ensemble chemistry, but requires structural revision on its middle-stretch causal chain and closing series engine before it can be championed.
Read asElevated commercialMainstream commercial
GenresHorror5Comedy5Thriller2Satire1
An elevated commercial horror-comedy pilot aiming for propulsive ensemble survival horror with a corporate-satire spine, betting that distinct character voices and escalating set-pieces can sustain a repeatable series engine.
Why not lower
The ensemble voice differentiation and corporate-satire spine are strong enough to sustain a Consider verdict even with the middle-stretch and pilot-engine issues.
Why not higher
The middle stretch's lack of escalating objective and the pilot's unresolved series engine prevent the script from demonstrating the causal pressure and structural runway needed for a Recommend.
Rewrite map
A script with a distinctive ensemble voice and sharp corporate satire that needs structural work on the middle stretch's causal chain and the pilot's closing engine to sustain a series.
Read asElevated commercial/ Mainstream commercial
Start here
Establishing a concrete escape objective in sequence 12 and seeding the asylum threat earlier addresses both the middle stretch's episodic drift and the pilot's undefined series engine, giving the ensemble's voice collision a causal spine to drive.
Protect while fixing2
1Ensemble voice collision
Tightening the middle stretch or re-engineering the ending risks flattening distinct character rhythms into functional survival dialogue.
Anchor each survival decision to an established character trait so the horror sequences continue to generate comedy from voice collision rather than replacing it.
2Corporate satire as horror engine
Clarifying the series engine or causal chain could over-explain the corporate link, turning satirical ambiguity into heavy-handed exposition.
Keep the corporate-satire spine active through character behavior and practical survival choices rather than resolving it into a simple moral or conspiracy reveal.
Fix first2
1Middle stretch loses accumulating pressure
The reader loses forward pull as sequences react to horror beats without a governing objective, making the escalation feel episodic rather than causal.
Root cause
The script relies on discovery-based escalation without a character-driven plan that each horror beat can obstruct or complicate.
One direction
One path is to establish a concrete escape or investigation objective by sequence 12 and let each subsequent horror beat visibly delay that goal or raise its cost.
2Pilot engine resolves without a repeatable situation
The reader cannot picture a second episode because the cast is consumed and the immediate threat is resolved in a single feature-length arc.
Root cause
The pilot is structured as a closed survival narrative rather than a launchpad for an ongoing series premise.
One direction
One path is to preserve Maggie and Steve as a stable duo and use the closing sequences to establish a recurring pursuit or corporate conspiracy that organizes future episodes.
Your decisions1
Late lodge reveal: structural reset vs. intentional satirical punchlineConsequential
Side A
Committing to a structural reset means the reveal must be bridged causally to the preceding horror so the reader reinterprets rather than discards the built stakes.
Side B
Committing to a satirical punchline means the survivors must register the absurdity of the wrong-lodge reveal immediately, leaning into the tonal swerve as a controlled escalation.
Quick credibility wins1
Overemphasized action prose
Strip the stacked intensifiers, caps, and exclamation marks from action lines and let the staging and dialogue carry the panic.
Ask AI about this read
Would readers champion it · Rewrite depth · Voice · Score stability
What's working4 of 5 readers agree
The ensemble's distinct comic voices colliding in confined spaces give the script a championable voice that a reader could cite as its signature.
What's blocking4 of 5 readers agree
The pilot consumes its cast and its premise in one run, leaving the middle stretch episodic and the ending without a clear repeatable series engine.
Would readers champion it?
Not yetNot yetReaders wouldn’t actively push for it.
Early interestEarly interestMentioned, but no real push behind it.
ModeratelyModeratelyMentioned favorably to the right buyer.
StronglyStronglyActively championed across their network.
Conflict & Stakes: John's struggle to clear his name after being falsely accused of a crime, with his career and reputation at stake
Mood: Tense and suspenseful
Standout Features:
Twist Ending: A shocking revelation in the final act that changes everything
Unique Setting: The urban cityscape adds a gritty and realistic backdrop to the story
Complex Characters: Each character has layers and depth that keep the audience engaged
Comparable Scripts:Deliverance, The Game, Saw, The Cabin in the Woods, The Most Dangerous Game
Script Level Analysis
WriterExec
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Overall Score: 7.39
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Logic & Inconsistencies
Highlights any contradictions, plot holes, or logic gaps that may confuse viewers.
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Writer's Craft
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Memorable Lines
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Summary
High-level overview
The movie follows a group of employees on a retreat in a remote forest lodge, where they confront unsettling events and discuss the ethics of their work. They face numerous challenges, including bear traps, hallucinations, and unknown hunters who chase and kill them. Maggie and Steve lead survivors out of the burning lodge but face their own obstacles while trying to escape the hunters. When Maggie gets caught in a trap, Steve tries to save her, but she urges him to leave for his own safety. They defeat one of the hunters and ultimately face off against another, with Maggie impaling him with a motor. Although Steve is injured, they escape together and share a moment before approaching a waterfall where they come to accept their fate.
Scene by Scene Summaries
Scene by Scene Summaries
A man and two women are chased through a forest by an unknown pursuer. The man abandons the women when they fall into a bear pit. Later, the man is shown to be an executive at an arms company.
A group of employees from an arms company watch a corporate video that promotes the company's weapons. Gareth, Richard and Harris are excited about the crass and offensive imagery, while Maggie finds it disgusting.
Employees at an arms company watch and discuss a crass corporate video, leading to a tense discussion about the ethics of their work. The scene ends with the minibus driving past a dead dog by the side of the road.
The employees of an arms company ride in a minibus through a bleak landscape, discussing the crass corporate video they just watched and worrying about the ethics of their work. Richard reveals his concern about a military coup in Liberia that may jeopardize the company's deal for cluster bombs.
The employees of an arms company ride in a minibus through a bleak landscape, discussing the crass corporate video they just watched and worrying about the ethics of their work. When they encounter a landslide blocking their way, tensions rise as Richard tries to convince the driver to take an alternate route.
The minibus transporting the employees of an arms company encounters a landslide. Richard tries to convince the driver to take an alternate route while his colleagues express their discontent. Meanwhile, someone watches them through the crosshairs of a rifle.
The group treks along a dark and foreboding road, with Jill unequipped for the journey. They discuss the possibility of bears in the area. Steve disappears as they hear a snap in the forest. Harris leads a search team with Maggie and Billy, while Richard stays behind with Jill and Gareth.
The group of employees of an arms company try to navigate through difficult terrain and find themselves lost in the woods. Steve goes off to relieve himself and finds something unexpected while the group arrives at a lodge that shocks them all.
The employees of an arms company arrive at their lodge where tensions rise due to the lack of amenities and communication. Richard attempts to motivate and inspire the team but is met with skepticism. Meanwhile, a mysterious figure is spying on them from the woods.
Steve takes drugs while wandering the woods and encounters a talking deer. Harris explores the lodge cellar and finds files with a military insignia. Richard tidies his office and orders Billy to clean up.
Harris finds a plastic skeleton and brings it into the main room, where Steve is seduced by Maggie. However, things quickly turn surreal and frightening for Steve, and he runs out of the room. The scene then cuts to Steve switching rooms with Gareth and the falling of night, adding to the already ominous atmosphere.
The group of employees eat and chat while the rain pours outside. Harris tells a creepy story about the lodge's past, while Jill disputes it and adds her own, even darker twist. Steve has a frightening hallucination and Jill shares her medication routine with him. The scene ends with Billy's fascination and a soldier covered in blood.
The employees tell scary stories about the lodge's past, including a gruesome tale told by Jill about Palisade's detention centers. Steve denies it and tells his own exaggerated version. The group eats dinner, but an unexpected tooth in Steve's pie causes fear and paranoia to take over.
The group of employees get ready for bed while discussing Palisade's questionable past. Billy and Maggie flirt while Steve feels left out. Gareth decorates his creepy room with motivational postcards. Harris works out and reads books on survival and sales. Steve tries to join in on the conversation about Marmite, only to be ignored.
Jill has a terrifying hallucination and the group discovers muddy footprints in her room. Harris and some others go outside to investigate, but find nothing suspicious. The scene ends with a mysterious figure watching them from the edge of the clearing.
The group investigates mysterious footprints in Jill's room, leading to tension over whether to leave the lodge. Jill has a scary hallucination, drops pills, and is comforted by Maggie. Billy and Harris barricade themselves in, while Richard threatens those who leave with consequences. Jill and Maggie make amends.
The morning after the spooky stories, the group prepares to leave but is divided on whether to stay or go. Harris and Jill decide to venture out for help while the rest of the group prepares to stay behind and play team games.
Jill and Harris try to find their way back to civilization, while Billy and Steve play paintball and Maggie hides from them.
Jill and Harris come across the abandoned minibus. There's blood splattered on the ground and the driver is missing. Harris finds the keys in the ignition and gets the bus started. Jill is upset and afraid, wondering what happened to the driver.
Steve, Richard, Billy, and Maggie play paintball while Jill and Harris search for help. Gareth steps into a bear trap and the group struggles to get it off him, resulting in gruesome consequences.
The group finds themselves trapped in a clearing surrounded by bear traps, and must contend with Gareth's severe leg injury. Jill takes charge and uses a tourniquet to stop the bleeding, while Billy and Steve make inappropriate jokes. Harris suggests cauterizing the wound and starts a fire, while Maggie tries to find a first aid kit.
The group discovers the remains of a chopped-up driver at the lodge and must quickly leave, with Harris going back to retrieve the passports. They struggle to start the minibus and escape the clearing surrounded by bear traps, all while dealing with Gareth's gruesome leg injury.
The group's minibus suffers a catastrophic accident and they are left battered, bruised, and stranded. They must contend with the aftermath of the crash, attempting to care for wounded friend Gareth and dealing with the death of Harris. Meanwhile, Jill wanders away from the group, concussed and confused. Billy steps up to lead the group, determined to get them to safety.
The group returns to the lodge after a series of traumatic events. They are injured and scared, barricading themselves inside. They plan to leave in the morning and start walking to safety.
The group tries to make the best of their situation by gathering what limited weapons they have and taking turns to keep watch. They tend to Gareth's injury and try to keep his pain under control with pills.
Gareth wakes up from his pills-induced haze and senses someone watching him through the window. He sees a reflection of a figure behind him and quickly becomes incapacitated by fear, unable to move or scream. He is then dragged away to an unknown location.
Billy wakes up and notices that Gareth is missing. He believes he might be up to something nefarious and convinces the group to search the lodge for him. Meanwhile, Gareth is bound and gagged in an unknown location and is being questioned by an unknown figure. The group splits up and searches the lodge, finding nothing.
The group searches the lodge for Gareth, discovering clues that he may have been abducted. Richard's personal struggles are revealed, and Steve and Richard's shoes are found to be covered in blood.
The group discovers a bloodstain and trapdoor leading to a disturbing medical treatment room where they find evidence of Palisade's atrocities, including a dead man strapped to an electro-shock chair. They realize that Gareth may have been abducted by the same 'alien' they saw earlier, and tensions rise as they try to find a way out.
The gang tries to escape the lodge after witnessing Gareth's brutal murder by the hunter. Richard manages to escape through a hidden tunnel, while Steve hides in Jill's room and Maggie plays a game of cat-and-mouse with the hunter in the spare bedroom.
Steve, Maggie, and the hunter have a violent confrontation in Jill's room, resulting in a massive fire and the floor collapsing beneath them.
Steve and Maggie take down the hunter and try to escape the burning lodge. They debate whether or not to kill the unconscious hunter before ultimately leaving him behind. They also come to terms with the loss of Jill and thank Billy for protecting them.
Maggie and Steve are chased by hunters through the burning lodge and into the woods, where they fight off one of the hunter's dogs. They eventually make it to a fort clearing.
Maggie and Steve escape the lodge and make it to a forest clearing where they meet Richard. Richard is standing on a landmine and cannot move. Meanwhile, Hunter 2 is on their trail and will stop at nothing to catch them.
Maggie and Steve lead a group of survivors out of a burning lodge, but are hunted by deranged hunters. They split up and face their own obstacles, with Maggie getting caught in a trap and Steve losing cell reception.
Maggie hangs from a wire and speaks to Steve on the phone while trying to avoid the hunters, who kill George. Steve wants to come and get her, but Maggie tells him to leave for his own safety. The hunter approaches Maggie but is stopped by Steve, who kills him with a branch. Maggie is saved, and they share a moment before leaving.
Maggie and Steve face off against the hunter, with Maggie ultimately defeating him by impaling him with a motor. Steve is injured but they are both victorious.
Maggie and Steve escape the hunters and joke about suing the company. They share a moment in the boat, covered in blood and battered. As they approach a waterfall, they both accept their fate.
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📊 Script Snapshot
7.39
What's Working
Premise
8.3
The core ironic premise—arms dealers hunted by the people their company victimized—creates a powerful and memorable narrative engine. It gives the hor...
Visual Impact
7.6
The cold open is a masterclass in visual economy: a chase through a hostile forest, two women falling into a bear pit, a razor-wire trap, military boo...
Where to Focus
Emotional Impact
6.3
Deaths are often resolved too quickly for the audience to process the emotional weight. Billy's death by knife throw is shocking but immediate; Harris...
Characters
6.6
Billy is the least developed member of the ensemble. He is set up as a sympathetic newcomer, a potential romantic interest for Maggie, and an eventual...
Script-Level Scores
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Characters
6.6
The screenplay builds a lively, distinctive ensemble and uses its survival-horror premise to force characters into revea...
Analysis: The screenplay builds a lively, distinctive ensemble and uses its survival-horror premise to force characters into revealing transformations. Maggie and Steve emerge as the emotional core, while Richard and Jill are given effective, surprising reversals. However, several supporting characters—especially Billy—remain functional archetypes, and the antagonists are so faceless that the thematic critique loses some of its intended weight.
Key Strengths
Maggie's transformation from office cynic to pragmatic survivor is the emotional spine of the screenplay. Her reconciliation with Jill, her protective instincts toward Billy, and her final ferocity are all built from earlier character traits, making her growth feel earned rather than arbitrary.
Steve's hidden heart is the screenplay's most pleasant surprise. Initially a drugged-up, self-interested slacker, he reveals a capacity for loyalty and sacrifice, especially in his rescue of Maggie. His admission that he can't leave her, and his ferocious beating of the hunter, give the horror a grounding emotional payoff.
Areas to Improve
Billy is the least developed member of the ensemble. He is set up as a sympathetic newcomer, a potential romantic interest for Maggie, and an eventual leader, but he is given little interiority or personal conflict. His sudden death by knife throw lacks emotional impact because the audience has not been given enough reasons to invest in him as an individual.
Harris is positioned as a capable, survivalist figure with a growing bond with Jill, but he is killed off before his skills and relationship can pay off. His death is shocking but feels like a waste of dramatic potential, especially since his knowledge of the lodge's history and his leadership could have created more tension with Richard and more pathos for Jill.
The screenplay establishes a compelling, high-concept premise with strong ironic tension: a corporate team from a weapon...
Analysis: The screenplay establishes a compelling, high-concept premise with strong ironic tension: a corporate team from a weapons manufacturer is sent to a remote retreat, only to be systematically hunted by the vengeful survivors of the atrocities their company once covered up. The premise is original, tonally distinctive, and offers a potent blend of office satire and survival horror. Key areas for enhancement include sharpening the early setup of the central conflict and clarifying the protagonists' agency in the early going, but the foundational concept is highly engaging and commercially promising.
Key Strengths
The core ironic premise—arms dealers hunted by the people their company victimized—creates a powerful and memorable narrative engine. It gives the horror a moral and thematic justification, elevating the script beyond a generic survival story.
The cold open is an exceptionally effective hook. The disorienting nightmare chase, followed by the reveal that it is a corporate propaganda video, immediately signals the film's tonal ambition and darkly satirical voice.
The ensemble is well-suited to the premise: each character embodies a different corporate archetype, and their relationships—especially the power dynamics between Richard, Harris, Billy, and Maggie—create friction that fuels the narrative once the horror begins.
Areas to Improve
The premise relies on a few conveniences to get the characters into danger: the bus driver's abrupt abandonment, the lack of mobile signals, and the team's passive acceptance of Richard's authority. While not fatal, these elements can feel contrived and may reduce the audience's suspension of disbelief.
The screenplay has a strong high-concept hook, a cleverly deployed cold open, and an escalating structure that blends co...
Analysis: The screenplay has a strong high-concept hook, a cleverly deployed cold open, and an escalating structure that blends corporate satire with survival horror. Its main structural weaknesses are a talky first act, some spatial/geographical ambiguity around the two lodges, and a rushed final act that leaves several major character deaths feeling compressed. The overall narrative is coherent and effective, with the theme of corporate responsibility in the weapons trade woven consistently into the plot.
Key Strengths
The cold-open flash-forward is a structurally bold move: it opens with George, Nadia and Olga in mortal peril, cuts to corporate video, and later pays off when the events actually occur. This creates a strong hook and makes the eventual wrong-lodge twist satisfying.
The plot is thematically unified by making Palisade's own weapons and history the source of the horror. The CRM landmine, beartraps, razor-wire snares, and the burned treatment room all mirror the company's products and guilt. The hunters are not random monsters; they are the company's discarded victims, which gives the violence ironic resonance.
Areas to Improve
The first act is dialogue-heavy and repetitive. The minibus banter and lodge-arrival sarcasm are often funny, but they delay the physical threat until the paintball/bear-trap sequence. The audience may lose patience before the horror engine fully starts. Trimming scenes 2-9 would improve pacing without losing character chemistry.
The two-lodge reveal is structurally clever but spatially unclear. When Maggie turns the map and declares George was there the whole time, the audience is asked to understand an offscreen geographic relationship that was never clearly established. The map twist should be staged or seeded more clearly to avoid confusion.
Severance effectively uses the horror-satire hybrid to critique corporate amorality, the dehumanizing logic of the arms...
Analysis: Severance effectively uses the horror-satire hybrid to critique corporate amorality, the dehumanizing logic of the arms trade, and the absurdity of workplace team-building rituals. The thematic core is clear and often sharp: the hunters are a grotesque externalization of the violence Palisade Defense enables, and the characters' moral compromises are mirrored in their physical dismemberment. However, the screenplay sometimes prioritizes gore and set-piece horror over sustained thematic development, leaving certain character arcs—particularly Richard's redemption and Jill's resilience—underdeveloped. Overall, it is a timely, darkly funny, and intellectually engaging script that could deepen its resonance with sharper thematic through-lines and a more settled ending.
Key Strengths
The arms company satire is exceptionally well developed, with early scenes using the corporate video and the team's reactions to lay out a clear moral spectrum. The bus debate about 'humane' weapons and the questionnaire joke establish the characters' varying degrees of complicity and set up the thematic payoff where they become victims of their own products.
The physical embodiment of the theme in the hunters—former soldiers tortured by Palisade—gives the horror a moral weight. The lodge's backstory, whether the lunatic asylum or war criminal detention center, ties the environment directly to the company's unethical past, making the location an active thematic element rather than merely a spooky setting.
Areas to Improve
The final act largely abandons thematic development in favor of chase-and-escape set pieces. The deaths of Harris, Billy, and Gareth are impactful in the moment but the script does not take enough time to process their meaning, weakening the overall resonance of the anti-corporate message.
The screenplay demonstrates a bold, visually inventive blend of corporate satire, survival horror, and pitch-black comed...
Analysis: The screenplay demonstrates a bold, visually inventive blend of corporate satire, survival horror, and pitch-black comedy. Its strongest moments are built on sharp contrasts—glossy arms-deal propaganda versus brutal, tactile violence—and a recurring system of motifs (military boots, beartraps, the Palisade logo, pills) that gives the imagery an ominous coherence. While some descriptions lapse into generic darkness or static dialogue scenes, the overall visual storytelling is dynamic, character-aware, and frequently memorable.
Key Strengths
The cold open is a masterclass in visual economy: a chase through a hostile forest, two women falling into a bear pit, a razor-wire trap, military boots, and then a hard cut to a sunny desert corporate shoot. It establishes the genre-blending tone and the company's grotesque normalcy in one stroke.
Recurring motifs—the military boots with spurs, the Palisade logo, beartraps, ceiling hooks, and pill bottles—build a coherent visual language that binds satire and horror. The boots appearing at the opening and returning through the cellar/lodge is a strong visual thread.
Areas to Improve
The script frequently falls back on vague threats: 'someone or something watches,' 'a figure in military boots,' and 'dark, scary forest.' These phrases are less vivid than the specific, terrifying close-ups the screenplay achieves elsewhere. Replacing generalities with distinctive sensory details—sound, texture, motion—would heighten dread.
Tonal shifts between brutal death and comedic banter are intentional, but sometimes the visual storytelling loses coherence. Billy's sudden death, for example, is immediately followed by slapstick chase beats. A stronger visual transition—perhaps a freeze, a color shift, or a recurrence of the Palisade logo—could make the tone swing feel deliberate rather than jarring.
The screenplay delivers a slick, darkly comic horror-thriller with a strong ensemble and a compelling survival arc cente...
Analysis: The screenplay delivers a slick, darkly comic horror-thriller with a strong ensemble and a compelling survival arc centered on Maggie and Steve. Its emotional strengths lie in character chemistry, sudden vulnerability, and the brutal poignancy of earned moments like Richard's confession and Steve's rescue of Maggie. However, emotional depth is often undercut by rapid, almost dismissive deaths, uneven character development, and a tonal whiplash that can blunt grief before it lands. Overall, the script has a genuine emotional engine but needs more room to breathe around loss to achieve deeper resonance.
Key Strengths
Steve and Maggie's relationship provides the emotional core of the latter half. Maggie's initial toughness is gradually cracked open, and Steve's resourceful rescue of her—culminating in 'She said she’s not interested'—creates a moment of earned heroism and tenderness. Their final boat scene shows affection, humor, and trauma in a touching, understated way.
Richard's breakdown and confession to Steve humanizes the corporate antagonist. The moment where he admits his wife left him and that the retreat was a cover for his failure transforms him from a buffoonish manager into a genuinely sympathetic figure. The subsequent hug, though awkward, is an emotionally authentic connecting beat between two very different men.
Areas to Improve
Deaths are often resolved too quickly for the audience to process the emotional weight. Billy's death by knife throw is shocking but immediate; Harris's decapitation happens in a flash; Jill's torture and death occur offscreen. While sudden violence is effective, the lack of a grieving pause reduces the emotional impact and can make characters feel disposable.
Billy is underdeveloped despite being positioned as a likable everyman and love interest for Maggie. His bond with Maggie is charming but shallow, and his death in scene 30 is too abrupt to deliver the emotional payoff the script seems to intend. Building more of Billy's personality in the first half would make his loss far more devastating.
The screenplay excels at transitioning from corporate satire to visceral survival horror, generating strong tension thro...
Analysis: The screenplay excels at transitioning from corporate satire to visceral survival horror, generating strong tension through a steadily intensifying threat and a well-integrated thematic core. While conflict escalation is effective, emotional investment is uneven due to underdeveloped supporting characters and a cliffhanger ending that may frustrate some audiences.
Key Strengths
The opening cold open is a masterclass in establishing stakes: an anonymous, brutal chase sequence that ends with a nightmarish execution instantly hooks the audience, creating anticipation for the reveal of the circumstances.
The thematic conflict between corporate ethics and violence is sharply established through the minibus debate. This intellectual tension creates a moral stake for the characters and pays off when the lodge's history is revealed, giving the horror a sense of poetic justice.
Escalation is carefully staged: the beartrap incident, fright with the driver's body, and the massacre at the lodge all build momentum in a way that feels relentless yet earned. The discovery of the corpses and the earlier presence of the hunter maintain a sense of inescapable danger.
Areas to Improve
The supporting characters, particularly Billy, remain underdeveloped. Billy is sympathetic but has no distinct arc or memorable traits beyond being the newest employee. His death hits less hard than it should, weakening the emotional stakes at a crucial moment.
Severance is a strikingly confident genre-blend: an office satire and corporate-ethics indictment fused with survival ho...
Analysis: Severance is a strikingly confident genre-blend: an office satire and corporate-ethics indictment fused with survival horror. Its most original moves are structural—a cold open that hides a flash-forward, propaganda videos that let an arms manufacturer condemn itself, and a tonal pivot from cringe comedy to gruesome slapstick to genuine pathos. The script's creative identity comes from treating the corporate retreat as a branded death trap where the company's own products and euphemisms return to haunt its employees.
The group struggles to survive in the dangerous wilderness
They face numerous challenges including bear traps and a deadly hunter
They must rely on each other and their instincts to make it through
Survival is a major theme throughout the screenplay as the characters are constantly fighting to stay alive in a dangerous and hostile environment. This theme is explored through their struggles to escape bear traps, find weapons, and evade the hunter who is tracking them. The characters are forced to rely on their survival skills and instincts in order to make it out alive.
Ethics
The characters work for an arms company and struggle with the ethical implications of their work
They debate the morality of their employer's activities and question their own involvement
Their experiences at the lodge reveal the horrors of Palisade Defense's atrocities
Ethics is an important theme throughout the screenplay as the characters grapple with the consequences of their actions. They are employed by a company that creates deadly weapons and must confront the moral implications of their work. The theme is explored through their debates and discussions about their employer's activities, as well as their reactions to the atrocities they discover at the lodge.
Betrayal
The characters betray each other multiple times throughout the story
Richard abandons the women in the bear pit and is later revealed to have forced the team building exercise upon them
The group struggles to trust each other and work together as a result
Betrayal is a recurring theme throughout the screenplay as the characters turn on each other and struggle to trust one another. Richard, in particular, betrays the women in the bear pit and is later revealed to have forced the team building exercise upon them. The theme is explored through the group's tense and often combative interactions, as well as their struggles to work together and trust each other.
Isolation
The characters are isolated from society and struggle to find ways to escape
They are stranded in the wilderness and cut off from communication
Their isolation causes them to feel fear and paranoia, and leads to desperate actions
Isolation is a significant theme throughout the screenplay as the characters are cut off from society and struggle to find a way out. They are stranded in a remote wilderness, with no means of communication or escape, which leads to feelings of fear and paranoia. The theme is explored through their attempts to find a way out, as well as their increasingly desperate actions as they face the danger and uncertainty of their situation.
Mortality
The characters are constantly faced with the fragility of life and their own mortality
They witness numerous deaths throughout the story and are forced to confront their own mortality
Their experiences reveal the value and preciousness of life
Mortality is a significant theme throughout the screenplay as the characters are constantly faced with the fragility of life and the reality of death. They witness numerous deaths throughout the story and are forced to confront their own mortality as they struggle to survive in a hostile environment. The theme is explored through their reactions to death and their struggles to find meaning and value in life amidst the chaos and danger around them.
Robert McKee: "The audience doesn’t go to the movies to see plot; they go to feel emotion, to be moved."
Scene by Scene Emotions
Goals and Philosophical Conflict
internal Goals
The protagonist's internal goal is to survive and navigate the dangerous situation they find themselves in. Their fear, discomfort, and desire for safety and security are reflected in their actions and reactions throughout the script.
External Goals
The protagonist's external goal is to endure the challenges and obstacles they face, such as reaching their destination, escaping danger, and ultimately surviving. They are driven by the need to protect themselves and their companions, and to find help and safety.
Philosophical Conflict
The overarching philosophical conflict revolves around the themes of morality, ethics, and the impact of one's actions. The protagonist and other characters are faced with dilemmas that challenge their values and beliefs, such as the ethical implications of their work, the blurred lines between reality and fantasy, and the tension between survival and morality.
Character Development Contribution:
The goals and conflicts contribute to the character's development by challenging their beliefs and values, and forcing them to confront their fears, insecurities, and moral dilemmas. The protagonist undergoes a transformation as they navigate the challenges, make difficult choices, and learn to prioritize survival and the well-being of their companions.
Narrative Structure Contribution:
The goals and conflicts provide the narrative structure by creating tension, raising stakes, and driving the plot forward. They serve as catalysts for action and create obstacles that the characters must overcome, leading to a climax and resolution. The evolving goals and conflicts create a sense of urgency and propel the story towards its conclusion.
Thematic Depth Contribution:
The goals and conflicts contribute to the thematic depth of the screenplay by exploring themes such as morality, ethics, survival, human nature, and the impact of one's choices. They raise thought-provoking questions about the nature of right and wrong, the value of life, and the limits of human resilience. The exploration of these themes adds depth and complexity to the story, making it resonate with audiences on a deeper level.
Screenwriting Resources on Goals and Philosophical Conflict
How do you build philosophical conflict into your story? Where do you start? And how do you
develop it into your characters and their external actions. Today I’m going to break this all
down and make it fully clear in this episode.
By Michael Arndt: I put this lecture together in 2006, when I started work at Pixar on Toy Story
3. It looks at how to write an "insanely great" ending, using Star Wars, The Graduate, and
Little Miss Sunshine as examples. 90 minutes
By Jessica Brody (Save the Cat!): Writing character goals is one of the most important jobs of
any novelist. But are your character's goals...mushy?
Scene Analysis
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Questions to exploreIn Craft Read: questions written about your scene, tagged
Fix, Learn or Explore. One click sends the question to the chat.included
Suggested movesIn Scene Mechanics, under “If you want to work on it”:
specific changes for the thing that scene is missing, each with what it gains and what it
costs you.included
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against your own.uses credits
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Read them one at a time, or line them all up side by side.
Every scene is read two ways — Scene Mechanics
(how the scene is built) and Craft Read (how it is written). Open any scene to see both.
Design is broken — a load-bearing lens isn’t doing its job yet.
It restates its note rather than deepening it
Development
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
No lens is broken, but Design and Read are soft — this reads as a polish pass.
It leans on mood instead of something actually pushing it
Pressure
HoldingEvery beat and line earns its place.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
It leans on mood instead of something actually pushing it
Pressure
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
Design and Read are broken — this reads as a rebuild before polish.
It restates its note rather than deepening it
Development
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
Design and Read are broken — this reads as a rebuild before polish.
It plays close to the version we’ve seen before
Freshness
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
Design and Read are broken — this reads as a rebuild before polish.
It restates its note rather than deepening it
Development
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
No lens is broken, but Design and Read are soft — this reads as a polish pass.
It leans on mood instead of something actually pushing it
Pressure
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
Your scene scores are compared against professional produced screenplays in our vault (The Matrix, Breaking Bad, etc.). The percentile shows where you rank compared to these films.
Example: A score of 8.5 in Dialogue might be 85th percentile (strong!), while the same 8.5 in Conflict might only be 50th percentile (needs work). The percentile tells you what your raw scores actually mean.
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Hover over each axis on the radar chart to see what that category measures and why it matters.
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A 5 is fine — here's how scene scores read
0–2not working
3–4weak
5–6functional ★
7–8strong
9–10exceptional
“Functional” (5–6) is a solid, professional scene — that's where most scenes sit.
The scale rides low on purpose, so it has room to point down (where to fix) and
up (what's working).
Why your numbers look lower than they used to
Scenes now use the full 0–10 scale, so your numbers will look lower and
more spread out than before. That's the new, smarter model being honest —
not a verdict on your script.
The table below uses the same colors:
warm = worth a look · neutral = fine ·
green = working. The point is awareness,
not maxing every number — a scene can be light on plot or conflict for good reasons.
PolishAftermathNo lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
SoftThe structure works but is leaking power in places.
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Scene 1 - SEVERANCE
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with a strong hook: the corporate video's announcer is cut off mid-sentence, leaving the reader wanting to know more about the characters and the situation. The twist makes the reader question what is real and what is staged.
Script Continuation Score: 8/10
Based on this scene alone, the script momentum is strong. The opening is gripping, and the twist suggests a larger narrative. The reader is likely to want to continue to see how the corporate satire and horror elements develop.
Scene 2 - Corporate Video Excitement
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is engaging enough to make the reader want to continue, mainly due to the comedic character dynamics and the satirical video. The cut to the desert is a nice hook. However, the scene doesn't end on a strong cliffhanger or a compelling question, so the compulsion to keep reading is moderate.
Script Continuation Score: 6/10
Up to this point, the script has established a strong premise and a memorable ensemble. The first scene was a brutal cold open, and this scene provides a comedic contrast. The momentum is decent, but the scene is a bit of a lull after the intense opening. The reader is likely to continue because of the premise, but the scene could do more to build momentum.
Scene 3 - Corporate Ethics Discussion
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene is engaging and makes the reader want to continue to see how the team's dynamics play out. The humor and conflict are compelling, and the cut to the exterior road hints at the journey ahead. The scene doesn't end on a cliffhanger, but it leaves the reader curious about the team's fate.
Script Continuation Score: 7/10
Up to this point, the script has established the corporate satire and the ensemble. The scene maintains momentum by deepening the characters and their conflicts. The reader is invested in the team's dynamics and curious about the trip. The scene doesn't slow the script; it builds the foundation for the horror to come.
Scene 4 - Arms Dealers Ride to a Trade Show
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 5/10
The scene is mildly compelling. The banter is fun, but the lack of stakes and forward momentum means the reader isn't desperate to know what happens next. The scene ends on a beautiful but static exterior shot, which doesn't create a cliffhanger or a question.
Script Continuation Score: 6/10
The scene contributes to the overall momentum by establishing character dynamics and setting the tone. However, it doesn't significantly advance the plot or raise the stakes. The reader is still interested in the ensemble, but the scene doesn't create a strong pull toward the next scene.
Scene 5 - Blocked Road
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with a clear hook—the driver's refusal and Richard's threat—but it's not a strong one. The audience knows the group will get to the lodge (it's in the logline), so the conflict feels like a temporary obstacle. The scene doesn't create a sense of dread or anticipation for what's to come.
Script Continuation Score: 6/10
This scene is a 'breather' after the cold open. It establishes the characters and the journey, but it doesn't advance the plot or raise the stakes. The momentum from the cold open is not maintained—the scene is more about character comedy than forward motion. The audience is waiting for the horror to resume, but the scene doesn't give them a reason to keep reading beyond the established premise.
Scene 6 - The Fallout of the Corporate Video
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends with a strong hook: the watcher and the warning sign. This makes the reader want to know what happens next. The scene's combination of comedy and horror keeps the reader engaged.
Script Continuation Score: 7/10
Up to this point, the script has established the characters and the setup. This scene advances the plot by stranding the group and introducing the threat. The momentum is good, and the reader is likely to continue to see how the group reacts to the danger.
Scene 7 - Lost in the Woods
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends with Steve's disappearance and the group splitting up, which creates a strong hook. The reader wants to know what happened to Steve and what the group will find. The comedic tone makes the reader invested in the characters, so the cliffhanger is effective. The scene compels the reader to continue.
Script Continuation Score: 7/10
Up to this point, the script has established the ensemble, the setting, and the impending danger. This scene maintains the momentum by advancing the group's journey and adding a new mystery (Steve's disappearance). The script's momentum is strong, and this scene contributes to it by keeping the reader engaged and curious.
Scene 8 - Lost and Found
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is funny and characterful, which makes it readable, but it doesn't end on a strong hook. The lodge reveal is a letdown, not a cliffhanger. The dead soldier is a scare, but it's not connected to the group's immediate future. The reader is likely to continue because the ensemble is entertaining, but the scene doesn't create a strong pull.
Script Continuation Score: 6/10
Up to this point, the script has established a group of characters and a sense of impending doom. This scene continues that, but it doesn't significantly advance the plot. The dead soldier is a hint of the horror to come, but the scene doesn't escalate the danger. The momentum is maintained by the comedy and the ensemble, but the horror is still in the background.
Scene 9 - The Lodge
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is entertaining, but it doesn't create a strong pull to keep reading. The POV cut is a tease, but it's brief and doesn't escalate. The characters are interesting, but the scene doesn't end on a cliffhanger or a question that demands an answer. The reader might be curious, but not compelled.
Script Continuation Score: 6/10
Up to this point, the script has established the characters and the setting, and this scene continues that. The momentum is steady but not accelerating. The threat is introduced, but it's not yet felt. The reader is likely to continue, but the scene doesn't create a strong sense of urgency.
Scene 10 - Paranoia in the Woods
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene is compelling due to its unpredictability and the mystery of the lodge. The skeleton reveal and the files with military insignia create a sense of foreboding. The deer scene is memorable and makes the reader want to see what other surreal events occur. The scene ends with a mundane beat (Richard ordering Billy to clean), which slightly deflates the tension, but the overall momentum is strong.
Script Continuation Score: 7/10
Up to this point, the script has established a group of office workers stranded in a creepy lodge, with hints of a violent past. This scene deepens the mystery (the files, the skeleton) and develops Steve's character (his drug use and hallucinations). The momentum is steady, with a clear sense that the horror is escalating. The scene doesn't stall the plot but adds layers of dread.
Scene 11 - Skeletons and Seduction
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is entertaining enough to keep the reader going, but it doesn't create a strong pull to the next scene. The comedy is light, and the horror is minimal. The scene doesn't end on a cliffhanger or a question that makes the reader want to know what happens next. The exterior shot of the lodge at night is a nice touch, but it's not a strong hook.
Script Continuation Score: 6/10
Up to this point, the script has been building a sense of unease and comedy. This scene is a comedic interlude that doesn't significantly advance the plot, but it does reinforce Steve's instability and the group's dynamic. The momentum is maintained, but the scene doesn't add a new layer of tension or mystery. The reader is still interested, but not desperate to know what happens next.
Scene 12 - The Lodge's Dark Past
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is interesting but not gripping. The stories are engaging, but the lack of immediate threat makes it easy to put down. The ending doesn't create a strong desire to know what happens next.
Script Continuation Score: 7/10
The script has good momentum overall, with the previous scenes building tension. This scene is a lull, but it's a necessary breather. The stories about the lodge's past add to the mythology and foreshadow the horror. The momentum is maintained, but this scene could be stronger.
Scene 13 - Dinner with Detention Centers
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with a strong hook: the newspaper article with 'Palisade' in the headline. This makes the reader want to know what it says and how it connects to the group. The tooth mystery also keeps interest.
Script Continuation Score: 7/10
Up to this scene, the script has built a sense of isolation and unease. This scene adds a layer of mystery (the tooth, the newspaper) that propels the story forward. The momentum is good, though the scene's comedic tone slightly undercuts the horror.
Scene 14 - Nighttime Preparations
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is moderately compelling: the hallucination is intriguing, and the 'predator' camera movement at the end is a good hook. However, the middle section (Marmite conversation) is a lull, and the scene doesn't end on a strong enough cliffhanger to make the reader desperate to continue.
Script Continuation Score: 6/10
Up to this point, the script has built a sense of unease and character dynamics. This scene maintains that but doesn't significantly advance the plot. The newspaper discovery is a new mystery, but it's not immediately threatening. The bedtime routines are characterful but don't escalate the tension. The script's momentum is steady but not accelerating.
Scene 15 - Nighttime Paranoid Hallucinations
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with a classic horror beat—the lurking figure—which creates a sense of 'what happens next?' However, the scene's middle section (the bathroom beats) is slow and doesn't build much tension. The scream and footprints are effective, but the group's dismissal undercuts the threat. The reader is likely to continue reading to see if the hunter attacks, but the scene doesn't create a strong sense of urgency.
Script Continuation Score: 6/10
The scene contributes to the overall momentum by confirming the threat and setting up future conflicts. However, it doesn't significantly advance the plot—the group is still in the lodge, and the hunter is still lurking. The scene's repetitive nature (characters dismissing Jill's fear) doesn't add much new information. The reader is likely to continue reading because of the genre and the promise of future violence, but this scene doesn't create a strong sense of 'what's next?'
Scene 16 - Nighttime Tensions
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends on a hopeful note, but the underlying tension remains. The reader is compelled to keep reading because the group is still in danger, and the alliances are forming. The handshake between Jill and Maggie is a nice character beat that makes the reader care about them. The scene doesn't end on a cliffhanger, but the unresolved threat keeps the reader engaged.
Script Continuation Score: 7/10
Up to this point, the script has been building tension and character dynamics. This scene continues that momentum by deepening the group's conflict and setting up future alliances. The scene doesn't advance the plot much, but it strengthens the character web, which is essential for the ensemble horror-comedy. The reader is invested in the characters and wants to see how they survive.
Scene 17 - Morning Departure
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with Gareth's 'Right. Who's up for team games?' which is a comedic beat but doesn't create a strong pull to the next scene. The reader knows Jill and Harris are leaving, but the scene doesn't hint at the danger they'll face. The lack of a cliffhanger or a sense of impending doom reduces the compulsion to keep reading.
Script Continuation Score: 7/10
Up to this point, the script has built momentum through escalating threats and character dynamics. This scene maintains that momentum by moving the plot forward (splitting the group) and reinforcing character voices. It doesn't stall the narrative, but it also doesn't add significant new tension. The momentum is steady, not accelerating.
Scene 18 - Escape Attempts
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with a spy watching Billy and Steve, which is a hook. But the Jill/Harris thread is less compelling, and the scene as a whole doesn't create a strong urge to turn the page. The reader wants to know what happens next, but the scene could be more gripping.
Script Continuation Score: 6/10
Up to this point, the script has built a strong sense of dread and comedy. This scene is a slight dip in momentum—it's a breather, but it doesn't add much to the overall arc. The reader is still invested, but this scene could be stronger to maintain the script's forward drive.
Scene 19 - The Abandoned Bus
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong hook—the question of what happened to the driver and the implication of danger. The reader is compelled to continue to find out what happens next. The scene's balance of character and plot keeps the reader engaged.
Script Continuation Score: 8/10
The scene maintains the script's momentum by advancing the plot (the discovery of the bus) and developing the characters (Harris and Jill's connection). The scene is a natural progression from the previous scenes and sets up the next threat. The script's momentum is strong.
Scene 20 - Bear Trap
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 9/10
The scene ends on a strong cliffhanger—Gareth's foot is severed, and the group is in a remote location with no help. The reader is compelled to keep reading to see how they handle the injury and what happens next. The tonal shift from comedy to horror is a powerful hook.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through the group's arrival at the lodge, the strange occurrences, and the escalating tension. This scene is a major turning point, shifting from comedy to horror, and it propels the script forward. The injury to Gareth raises the stakes and makes the reader want to know how the group will survive.
Scene 21 - Trapped in the Clearing
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with a practical solution (the foot in the bag with frozen peas) that is both funny and satisfying, but it also leaves the reader wanting to know what happens next: will they escape? The discovery of the traps and the bus driver's disappearance create questions that compel the reader to continue. The scene's blend of humor and tension keeps the reader engaged.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum: the group is increasingly in danger, and the scene escalates the threat (traps, missing driver, Gareth's injury). The scene also develops characters (Jill's competence) and sets up future conflicts (the hunter's identity). The script's momentum is strong, and this scene contributes to it by raising the stakes and adding a new layer of mystery.
Scene 22 - Escape from the Lodge
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger: the bus is speeding away, but the reader knows the hunter is still out there, and the group's escape is far from certain. The engine stalling and restarting adds to the tension. The reader is compelled to keep reading to see if they make it.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through a series of escalating threats and character interactions. This scene maintains that momentum by raising the stakes and pushing the group into a desperate escape. The reader is invested in the characters' survival and wants to see what happens next.
Scene 23 - Crash and Burn
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with the group walking back to the lodge, calling for Jill, and Richard's denial. This creates a strong pull to continue: will they make it back? Is Jill alive? What will they find? The cliffhanger is effective, though it could be even stronger with a final ominous beat.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through escalating set-pieces and character deaths. This scene continues that momentum by killing Harris and stranding the group. The reader is invested in the survival of the remaining characters and the mystery of the hunter. The momentum is strong, though the script could risk fatigue if the deaths become too frequent without emotional payoff.
Scene 24 - Trapped in the Lodge
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong note of tension—the gang is barricaded in the lodge, and the threat is outside. The reader is compelled to keep reading to see what happens next. The scene effectively sets up the next conflict.
Script Continuation Score: 8/10
The script's momentum is strong. The scene escalates the threat and raises the stakes. The reader is invested in the characters' survival. The scene effectively builds on the previous events and sets up the next conflict.
Scene 25 - Surviving the Night
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends on a tense note with Steve's paranoia during the watch, which makes the reader want to know what happens next. The dissolves create a sense of time passing, and the final shot of Steve shooting at the fireplace is a strong cliffhanger. However, the middle section is less compelling, so the overall compulsion is moderate.
Script Continuation Score: 7/10
Up to this point, the script has been building tension and character dynamics. This scene maintains that momentum by showing the group's preparation and the growing threat. The watch sequence is a strong setup for the next scene, where Gareth is taken. The scene doesn't stall the plot; it advances the survival narrative.
Scene 26 - Gareth is Dragged Away
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger—Gareth is dragged into an unknown place, and we see the man with antennae. This makes the reader want to know what happens next. The scene also raises questions: Who is the man? What will happen to Gareth? Will the others wake up? The compulsion to keep reading is strong, but it could be even stronger if the scene ended with a more immediate threat to the other characters.
Script Continuation Score: 8/10
Up to this point, the script has been building tension and killing off characters. This scene continues that momentum by taking Gareth, a major character, and showing the group's vulnerability. The scene also sets up the next phase of the horror, with the man with antennae suggesting a larger conspiracy. The script momentum is strong, but it could be even stronger if the scene also advanced the corporate satire angle, which has been a key theme.
Scene 27 - The Search for Gareth
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger—Gareth is bound and about to be tortured, and the group is searching blindly. The reader wants to know if they'll find him in time and what the hunter will do. The power shift between Billy and Richard also creates anticipation for how that will play out. The scene effectively compels the reader to continue.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through escalating violence and character conflict. This scene continues that trend by shifting power to Billy and raising the stakes for Gareth. The reader is invested in the survival of the remaining characters and curious about the hunter's motives. The script's momentum is strong, and this scene maintains it.
Scene 28 - The Hunted
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger with the blood trail leading to the cellar, which compels the reader to continue. The emotional beat with Richard and Steve also makes the reader care about the characters. The scene is effective in maintaining momentum.
Script Continuation Score: 8/10
Up to this point, the script has been building tension and developing characters. This scene maintains that momentum by raising the stakes and deepening character relationships. The scene's ending sets up the next major set-piece (the cellar discovery), which should keep the reader engaged.
Scene 29 - The Cellar Discovery
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger—the gang is about to enter the main room, and the sounds from above suggest the hunter is there. This creates a strong desire to keep reading to see what happens next. The scene also raises questions (what is the hunter doing? will they survive?) that compel the reader to continue.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through a series of escalating threats and revelations. This scene continues that momentum by deepening the mystery of the lodge and the hunter, and by raising the stakes. The reader is invested in the characters' survival and wants to see how they escape.
Scene 30 - Escape and Pursuit
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 9/10
The scene ends on a cliffhanger with Maggie nearly caught, and the reader is desperate to know what happens next. The rapid deaths and the hunter's relentless pursuit create a strong pull to continue reading. The scene's pacing and tension make it almost impossible to put down.
Script Continuation Score: 9/10
Up to this point, the script has been building momentum, and this scene is a major escalation. The deaths of Gareth and Billy, the splitting of the group, and the hunter's relentless pursuit raise the stakes and set up the final act. The reader is fully invested in the survivors' fates and eager to see how the story concludes.
Scene 31 - Escape From Jill's Room
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 9/10
The scene ends on a powerful cliffhanger with Maggie and the hunter dangling over the bodies, and Steve running out. This creates a strong desire to know what happens next. The reader is compelled to turn the page to see if Maggie survives and what Steve will do.
Script Continuation Score: 8/10
This scene maintains the script's momentum by delivering a high-stakes action set-piece that raises the tension and moves the plot forward. The deaths of Gareth and Billy have been established, and this scene shows the survivors fighting for their lives. The momentum is strong, and the reader is invested in the outcome of the remaining characters.
Scene 32 - Escaping the Fire
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with a strong hook: they leave the burning lodge, but the reader is compelled to know if they'll survive, if the hunter will wake, and what happens next with Richard and Jill. The emotional weight of Billy's death and Jill's presumed death adds to the pull. The scene makes the reader want to continue.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through escalating violence and character deaths. This scene maintains that momentum by resolving the immediate threat but leaving larger questions (the hunter's fate, the other hunters, the group's survival). The script continues to feel propulsive, and the reader is invested in the outcome.
Scene 33 - The Chase
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger—Maggie and Steve running past the fort, with the hunters in pursuit. The reader is compelled to continue to see if they escape. The intercut with the original hunter waking adds another layer of threat, making the reader wonder when he will rejoin the chase.
Script Continuation Score: 8/10
The script has been building momentum through escalating set-pieces, and this scene maintains that. The survival stakes are high, and the characters are being whittled down. The reader is invested in Maggie and Steve's survival, and the scene's ending propels the reader into the next scene.
Scene 34 - Standoff at the Lodge
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger: Hunter 2 approaches Richard, and we don't know what will happen. The discovery of the fancy lodge also creates a new question: will they be safe? The scene compels the reader to continue to see the outcome.
Script Continuation Score: 8/10
The script has strong momentum up to this point. The scene maintains the tension and adds new twists, keeping the reader engaged. The discovery of the fancy lodge and the map gag are satisfying payoffs that keep the story moving. The script is well-paced and compelling.
Scene 35 - Escape from the Lodge
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 9/10
The scene ends on a strong cliffhanger: Maggie is trapped, and Steve is calling her. The reader is compelled to continue to see if she answers and what happens next. The tension is high, and the stakes are clear.
Script Continuation Score: 8/10
The script has maintained strong momentum through the previous scenes, and this scene continues that. The escalation of danger and the cliffhanger keep the reader invested. The script's overall trajectory is compelling.
Scene 36 - Escape and Rescue
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong note—Maggie's kick to the hunter's balls provides a comedic release, but the reader is compelled to continue to see if they reach the boats and what happens next. The scene's emotional payoff and action make the reader want to know the outcome.
Script Continuation Score: 8/10
The scene maintains the script's momentum: it's a high point of action and emotion, and it sets up the final escape. The reader is invested in Maggie and Steve's survival, and the scene's success makes the reader want to see how the story concludes.
Scene 37 - The Final Battle
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with Maggie collapsing, which creates a strong cliffhanger—will she be okay? What happens next? The reader is compelled to continue to see if they escape. The high-octane action and the emotional beat of her collapse make it a strong page-turner.
Script Continuation Score: 8/10
This scene is a high point in the script's momentum—it's a brutal, satisfying action beat that pays off the hunter's threat. It also sets up the next scene (the boat ride to the waterfall) and the final confrontation. The momentum is strong, though the scene is somewhat self-contained.
Scene 38 - Aftermath
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends with a strong cliffhanger of the waterfall, which compels the reader to continue. The dialogue is engaging, and the characters are likable. The scene does its job of making the reader want to know what happens next.
Script Continuation Score: 7/10
The script has maintained momentum through the action and character development. This scene, while a breather, still moves the story forward by showing the characters' emotional state and setting up the next threat. The waterfall cliffhanger ensures the reader will continue.
Scene 1 — SEVERANCE — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is visually clear. The action is easy to follow, and the twist is understandable. The only potential confusion is the abrupt shift from the forest to the desert, but it's quickly clarified as a corporate video.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to establish the horror-comedy tone and introduce the corporate satire. The chase and kill set up the horror, while the corporate video sets up the comedy and satire. The intent is communicated effectively.
Scene 2 — Corporate Video Excitement — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is very clear. The reader understands the setting, the characters, and the action. The video's content is described effectively, and the characters' reactions are distinct. There is no confusion about what is happening.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to introduce the ensemble and establish the corporate satire. The characters' reactions to the video convey their personalities, and the video's content sets up the moral questions that will be explored later. The scene knows what it's doing.
Scene 3 — Corporate Ethics Discussion — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear on the surface. The setting is established, the characters are identifiable, and the argument is easy to follow. The dialogue is direct, and the subtext is accessible. The scene's purpose—to establish the team's dynamic and the ethical conflict—is clear.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to introduce the ensemble and their attitudes toward the arms trade, setting up the satire and the group's dynamics. Each character's intent is clear—Richard wants approval, Jill wants to voice her discomfort, Maggie wants to mock, Harris wants to justify, Steve wants to deflect with humor. The scene achieves its purpose effectively.
Scene 4 — Arms Dealers Ride to a Trade Show — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The characters' actions and dialogue are unambiguous. The exterior shot is described vividly, setting the tone. No confusion.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to establish the group's dynamic and foreshadow the impending doom. Steve's sarcasm, Richard's corporate worry, and the ominous exterior all point to the horror to come. However, the intent could be sharper—the scene doesn't clearly signal that the group is walking into a trap.
Scene 5 — Blocked Road — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The characters are distinct, the setting is established, and the plot point (the landslide) is communicated effectively. The driver's panic is clear, even if his motivation is not. The scene's purpose—to show the group's journey and the driver's reluctance—is evident.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to show the group's journey, establish the driver's superstition, and create a conflict over the route. The characters' intents are also clear: Richard wants to get to the lodge, the driver wants to avoid the road, and the others are mostly passive. The scene's place in the larger story—as a setup for the group's isolation—is evident.
Scene 6 — The Fallout of the Corporate Video — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear on the surface: the driver leaves, the group is stranded, and there's a watcher. The dialogue and action are easy to follow. The warning sign is a bit cryptic but intentionally so. The clarity is strong.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to strand the group and introduce the threat. The characters' intentions are also clear: Richard wants to maintain authority, Maggie and Steve are rebellious, and the watcher is a threat. The scene achieves its purpose.
Scene 7 — Lost in the Woods — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The setting is established, the characters are distinct, and the action is understandable. The dialogue is clear, and the subtext is accessible. There is no confusion about what is happening or why.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to show the group's journey, develop their dynamics, and introduce a hint of danger. The characters' intentions are clear (get to the lodge, find Steve), and the scene's purpose in the larger narrative is evident. The intent is well-executed.
Scene 8 — Lost and Found — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear: we know where we are, who is present, and what is happening. The action is easy to visualize. The dead soldier is described vividly ('half his face eaten away'), which is clear. The only potential confusion is the transition from forest to lodge, but it's handled with a new scene heading.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to show the group's arrival at the lodge and establish the setting's ugliness and the group's dynamics. The dead soldier is a hint of horror, but its intent is unclear—is it foreshadowing, or just a scare? The scene could be more focused if the soldier's presence had a clear purpose in the narrative.
Scene 9 — The Lodge — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The setting is established, the characters' actions are understandable, and the POV cut is clearly indicated. The dialogue is distinct, and the subtext is readable. No confusion about who is speaking or what is happening.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to establish the group's dynamic, show their discomfort, and introduce the external threat. Richard's speech makes his intent clear (to motivate the team), and the others' sarcasm shows their resistance. The POV cut clearly signals the threat. The intent is slightly muddled by the comedic tone, which might undercut the seriousness of the threat.
Scene 10 — Paranoia in the Woods — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
7/10
The scene is clear on the surface—we understand what Steve is doing (taking drugs, hallucinating), what Harris is doing (exploring the cellar), and what Richard is doing (setting up his office). The action lines are descriptive but not overly detailed. The only potential confusion is the deer's sudden shift from Serbian to English, but that's intentional and works.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
6/10
The scene's intent is somewhat clear—it's establishing Steve's drug problem and Harris's discovery of the lodge's dark past. However, the connection between these threads is not explicit. The scene doesn't clearly signal what the characters want or how this scene advances the plot. The intent is more atmospheric than narrative.
Scene 11 — Skeletons and Seduction — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear on a surface level: we understand what's happening, who's in the room, and what the joke is. The action lines are descriptive enough to visualize the scene. The only minor ambiguity is whether Steve's 'sweating' is from the run or from fear, but that's a minor point.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: it's a comedic beat that shows Steve's paranoia and the group's indifference. The scene is meant to be funny and to establish Steve as the 'weak link' in the group. The intent is achieved, though it could be stronger if the scene also advanced the plot or character development.
Scene 12 — The Lodge's Dark Past — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear. The setting, characters, and actions are easy to follow. The stories are visually described with enough detail to imagine. No confusion.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to develop the characters, establish the lodge's history, and build unease. However, the intent could be sharper—the scene doesn't clearly advance the plot or raise the stakes. The audience might not know why this scene matters.
Scene 13 — Dinner with Detention Centers — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear: the reader understands the stories, the tooth discovery, and the newspaper reveal. The action lines are vivid (e.g., 'We see a row of prison cells filled with hollow-eyed soldiers'). No confusion.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to build unease and foreshadow the danger. The stories and tooth serve this purpose. However, the intent could be stronger if the threat felt more immediate.
Scene 14 — Nighttime Preparations — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
7/10
The scene is clear on the surface: we understand the newspaper discovery, the character interactions, and the bedtime routines. The hallucination is clearly marked as POV. The only slight confusion is the transition from the newspaper discussion to the bedtime montage, which could be smoother.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
6/10
The scene's intent is clear: to develop characters and build unease before the next horror beat. However, the intent is not fully realized—the newspaper discussion is a plot point but doesn't create a clear goal for the characters. The bedtime routines are characterful but don't clearly serve the scene's purpose of building dread.
Scene 15 — Nighttime Paranoid Hallucinations — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The action lines are descriptive but not overly detailed, and the dialogue is straightforward. The reader can easily visualize the bathroom, the hallway, and the clearing. The only potential confusion is the 'shape in the reflection' in the opening, which is a bit vague, but it's resolved quickly.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to establish the threat and the group's response. The scene shows that the hunter is real, that Jill is the first to notice, and that the group is in denial. The scene also sets up future conflicts (Jill's fear, Steve's drug use, Richard's authority). The intent is clear, but it could be stronger if the scene's purpose was more focused.
Scene 16 — Nighttime Tensions — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The characters' actions and intentions are understandable. The dialogue is direct, and the subtext is clear (e.g., Steve's suggestion about Jill staying with Maggie is obviously to prevent Billy and Maggie from being alone). No confusion.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
Each character's intent is clear: Richard wants to maintain control, Billy wants to leave, Harris wants to compromise, Steve wants to mock, Jill wants safety, Maggie wants to help despite reluctance. The scene's intent—to show the group's fracture and the beginning of alliances—is clear.
Scene 17 — Morning Departure — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The characters' actions and intentions are understandable. The dialogue is distinct, and the scene's purpose is evident. There's no confusion about what's happening or why. The only minor ambiguity is whether Richard's 'We'll discuss it later' is a genuine retreat or a strategic pause, but it's clear enough.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to split the group and send two characters off for help. Harris's plan is explicit, and the characters' motivations are understandable. Richard's opposition is clear, and the straw draw is a fair method. The scene achieves its purpose without ambiguity.
Scene 18 — Escape Attempts — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear: we know where we are, who is present, and what they are doing. The action is easy to follow. The only slight confusion is the fast-moving figure—is it Maggie or not? But that's intentional.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
6/10
The characters' immediate intentions are clear: Jill and Harris want to get signal and escape; Billy and Steve want to ambush Richard. But the scene's overall intent is less clear—is it to build tension, provide comic relief, or both? The scene doesn't clearly advance the plot or deepen character relationships.
Scene 19 — The Abandoned Bus — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The action is described vividly (e.g., 'a trickle of blood coming out of the bus, splattering near their shoes'), and the dialogue is unambiguous. The reader can easily visualize the scene and understand the characters' actions.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to show Jill and Harris's growing connection and to introduce a new threat (the abandoned bus). The scene successfully balances character development with plot progression. The intent is clear, but the emotional stakes could be more explicit.
Scene 20 — Bear Trap — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is visually clear, with strong imagery of the paintball game and the beartrap. The action is easy to follow, and the characters' positions are well-defined. The only potential confusion is the spatial layout of the fort and the clearing, but it is not a major issue.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to escalate the comedy into horror, to establish the group's dynamics, and to introduce the first major injury. The characters' intentions are also clear—Billy wants to win, Richard wants to assert authority, and the group wants to survive. The scene effectively sets up the rest of the script's survival horror.
Scene 21 — Trapped in the Clearing — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear on the surface: the reader understands what is happening (the group is surrounded by traps, Gareth is injured, they need to save him). The action is easy to follow, and the dialogue is unambiguous. The only potential confusion is the exact location of the traps, but the description ('a big circle right around the edge of the clearing') is clear enough.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to show the group's escalating peril and to reveal Jill's hidden competence. The characters' intentions are also clear: Billy wants to find a safe path, the group wants to save Gareth, and Jill wants to stop the bleeding. The scene achieves its purpose of advancing the plot and developing characters.
Scene 22 — Escape from the Lodge — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear on a surface level: the reader can easily follow who is doing what and where. The action is described vividly (e.g., 'the boot jerks open, throwing a pile of rubbish out'), and the dialogue is unambiguous. The only potential confusion is the brief moment where both Harris and Billy hold a foot, but it's handled well.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The characters' intentions are clear: Harris wants to get everyone out safely, Steve wants to escape, Maggie is terrified, and Gareth is in denial. The scene's intent—to show the group's desperate escape attempt—is clear and well-executed.
Scene 23 — Crash and Burn — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear in its action and geography: we know where everyone is, what's happening, and the sequence of events. The descriptions are vivid but not overwrought. The only potential confusion is the quick cut from the crash to the aftermath, but it's handled well. The clarity is strong.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to escalate the danger, kill a major character, and force the group into a survival mode. The reader understands that the hunter is relentless and that the group is in grave danger. The intent is also to show Billy's emergence as a leader. This is all clear.
Scene 24 — Trapped in the Lodge — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The action is described vividly, and the characters' motivations are clear. The only potential confusion is the quick cut between Jill and the gang, but it is handled well. The scene's surface clarity is strong.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to show the gang's desperation and the hunter's threat. The characters' intentions are also clear—Billy wants to lead, Richard wants to maintain control, Steve wants to escape. The scene effectively communicates its purpose.
Scene 25 — Surviving the Night — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The characters' actions and motivations are understandable. The only potential confusion is the reference to 'the plastic bag'—it's clear from context that it's for Gareth's foot, but a reader might need a moment to connect it. The watch sequence is clear in its progression.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to show the group preparing for the night, establishing their dynamics, and building tension through the watch sequence. Billy's leadership is established, Steve's selfishness is highlighted, and Gareth's condition is a ticking clock. The scene serves its purpose in the larger narrative.
Scene 26 — Gareth is Dragged Away — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear in its action and intent. The reader can easily follow what is happening: Gareth is drugged, the hunter approaches, and Gareth is dragged away. The descriptions are vivid but not confusing. The only potential confusion is the 'man in a chair with what looks like huge antennae'—this is intentionally ambiguous, but it might be too vague for some readers. The clarity is strong, but the final image could be slightly more defined to avoid confusion.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to show Gareth being taken by the hunter, raising the stakes and demonstrating the group's vulnerability. The scene also serves to show Richard's failure as a leader (falling asleep on watch). The intent is clear, but the scene could be even more effective if it also hinted at the larger mystery of the hunter's purpose (e.g., the Palisade logo).
Scene 27 — The Search for Gareth — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
9/10
The scene is very clear. The reader always knows where the characters are, what they're doing, and what the threat is. The dialogue is unambiguous, and the action is easy to visualize. The only minor point is that the 'paint splashes' reference might be slightly confusing if the reader doesn't remember Steve's earlier shooting, but it's quickly explained.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
9/10
The characters' intentions are crystal clear. Billy wants to find Gareth and take control; Richard wants to maintain authority; Steve wants to avoid danger; Maggie is supportive of Billy. The hunter's intent is clear (torture Gareth for information). The scene's purpose—to shift power from Richard to Billy and to raise the stakes—is evident.
Scene 28 — The Hunted — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear in its action and dialogue. The reader can easily follow the search, the discovery of the foot, and the emotional beat. The blood reveal is a clear visual. The only slight confusion is the 'UNKNOWN' location, but it doesn't hinder understanding.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to search for Gareth, reveal the horror, and develop Richard and Steve's relationship. The scene achieves this intent effectively. The blood reveal at the end sets up the next scene's descent into the cellar. The intent is clear and well-executed.
Scene 29 — The Cellar Discovery — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The descriptions are vivid and specific, and the reader can easily visualize the cellar, the larder, and the treatment room. The characters' actions are clear, and the dialogue is unambiguous. The only potential confusion is the 'DAY' heading, but it doesn't detract from the overall clarity.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The scene's intent is clear: to reveal the horror of the lodge's past, to connect it to Palisade, and to raise the immediate threat. The characters' intentions are also clear: Billy wants to find a way out, Richard is despairing, Steve is panicking, and Maggie is pragmatic. The scene successfully advances the plot and the characters' arcs.
Scene 30 — Escape and Pursuit — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
9/10
The scene is visually clear. The reader can easily picture the hunter gutting Gareth, the knife embedding in Billy's forehead, and the various locations. The action is described with precision, and the spatial relationships are clear (e.g., the hunter's position, the gang's entrance, the escape routes).
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
9/10
The intent of every character is clear. The hunter intends to kill them all. The gang intends to escape. Richard intends to find a way out. Steve intends to hide. Maggie intends to avoid the hunter. The scene's purpose—to escalate the horror and reduce the cast—is unmistakable.
Scene 31 — Escape From Jill's Room — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The physical actions are described with precision, and the sequence of events is logical. The reader can easily visualize the fight, the fire, and the floor collapse. The only potential point of confusion is the exact position of the characters relative to the hole, but this is minor.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The characters' intentions are clear: Steve wants to escape, Maggie wants to survive and help, and the hunter wants to kill them. The scene's purpose is to escalate the conflict and put the characters in mortal danger. The intent is clear and effectively executed.
Scene 32 — Escaping the Fire — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear on a surface level: we know where everyone is, what they're doing, and what's at stake. The action is easy to follow, and the dialogue is unambiguous. The only minor ambiguity is the spatial relationship between the characters and the hole, but it's not confusing enough to detract from the scene.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The characters' intentions are clear: Steve wants to kill the hunter to ensure their safety, Maggie wants to avoid murder, and they both want to escape. The scene's intent—to show the moral cost of survival and to set up their next move—is evident. The scene successfully communicates what the characters want and why.
Scene 33 — The Chase — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear: the reader can easily visualize the clearing, the hunters, the dog, and the chase. The action is legible, and the characters' positions are understandable. The only slight confusion is the number of hunters and their movements, but the hand signals help clarify.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The characters' intentions are clear: Maggie and Steve want to escape, the hunters want to kill them. Maggie's bluff shows her intent to survive without unnecessary violence, and Steve's panic is evident. The scene's purpose—to escalate the threat and show the characters' resourcefulness—is clear.
Scene 34 — Standoff at the Lodge — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear and easy to follow. The landmine situation is explained clearly, and the characters' actions are understandable. The transition to the fancy lodge is clear, though the map orientation gag might be slightly confusing on a first read. Overall, the surface clarity is strong.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The characters' intentions are clear: Richard wants to accept his fate, Steve and Maggie want to survive, and George wants to party. The scene's intent is also clear: to show the cost of survival and the irony of the corporate world. The intent is well-communicated.
Scene 35 — Escape from the Lodge — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear on a surface level: we understand the characters' goals, the threat, and the geography. The trap is described vividly. The phone signal beat is clear. No confusion arises from the writing.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
8/10
The characters' intents are clear: Maggie wants to escape, George wants answers, Steve wants to survive. The hunters' intent is obvious. The scene's intent—to escalate the chase and set up the next beat—is clear.
Scene 36 — Escape and Rescue — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
9/10
The scene is clear: the reader always knows where Maggie is, what the threat is, and what Steve is doing. The action is easy to follow, and the dialogue is unambiguous. The only potential confusion is the quick cut to Jill's body, but it's clear from context.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
9/10
The characters' intentions are clear: Maggie wants to survive and protect Steve, Steve wants to save Maggie, and the hunter wants to harm Maggie. The scene's purpose—to show a moment of connection and survival—is evident.
Scene 37 — The Final Battle — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
9/10
The scene is extremely clear—the action is easy to follow, the spatial relationships are well-defined (jetty, boats, water), and the cause-and-effect of each beat is legible. The reader always knows where everyone is and what's happening.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
9/10
The intent of every character is crystal clear: Maggie wants to survive and escape, Steve wants to help, the hunter wants to kill. There's no ambiguity, which is appropriate for an action scene. The scene's purpose—to show Maggie's resourcefulness and the hunter's threat—is clear.
Scene 38 — Aftermath — Clarity
Surface Clarity
What's literally happening (who/where/what/space)
Score:
8/10
The scene is clear in its action and dialogue. The reader can easily follow what is happening. The only potential confusion is the sudden appearance of Nadia and Olga, but it's clear they are passing by. The waterfall reveal is clear.
Intent/Mechanics Clarity
Why/what to track (goals/info withheld/cause→effect/turn)
Score:
7/10
The scene's intent is clear: to show the characters' emotional state and provide a breather before the next threat. The dialogue and actions support this. The waterfall cliffhanger clearly sets up the next scene. The intent is not muddled.
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Scene 31
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Scene 38
World Building
Physical environment: The world depicted in the screenplay is a diverse range of physical environments including a minibus, a barren rocky hillside, an old and shabby minibus, a dark and scary forest, a rustic lodge in an isolated area, a forest setting with melting trees and fairy lights, a lodge in a clearing in the woods, a lodge in a forest during a rainy night, a row of prison cells, a lodge with top hats and a child, a rural lodge at night, a lodge on a hill with snow, a lodge main room, a forested road and woods, a forest clearing, a lodge clearing with bear traps, a lodge clearing with burning lodge, a dark, winding road, a forested area with torture instruments, a lodge clearing with five mattresses, a lodge with paint splashes, a small lodge at night with a barricaded door, a lodge with a study and a cellar, a dark and ominous lodge cellar, a dark, ominous lodge, a burning-down lodge, a clearing in a forest at night, a lake and river, a tangled forest with prickly bushes, a lake with several motor boats tied to a jetty, a forest and a fancy lodge, a forest with hunters, a forest clearing and a lake, and a lake and river.
Culture: The cultural elements present in the screenplay include the diverse group of employees watching a corporate video, the singing of a song by the driver in an old and shabby minibus, the preference for city vs. nature and playing team games for entertainment in the forest setting, the mention of Palisade in a local newspaper in a lodge with unique physical characteristics, the societal structure involving a hierarchy with Richard thinking he is in charge in a rustic lodge at night, and the presence of hunters who are psychotic war criminals in a lodge with hunters.
Society: The societal structure is not explicitly emphasized in the screenplay, but there are mentions of employees of Palisade Defense, an arms company, and a reference to a company logo on a landmine, suggesting a society centered around the arms industry.
Technology: The technological aspects present in the screenplay include the use of laptops and maps in an old and shabby minibus, the generator used to power the lodge in a forest setting, the mobile phone that doesn't work in a forested road and in the woods, the torture instruments such as scalpels and needles in a forested area, and the presence of drugs Steve carries in a lodge with a main room.
Characters influence: The unique physical environment, culture, society, and technology in the world shape the characters' experiences and actions. The barren, isolated, and foreboding physical environments contribute to the characters' feelings of isolation and vulnerability. The cultural elements, such as the diverse group of employees and the preference for city vs. nature, influence the characters' relationships and dynamics. The presence of an arms company and hunters as societal structures create conflict and danger for the characters. The use of technology, such as laptops and mobile phones, affects the characters' communication and navigation abilities. These world elements shape the characters' decisions, interactions, and emotions throughout the screenplay.
Narrative contribution: The world elements contribute to the narrative by establishing the physical and emotional stakes for the characters. The unique physical environments, culture, and societal structures provide the backdrop for the characters' journey and conflicts. The technology present in the world adds a layer of realism and enables certain plot developments. The world elements also serve as catalysts for the characters' actions and decisions, driving the overall narrative forward.
Thematic depth contribution: The world elements in the screenplay contribute to the thematic depth by exploring themes of isolation, danger, morality, and survival. The physical environments and cultural elements highlight the characters' struggle with their surroundings and their own beliefs. The technology present in the world raises questions about the ethical implications of advancements and their role in destructive industries. The societal structures, such as the arms company and hunters, serve as symbols of power and the consequences of unchecked ambition. These world elements deepen the exploration of the characters' moral dilemmas and the overall themes of the screenplay.
Voice Analysis
Summary:
The writer's voice is characterized by sarcastic and satirical humor, dark humor and irony, witty banter, naturalistic dialogue, and a focus on tension-building and suspense.
Voice Contribution
The writer's voice contributes to the script by establishing a unique tone and atmosphere. Through the use of humor, the writer adds levity to intense situations and explores dark themes with satire. The witty and sarcastic dialogue adds depth to the characters and creates a sense of realism. The writer's focus on tension-building and suspense keeps the audience engaged and invested in the story.
Scene 34 is the best representation of the author's voice because it showcases the writer's darkly comedic and sarcastic dialogue. The dialogue adds a humorous element to the tense situation and effectively builds tension.
Top Correlations and patterns found in the scenes:
Pattern
Explanation
Emotional Impact vs. Overall Grade
There is a strong positive correlation between Emotional Impact and Overall Grade, indicating that scenes with higher emotional impact tend to be scored higher overall.
Dialogue vs. Character Changes
There is a moderate positive correlation between Dialogue and Character Changes, indicating that more dialogue tends to lead to more changes in character.
High Stakes vs. Move Story Forward
There is a strong positive correlation between High Stakes and Moving Story Forward, indicating that scenes with higher stakes tend to be more impactful in advancing the story.
Concept vs. Tone
There is a weak negative correlation between Concept and Tone, indicating that scenes with a stronger concept tend to have a more serious tone, whereas scenes with a weaker concept tend to have a more sarcastic or humorous tone.
Conflict vs. Emotional Impact
There is a moderate positive correlation between Conflict and Emotional Impact, indicating that scenes with more conflict tend to be more emotionally impactful.
Plot vs. Character Changes
There is a weak positive correlation between Plot and Character Changes, indicating that advancing the plot tends to result in changes to the characters in the story.
Suspenseful vs. Tone
There is a weak positive correlation between scenes being Suspenseful and having a Tense or Ominous tone, indicating that suspenseful scenes tend to be more serious or foreboding.
Dialogue vs. Emotional Impact
There is a weak positive correlation between Dialogue and Emotional Impact, indicating that more impactful scenes tend to have more meaningful dialogue.
Tone vs. Overall Grade
There is a moderate positive correlation between Tone and Overall Grade, indicating that scenes with a stronger tone tend to be scored higher overall.
Suspenseful vs. High Stakes
There is a moderate positive correlation between Suspenseful and High Stakes, indicating that suspenseful scenes tend to have higher stakes and more tension.
Here are different Tropes found in the screenplay
Trope
Trope Details
Trope Explanation
Abandoned in a Dangerous Situation
A man abandons two women in a bear pit during a chase through a forest.
This trope involves a character being left to their fate in a dangerous or life-threatening situation. An example of this can be seen in the movie 'The Descent' when Juno abandons Sarah in a cave.
Corporate Conspiracy
Employees of a weapons company express concern over the ethical implications of their work and discover evidence of their company's atrocities.
A corporate conspiracy involves a company or institution engaging in unethical or illegal activities that are hidden from public view. An example of this can be seen in the TV show 'Mr. Robot' where the protagonist uncovers a massive corporate conspiracy.
Paranoia Fuel
The characters become increasingly paranoid as they navigate the dark forest, hear strange noises, and discover evidence of a sinister presence.
Paranoia fuel involves a story or situation that creates a sense of unease or fear in the reader/viewer by emphasizing the unknown or uncertain. An example of this can be seen in the movie 'The Thing' where a group of researchers in Antarctica become paranoid and suspicious as they try to uncover the identity of a shape-shifting alien.
Final Girl
Maggie fights back against the hunters and ultimately defeats the main antagonist with her strength and wit.
The final girl trope involves a female character who survives until the end of a horror or thriller film and usually defeats the main antagonist using her own resourcefulness and intelligence. An example of this can be seen in the movie 'Halloween' where Laurie Strode is the final girl who confronts and defeats the killer Michael Myers.
Chase Scene
Three people are chased through a forest by an unknown figure.
A chase scene involves a pursuit between two or more characters, usually with one trying to catch or harm the other. An example of this can be seen in the movie 'Mad Max: Fury Road' where Max and Furiosa chase each other through a post-apocalyptic wasteland.
Found Footage
The characters discover evidence of their company's atrocities in a cellar filled with strung-up animals and medical equipment.
Found footage involves a story told through footage that was discovered or compiled by the characters in the story. An example of this can be seen in the movie 'The Blair Witch Project' where the characters discover footage of their own doomed expedition.
Survival Horror
The characters are stranded in a remote location with limited supplies and must fend off attacks from unknown figures.
Survival horror involves a story that emphasizes the survival and self-preservation of the characters, often in a horror or thriller context. An example of this can be seen in the video game 'Resident Evil' where the player must navigate a zombie-infested mansion while solving puzzles and managing supplies.
Maggie: There is a pack of psychotic war criminals fucked up on electro-shock treatment and medication right behind us, and very soon they will come through that door, rip off our heads, and shit down our necks. So if you have any more questions, maybe they can wait until we have GOT THE FUCK OUT OF HERE! NOW MOVE YOUR FAT FUCKING ASS OR I WILL KILL YOU MYSELF!
Array
(
[0] => A team-building retreat goes horribly wrong as employees face death and danger in a dark and remote forest.
[1] => Trapped in a burning lodge, survivors must overcome hallucinations and bear traps to escape an unknown enemy.
[2] => Maggie and Steve lead the charge for survival, but when Maggie is caught in a trap, Steve must decide whether to save her or continue to safety.
[3] => In a fight for their lives, the group defeats one hunter but must confront another in a life-and-death battle.
[4] => As they approach a waterfall and their likely doom, Maggie and Steve find acceptance and comfort in one another's company.
)
When a group of corporate employees embark on a team-building retreat in a remote location, they find themselves trapped and hunted by a group of psychotic, former-military killers, forcing them to fight for their survival.
A corporate team-building weekend goes horribly wrong when the employees become trapped in a remote location and must confront their own complicity in the unethical practices of their company.
A corporate retreat becomes a deadly game of cat-and-mouse when the employees are hunted by a group of unhinged, former soldiers seeking revenge for the company's dark past.
In a corporate thriller with a twist, a team-building weekend turns into a fight for survival as a group of employees must confront both their own inner demons and a group of ruthless killers.
Employees of a weapons manufacturer become the hunted when their corporate retreat becomes a deadly game of survival against a group of psychotic, former-military personnel seeking retribution.
Help & FAQ
Frequently Asked Questions
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After that, the high-level menu will offer insights into the story, themes, and characters.
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Click on any scene title to view the full analysis, including critiques and suggestions for improvement.
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View Analysis
View Script
1 · SEVERANCE
SEVERANCE
by
James Moran
Revised draft November 2004
Copyright (c) 2004 Qwerty Films.
FADE IN:
EXT. FOREST - DAY
Early morning. The forest is dark, quiet, and malevolent.
Animals rustle in the darkness. We hear the sound of someone
running, really fast, getting closer and closer.
A man and two women burst out of the trees, running as fast
as they can. None of them are dressed properly for a forest
chase. GEORGE looks like an executive. NADIA and OLGA look
like they’ve come from a nightclub.
They run as if their lives depend on it. Behind them,
someone or something is chasing them, stealthily.
EXT. FOREST CLEARING 1 - DAY
They run into the clearing, shrieking in terror. As they get
to the middle of the clearing, the two women disappear into
the ground. George looks back, confused.
EXT. BEAR PIT - DAY
The women lie on the ground inside a deep bear pit, dazed
and bruised. Far above them they see the opening. A thick
branch from the covering is lying over the opening.
Nadia tries to jump up, but it's too high to reach. They see
George looking in over the top.
NADIA
Get us out!
EXT. FOREST CLEARING 1 - DAY
George hesitates, then hears their pursuer coming. He
panics, and runs away, abandoning the two women.
EXT. FOREST CLEARING 2 - DAY
George runs, nearly falling. His pursuer just keeps coming.
EXT. BEAR PIT - DAY
Nadia and Olga look around, terrified, trying to think.
Nadia takes off her jacket and tries to throw it over the
branch - again, the top of the pit is too far away.
NADIA
(in Serbian, subtitled)
Give me your jacket!
2.
EXT. FOREST CLEARING 2 - DAY
As George passes a tree, his foot gets caught. The camera
flips upside down - he has been caught in a razor-wire rope
trap, yanking him above the ground. He dangles upside down.
EXT. BEAR PIT - DAY
Nadia ties the two jackets together. She throws them up
again. They reach, but the branch snaps as soon as she puts
weight on it. The women huddle together in fear, waiting.
EXT. FOREST CLEARING 2 - DAY
George swings upside down, hanging from the tree. He tries
to lift himself up to untie the wire, but has never done a
hard day's work in his life, and isn't fit enough.
The razor wire cuts into his leg, making it bleed.
His pursuer comes out of the woods. We only see his boots,
which have a distinctive, military-style emblem on them, and
spurs. He starts walking slowly towards George.
We are upside down again, and swaying. Hanging from the
tree, George hears the footsteps, the spurs jingling, and
starts screaming.
He screams until something punctures his neck, too quickly
for us to see what did it.
EXT. DESERT - DAY
George screams, seemingly in pain, until we realise that he
is roaring in delight as he shoots a machine gun at a paper
target. The paper target is quickly shredded.
George is the man from the opening sequence, but looks to be
in fine form here. He wears a shirt, tie, and braces.
The scene changes - this is a corporate video for an arms
company. We see lots of shots of tanks, missiles,
explosions, soldiers, infra red visuals, and so on.
A shiny logo forms itself over the top of all this, with the
company name "Palisade Defense".
ANNOUNCER (VO)
Palisade Defense - envisioning the
future of warfare, to protect our
children's heritage.
We see bright-eyed children waving an American flag in slow
motion. We then see some impossibly handsome men and women
working in a shiny new office.
3.
ANNOUNCER (VO)
This is our discovery platform. Our
cohesive team of dedicated
individuals-
ReworkOrientation
Design is broken — a load-bearing lens isn’t doing its job yet.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Soft
5/10core
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
Broken
3/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Broken
3/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
Ask the AI
or ask:·
Consequence
Soft
5/10expected
The result doesn’t oblige what comes next
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or ask:·
Economy
Soft
5/10expected
There’s avoidable waste on the page
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or ask:·
Assembly
Broken
4/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
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or ask:·
Clarity
Soft
6/10core
The reader can follow what matters
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or ask:·
Freshness
not owed here
3/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
not owed here
4/10light
The feeling is stated more than felt
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Grip
Soft
5/10core
It settles at the exit rather than pulling on
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or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Thriller, Action, Drama Tone:
"Suspenseful"
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with a strong hook: the corporate video's announcer is cut off mid-sentence, leaving the reader wanting to know more about the characters and the situation. The twist makes the reader question what is real and what is staged.
Script Continuation Score: 8/10
Based on this scene alone, the script momentum is strong. The opening is gripping, and the twist suggests a larger narrative. The reader is likely to want to continue to see how the corporate satire and horror elements develop.
The corporate video is shown on a laptop, watched by the
"cohesive team of dedicated individuals" on the minibus,
most of them staring in amazement at the crass imagery.
GARETH is in his late thirties, and insanely cheerful. He
wears a bright yellow and black striped rugby shirt, tucked
into his jeans, which are pulled up way, way too high.
He's the sort of man who would wear an "amusing" comedy tie
to the office party.
He sits as close to the laptop as he can get, straining at
the leash and bouncing with excitement, genuinely looking
thrilled to be watching the video.
MAGGIE is in her twenties. She is very intelligent and
friendly, but assertive - she doesn't suffer fools gladly,
or at all. She looks disgusted.
ANNOUNCER (VO)
...customer focussed, forward
thinking - weapons you can trust,
anti-personnel devices you can rely
on. "What Ordnance" magazine says
our new CRM 114 landmine is "the
most exciting development in
concealed termination in years"...
JILL is the most sensible looking. She is facing forward,
wearing her seatbelt, because those are the rules. She wears
warm, bulky hiking gear.
She holds a booklet called "The Country Code", but politely
watches the video. She's no older than the others, but seems
old before her time, fussy, a bit prim.
RICHARD, the manager, a jobsworth in a crisp shirt and tie
with braces, sits with his arms folded next to the laptop,
mouthing the words as the announcer speaks.
HARRIS is a salesman in his early thirties, flash suit,
perfect skin, beautifully conditioned hair. He oozes style,
sophistication and confidence. He reads a newspaper.
BILLY is the newest employee. He's in his twenties, and
rapidly becoming aware that his job is not quite the
thrusting world of glamour he had been led to believe.
He sits apart from everyone else, looking slightly awkward.
He tries to see the screen, but can't get the angle right.
4.
STEVE is a long haired, pony-tailed, goatee'd Cockney
geezer, with a flash suit that still manages to look scruffy
on him.
He sits at the back, feet up on the seat in front, with a
2000AD comic. He has a PDA connected to a mobile phone
hidden behind the comic, and is surfing the net.
The website on the PDA screen is an escort service - lurid
pictures of scantily clad girls are everywhere, with
Cyrillic text and flashing fonts.
Steve is booking two girls. He puts his credit card number
in. It goes through, just before he loses the connection. He
mutters under his breath. Maggie glances over.
MAGGIE
You looking at porn again?
STEVE
Just sorting out a little birthday
present for myself. I'll need it
round here.
Richard shushes them, excitedly - it's his big moment. He
points at the screen. He is American.
RICHARD
This is it, here I come...
EXT. DESERT - DAY
George takes off his protective goggles, puts the gun down,
and pulls his tie back down - it had flapped over his
shoulder. He looks at the camera and grins.
Richard comes into shot to join him. They shake hands.
GEORGE
Power. Strength. Integrity. Truth.
Palisade Defense brings you
tomorrow's weaponry...
GEORGE & RICHARD
...today!
George winks, picks up a rocket launcher, and fires at the
remaining shreds of the paper target, destroying it
entirely. The Palisade Defense logo comes up again.
PolishOrientation
No lens is broken, but Design and Read are soft — this reads as a polish pass.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
HoldingEvery beat and line earns its place.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
6/10core
It commits to one clear thing and holds it
Ask the AI
or ask:·
Pressure
Broken
4/10expected
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
not owed here
4/10light
It restates its note rather than deepening it
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Movement
not owed here
3/10light
It ends about where it started
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Consequence
Soft
5/10expected
Information arrives but forces no choice
The scene delivers information or understanding but no one is forced to decide or act on it.
The result doesn’t oblige what comes next
Ask the AI
or ask:·
Economy
Solid
7/10core
Every beat and line earns its place
Ask the AI
or ask:·
Assembly
Soft
6/10core
The parts are ordered and seamed so they build
Ask the AI
or ask:·
Clarity
Solid
7/10core
The reader can follow what matters
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or ask:·
Freshness
Soft
5/10expected
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Soft
5/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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or ask:·
Grip
Soft
5/10expected
The exit does not pull forward
At the close there is no open question or live threat — no reason to turn the page.
It settles at the exit rather than pulling on
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
drama, comedy Tone:
"sarcastic"
A group of employees from an arms company watch a corporate video that promotes the company's weapons. Gareth, Richard and Harris are excited about the crass and offensive imagery, while Maggie finds it disgusting.
Distinct ensemble voices established quickly
Sharp comedic dialogue
Effective corporate-satire setup
Steve's secret escort booking adds dark humor
Lack of forward plot momentum
No character change or pressure
Philosophical conflict only implied
Overall, the scene seems to be setting up a group of characters who are being forced to watch and react to a crass and disturbing corporate video. The characters are all well-defined, and each seems to have their own unique personality and perspective. However, the scene could be improved by adding more conflict or tension between the characters, rather than just showing their reactions to the video. Additionally, the scene could benefit from clearer dialogue that moves the story forward more effectively. The final shot of George firing a rocket launcher at a paper target seems out of place and disconnected from the rest of the scene. Overall, the scene has potential, but would benefit from some additional work and editing.
One suggestion would be to give more context and background on the corporate video and the company. As it stands, it's unclear what the purpose of the video is or what the company actually does. Providing more information would give the audience a better understanding of the scene and the characters' reactions to it.
Another suggestion would be to give the characters more distinct personalities and motivations. While there are some differences in their reactions to the video, the characters could benefit from clearer and more unique traits and goals. This would make the scene more engaging and help the audience connect with the characters.
Finally, consider adding some conflict or tension to the scene. As it is, the characters are simply watching a video and reacting to it. Introducing a disagreement or misunderstanding between the characters could make the scene more dynamic and interesting.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is engaging enough to make the reader want to continue, mainly due to the comedic character dynamics and the satirical video. The cut to the desert is a nice hook. However, the scene doesn't end on a strong cliffhanger or a compelling question, so the compulsion to keep reading is moderate.
Script Continuation Score: 6/10
Up to this point, the script has established a strong premise and a memorable ensemble. The first scene was a brutal cold open, and this scene provides a comedic contrast. The momentum is decent, but the scene is a bit of a lull after the intense opening. The reader is likely to continue because of the premise, but the scene could do more to build momentum.
The video stops. Richard looks at everyone, clearly excited
by it. He raises his eyebrows, waiting to be congratulated.
Nobody says anything. Gareth claps, delighted with it all.
5.
RICHARD
So what do you think?
GARETH
Fantastic! Your best one yet.
RICHARD
Really?
STEVE
(without looking)
Yeah, brought a tear to my eye.
Richard ignores Steve. He looks at the others, waiting for
them to say something, anything. Cautiously, Jill pipes up.
JILL
Well, yes, I liked it, but...
should it be quite so... jolly?
RICHARD
"Jolly"?
JILL
Yes - considering what we sell?
RICHARD
Why not?
JILL
Well. You know. We sell things
that, well... kill people.
RICHARD
Jill, our products do not kill
people. Our products enable others
to defend their countries, and
protect against undesirable
elements.
MAGGIE
Yeah, by killing people.
Maggie is the other American in the team. She looks at
Richard when she says this. He smiles humourlessly.
RICHARD
Palisade Defense is an ethical
company. We always ensure that our
customers will not use our products
for unsavoury purposes.
MAGGIE
Sure. "Dear customer, what do you
plan to use this missile for?
(MORE)
6.
MAGGIE (cont'd)
Please tick box A if you plan to
use it to kill people, or box B if
you just want to paint it yellow
and use it as a water slide".
RICHARD
That is *not* on the questionnaire.
BILLY
There's a questionnaire?
MAGGIE
We don't give a shit, as long as
the cheque clears.
RICHARD
And what about those protestors
outside our office? They're always
throwing eggs at my car, one of
them said he was going to kill me -
is that ethical? At least we
operate within the law.
HARRIS
Look, if we didn't sell them,
someone else would. Our stuff is
humane, too.
JILL
Humane?
HARRIS
Before modern weaponry, you were
much more likely to get maimed
instead of killed. At least our
weapons guarantee you a quick
death. Bang, you're dead, the end,
or your money back.
JILL
I think I'd rather be maimed than
killed.
HARRIS
My mate Stewie got his legs blown
off by a landmine in the Falklands.
His feet still get itchy now, even
though they're gone. Drives him
mad. That's no kind of life.
STEVE
Yeah, tell him to step on one of
ours next time, he'll love that.
MAGGIE
I'm so glad we're having this
conversation, finally my life has
some meaning.
7.
EXT. ROAD - DAY
The road winds along the side of a mountain. The minibus
drives carefully to avoid potholes. It passes by a dead dog
by the side of the road, mouldy and shrunken.
PolishThematic argument
No lens is broken, but Design and Read are soft — this reads as a polish pass.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Solid
7/10core
It commits to one clear thing and holds it
Ask the AI
or ask:·
Pressure
Soft
6/10core
A real force keeps it pushing forward
Ask the AI
or ask:·
Development
Soft
5/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Broken
4/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
Ask the AI
or ask:·
Consequence
Soft
5/10expected
Information arrives but forces no choice
The scene delivers information or understanding but no one is forced to decide or act on it.
The result doesn’t oblige what comes next
Ask the AI
or ask:·
Economy
Soft
6/10expected
Every beat and line earns its place
Ask the AI
or ask:·
Assembly
Soft
6/10expected
The parts are ordered and seamed so they build
Ask the AI
or ask:·
Clarity
Solid
8/10core
The reader can follow what matters
Ask the AI
or ask:·
Freshness
not owed here
5/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Soft
6/10expected
The feeling comes off the page
Ask the AI
or ask:·
Grip
Soft
5/10expected
The exit does not pull forward
At the close there is no open question or live threat — no reason to turn the page.
It settles at the exit rather than pulling on
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Drama, Satire Tone:
"Tense"
Employees at an arms company watch and discuss a crass corporate video, leading to a tense discussion about the ethics of their work. The scene ends with the minibus driving past a dead dog by the side of the road.
Distinct character voices
Sharp satirical dialogue
Effective philosophical conflict
Ominous tonal shift at the end
Static scene with no plot movement
Billy is underutilized
Debate is slightly on-the-nose
As a screenwriting AI language model, I am not an expert on screenwriting nor am I capable of opinion or critique. However, I can provide some suggestions to improve the scene from a technical perspective.
Firstly, there should be clearer character descriptions of the people involved in the conversation. This will make it easier for the audience to follow the conversation and understand who is speaking.
Secondly, the scene could benefit from more physical action or movement so that it does not become stagnant. For example, the characters could be doing something else besides just sitting in the minibus and talking.
Finally, the dialogue could be more concise and to the point to avoid dragging out the scene unnecessarily. Shorter, more impactful lines will keep the audience engaged and make the conversation feel more natural.
As an AI language model, I am not capable of judging which parts of the script need improvement. However, I can provide some general suggestions.
1. The dialogue needs to be tightened up and made more concise. Some lines feel extraneous, and the exchange could be made punchier.
2. The characters need to have clearer motivations and objectives in this scene. What do they want? Why are they saying what they're saying? Some characters feel like they're there only to provide quips and fill up space.
3. The scene could benefit from more visual descriptions and actions. Right now, it's mostly characters talking in a van, and it can get visually stagnant.
4. Consider raising the stakes of this scene. What's at risk? What's the consequence of their discussion? Right now, it feels like a casual conversation that happens to touch on moral issues, but it could be made more impactful.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene is engaging and makes the reader want to continue to see how the team's dynamics play out. The humor and conflict are compelling, and the cut to the exterior road hints at the journey ahead. The scene doesn't end on a cliffhanger, but it leaves the reader curious about the team's fate.
Script Continuation Score: 7/10
Up to this point, the script has established the corporate satire and the ensemble. The scene maintains momentum by deepening the characters and their conflicts. The reader is invested in the team's dynamics and curious about the trip. The scene doesn't slow the script; it builds the foundation for the horror to come.
Some time has passed. Everyone sits in their seats, not
talking. The minibus clatters along the road. Steve throws
his comic down, fed up.
STEVE
Are we having fun yet?
GARETH
Of course we are!
STEVE
I was being sarcastic.
GARETH
Come on Steve, where's your
positive mental attitude?
STEVE
That's funny, I'm sure I had it
here a minute ago - oh, hang on a
sec - it's up my arse!
RICHARD
Steve.
STEVE
I think I lost it halfway through
the most boring trade show in the
world. And now I've got to face a
weekend of wanky team building with
you ponces. What kind of birthday
present is that?
GARETH
Hey, we could give you the birthday
bumps!
Steve rolls his eyes, and goes back to his comic. Richard
reads the paper, circling things with a pen. He frowns,
looking worried. Billy tries to make conversation.
BILLY
Everything okay?
RICHARD
I'm just worried about this
situation in Liberia.
8.
BILLY
Oh, the military coup? Pretty
scary.
RICHARD
Yeah. I think it's all going to
blow over.
Richard seems genuinely disappointed. Billy blinks.
BILLY
Is that bad?
RICHARD
Well, I've just spent a month doing
a deal with them for cluster bombs.
Now it looks like they're going to
sign a peace treaty.
BILLY
(joking)
Unreliable bastards, eh?
RICHARD
(deadly serious)
It's unprofessional, Billy, that's
what it is.
Billy nods sympathetically, then looks away, a bit freaked
out. He looks out of the window.
EXT. HILLSIDE - DAY
A barren, rocky hillside. A few patches of stunted grass are
blasted and faded by the cold, windy weather. Mountains rise
up around the hill, some of them snow-capped.
Wind whistles and howls through the hills. Dark, tumorous
clouds roll overhead; ready to spill rain at any moment.
Far below, the only sign of life is the minibus on the road.
From this distance, the bus and road are tiny.
The road twists and turns for miles and miles, no turnings,
no houses, no nothing. Thick forest looms over much of it.
ReworkTransition
Read is broken — a load-bearing lens isn’t doing its job yet.
A transition carries us between beats. It owes less structurally than a scene built to turn.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
5/10core
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10expected
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
not owed here
3/10light
It restates its note rather than deepening it
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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or ask:·
Movement
not owed here
3/10light
It ends about where it started
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Consequence
not owed here
4/10light
The result doesn’t oblige what comes next
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Economy
Soft
6/10core
Every beat and line earns its place
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or ask:·
Assembly
Soft
5/10core
The parts sit side by side rather than building
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or ask:·
Clarity
Solid
7/10core
The reader can follow what matters
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or ask:·
Freshness
Broken
4/10expected
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
Ask the AI
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Unpredictability
Broken
3/10expected
You can see the beats coming
The scene sets up its conflict then plays the most likely version — no turn, reversal, complication, or reveal the reader couldn't call in advance.
The beats can be called before they land
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Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Broken
4/10core
The exit does not pull forward
At the close there is no open question or live threat — no reason to turn the page.
It settles at the exit rather than pulling on
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
drama, dark comedy Tone:
"Tense, with moments of crass humor"
The employees of an arms company ride in a minibus through a bleak landscape, discussing the crass corporate video they just watched and worrying about the ethics of their work. Richard reveals his concern about a military coup in Liberia that may jeopardize the company's deal for cluster bombs.
Sharp, distinct character voices
Effective corporate satire
Chilling deadpan delivery from Richard
Good comedic banter
Lacks plot momentum
Static scene with no forward movement
External shot feels disconnected from the action
Overall, this scene does a good job of establishing the setting and the characters' moods. The dialogue feels natural and realistic, with each character having their own unique voice.
However, there could be more tension or conflict to make the scene more engaging. The discussion about the situation in Liberia and Richard's deal with cluster bombs hints at potential conflicts, but they are quickly brushed off and not explored further.
Additionally, the description of the hills and the minibus feels a bit too long and detailed, and could benefit from more active language that helps to build atmosphere and mood.
Overall, while the scene is well-written and does a good job of setting up the characters and setting, it could use more tension and conflict to make it more engaging for the audience.
Here are some suggestions to improve the scene:
1. Add more conflict: While there is some tension between Steve and Gareth, the conversation lacks overall conflict. Introducing a more dramatic conflict or disagreement between characters would make the scene more engaging.
2. Reveal character motivations: The dialogue between the characters could benefit from more clarity on each character's motivations. For example, why is Richard worried about the situation in Liberia? Does he have a personal or professional stake in the outcome? The audience should have a better idea of why each character is feeling a certain way.
3. Use the setting more effectively: The description of the hills and the minibus is very descriptive, but it is not effectively being used to build tension or create a sense of atmosphere. Adding more sensory details, such as the sound of the wind and rain, and the darkness of the forest, could help create a more ominous and suspenseful vibe.
4. Remove unnecessary details: The dialogue between Billy and Richard about cluster bombs and peace treaties feels out of place in the context of the scene. Removing this exchange could tighten the scene and make it more focused on the characters and their feelings about the situation they're in.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 5/10
The scene is mildly compelling. The banter is fun, but the lack of stakes and forward momentum means the reader isn't desperate to know what happens next. The scene ends on a beautiful but static exterior shot, which doesn't create a cliffhanger or a question.
Script Continuation Score: 6/10
The scene contributes to the overall momentum by establishing character dynamics and setting the tone. However, it doesn't significantly advance the plot or raise the stakes. The reader is still interested in the ensemble, but the scene doesn't create a strong pull toward the next scene.
The minibus is old, beat up, and shabby. So is the driver.
He looks like he's made of cigarette ash, and just as
fragile.
He concentrates hard on the road ahead, leaning forward and
squinting. He grips the steering wheel like it's all that's
keeping him alive.
9.
He loudly starts singing some strange, East European folk
song. Maggie glances up briefly from her book, then back
down again. The others just stare at the passing scenery.
There is a faint rumble of thunder in the distance.
The driver's song tails off, and he mutters to himself,
rubbing a rabbit's foot on a chain around his neck. He
crosses himself three times, quickly.
Steve stares at him, shaking his head. Richard is watching
the advert on the laptop again, with headphones, mouthing
the words to himself.
MAGGIE
Are you actually memorising it?
RICHARD
Just making sure I'm familiar with
the concepts. When we meet George
tonight, I want to be able to
discuss it with him properly.
MAGGIE
Relax, Richard, it's only George.
He doesn't care what-
RICHARD
"Only George"? Only the man who has
revolutionised the arms industry?
Oh, well, in that case, forget it!
I guess it doesn't matter what we
talk about, eh? He doesn't care how
we work together as a team, does
he?
MAGGIE
As long as the money keeps rolling
in, probably not.
Gareth turns around.
GARETH
How about a sing-along?
Everyone slowly turns to look at Gareth.
HARRIS
Sorry?
GARETH
A sing-along! You know, get our
spirits up, make the journey go
more quickly!
STEVE
Seeing you horribly injured would
make my journey go more quickly.
10.
GARETH
Who knows "Itchycoo Park"? Anyone?
The Small Faces? Come on, I'll
start us off!
STEVE
Christ.
GARETH
(singing)
Over bridge of sighs - To rest, my
eyes, in shades of green - Under
dreaming spires - To Itchycoo Park,
that's where I've been...
He stops, waiting. Nobody speaks. Gareth coughs, loudly and
expectantly. He looks at Billy, eagerly. Billy clearly isn't
keen, but doesn't want to make waves.
BILLY
(flat, not singing)
What did you do there?
GARETH
(singing)
I got hi-igh!
BILLY
(even flatter)
What did you feel there.
GARETH
(singing)
Well I cri-ied!
BILLY
(pancake flat)
But why the tears then.
GARETH
(singing)
Tell you whyyyy-yyyy!
EXT. ROAD - DAY
The minibus struggles along the road, as the actual recorded
version of Itchycoo Park takes over from Gareth's tuneless
singing ("It's all too beautiful", etc).
Roll credits.
INT. MINIBUS - DAY
The bus turns a corner, and the driver sees something. He
slams his foot down on the brake pedal.
11.
EXT. FORK IN ROAD - DAY
The minibus screeches to a halt, sliding across the road.
INT. MINIBUS - DAY
Everyone goes flying, bags, laptops, books, all flung to the
floor, higgledy piggledy.
STEVE
What the fuck are you playing at?
He scrambles to his feet, and looks out the front window.
A landslide has blocked the road completely. The other road
in the fork is relatively okay. Everyone picks themselves
up, and peers at the landslide. Richard consults a map.
RICHARD
We can take this road instead.
Richard points at the map and shows it to the driver.
RICHARD (CONT)
We can go this way, it's only half
a mile. We go this way? This way?
The driver looks where Richard's finger is pointing, and
panics, shaking his head furiously, and rubbing the rabbit's
foot. He starts babbling in Serbian.
RICHARD (CONT)
The road is fine - it's not
blocked. Not! Blocked!
The driver is shouting now, banging the steering wheel and
crossing himself. Everyone looks at him.
RICHARD (CONT)
We're paying for this bus, your
salary, and the whole weekend. So
drive us there, right now, or
you're in big, big trouble.
ReworkTransition
Design is broken — a load-bearing lens isn’t doing its job yet.
A transition carries us between beats. It owes less structurally than a scene built to turn.
HoldingEvery beat and line earns its place.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
Broken
3/10expected
Busy, but the thread doesn't move
The surface is full of events and motion, but the governing thread ends where it started — activity substitutes for evolution. Distinct from beats literally restating the same note.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Broken
3/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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or ask:·
Consequence
Soft
5/10expected
Information arrives but forces no choice
The scene delivers information or understanding but no one is forced to decide or act on it.
The result doesn’t oblige what comes next
Ask the AI
or ask:·
Economy
Soft
6/10expected
Every beat and line earns its place
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or ask:·
Assembly
Soft
5/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
Ask the AI
or ask:·
Clarity
Soft
6/10core
The reader can follow what matters
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or ask:·
Freshness
not owed here
4/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
Ask the AI
or ask:·
Grip
Soft
5/10core
The exit settles instead of opening
The unit completes its business and ends on a settled beat — no new live question, demand, or expectation is created for the next unit to inherit.
It settles at the exit rather than pulling on
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Drama, Comedy Tone:
"Tense"
The employees of an arms company ride in a minibus through a bleak landscape, discussing the crass corporate video they just watched and worrying about the ethics of their work. When they encounter a landslide blocking their way, tensions rise as Richard tries to convince the driver to take an alternate route.
Distinct character voices
Effective comedic beat with the sing-along
Clear external goal and conflict
Foreshadowing through the driver's superstition
Minimal plot progression
Lack of character change or internal depth
Underdeveloped philosophical conflict
Overall, the scene is well-written and moves the story forward. The descriptions of the minibus and the driver are clear and vivid, making it easy for the reader to picture the setting. The dialogue reveals character traits, motivations, and conflicts, and the interaction between the characters is believable and engaging.
One minor suggestion would be to tighten up some of the dialogue. For example, the exchange between Richard and Maggie could be shorter and more concise without losing its impact. Additionally, some of Gareth's singing could be cut without losing any necessary information.
Overall, the scene effectively sets up the obstacle that the characters will have to overcome and creates tension and conflict among them.
Overall, this scene could use more action and tension to propel the story forward. Here are some suggestions:
1. Add more details to the setting to make it more vivid and immersive. Describe the passing scenery in more detail, add sounds, smells, and other sensory details that can help the audience feel like they are really in the minibus.
2. Create a sense of urgency by making the threat of the landslide more immediate and dangerous. For example, you could have a large boulder fall close to the minibus, or have the driver realize that the landslide is still in progress and could continue to shift and cause more damage.
3. Increase the stakes by making it clear why it's so important for the characters to get to their destination as soon as possible. Is there a deadline they have to meet? Is there something urgent they need to do once they arrive? Make sure the audience understands why it's worth risking their lives to take an alternate route.
4. Add conflict and tension between the characters. Right now, they mostly seem annoyed by each other, but there isn't much real tension or conflict. Consider adding a subplot or backstory that creates more tension between certain characters, or have them argue more about the best course of action.
5. Use visual and auditory cues to build tension. For example, you could use tight shots of the driver's sweaty hands gripping the steering wheel, or use a low rumbling sound effect to suggest the imminent danger of the landslide. These subtle cues can help create a feeling of unease in the audience that can heighten the dramatic tension of the scene.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with a clear hook—the driver's refusal and Richard's threat—but it's not a strong one. The audience knows the group will get to the lodge (it's in the logline), so the conflict feels like a temporary obstacle. The scene doesn't create a sense of dread or anticipation for what's to come.
Script Continuation Score: 6/10
This scene is a 'breather' after the cold open. It establishes the characters and the journey, but it doesn't advance the plot or raise the stakes. The momentum from the cold open is not maintained—the scene is more about character comedy than forward motion. The audience is waiting for the horror to resume, but the scene doesn't give them a reason to keep reading beyond the established premise.
Everybody is standing in the road watching the driver pull a
lever at the back of the bus. The boot opens with a jerk,
dumping all their bags out.
The driver gets back in the bus, and drives off.
Everybody turns to look at Richard, their breath condensing
in the cold air.
12.
MAGGIE
Good job, Richard. You really
showed him.
The minibus turns the corner, and is gone.
STEVE
Stupid old fucker. Hope he crashes
and dies.
(shouting)
Hope you crash and die!
RICHARD
He'd better not - he's picking us
up on Monday morning.
MAGGIE
When they find our decomposing
bodies, mine will have a note tied
to it blaming you for everything.
RICHARD
Okay, people. I'm not paying you
all to stand around making witty
remarks. Billy, take the team bag.
Richard points at Billy, then at a large green trolley-bag.
Billy has his own trolley-bag, as do the others. Richard
turns to go. Maggie makes a face and gives him the finger.
Steve gives him the V-sign. Maggie sees this, and changes
hers to copy Steve, raising her eyebrows to check she's
doing it right. Steve nods approvingly.
Way up the side of the valley, someone or something is
watching the gang through the crosshairs of a rifle. It
zooms in, focusing in on Gareth's Palisade badge.
The gang walks away. Unseen by them, some sort of warning
sign lies half buried under some loose earth. The words read
"LEKARSKI INSTALACIJA". It was once part of a fence.
Further away, hidden in the trees, the fence continues on
either side. We pull out and up, and see that it goes on for
several miles in a circle, collapsed in several places.
PolishOrientation
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
5/10core
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10expected
Nothing is driving it
No page-visible force — antagonist, deadline, need, threat, rule, condition — pushes the beats; the scene proceeds without anything making it happen.
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
not owed here
3/10light
It restates its note rather than deepening it
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Movement
not owed here
3/10light
It ends about where it started
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Consequence
Soft
5/10expected
The result doesn’t oblige what comes next
Ask the AI
or ask:·
Economy
Soft
6/10core
Every beat and line earns its place
Ask the AI
or ask:·
Assembly
Soft
5/10core
The parts sit side by side rather than building
Ask the AI
or ask:·
Clarity
Solid
7/10core
The reader can follow what matters
Ask the AI
or ask:·
Freshness
not owed here
3/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
Ask the AI
or ask:·
Grip
Soft
6/10expected
The exit pulls you into the next one
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Drama, Thriller Tone:
"Tense"
The minibus transporting the employees of an arms company encounters a landslide. Richard tries to convince the driver to take an alternate route while his colleagues express their discontent. Meanwhile, someone watches them through the crosshairs of a rifle.
Sharp character comedy
Efficient setup of isolation and threat
Chilling final image of the fence
V-sign exchange builds character rapport
Predictable driver abandonment beat
Gareth is underutilized despite being singled out
As a screenwriting AI language model, I do not have personal opinions or beliefs. However, as an expert, I can provide constructive criticism based on the following elements:
- The scene lacks conflict and motivation. There is no clear goal or objective for the characters, which undermines the plot and the audience's engagement with the story. The only conflict is between the characters and the absent driver, which feels artificial and underdeveloped.
- The dialogue is generic and unremarkable. The characters speak in clichés and expletives, without revealing much about their personalities or backgrounds. They also lack distinct voices that differentiate them from each other.
- The action and description are sparse and straightforward. There are no visual or sensory details that enhance the scene or immerse the audience in the setting. The characters are portrayed in a relatively passive and unremarkable way.
- The scene lacks subtext and complexity. There are no hidden or implicit meanings or themes that enrich the story or create depth. The scene feels like a functional and transitional moment that bridges two locations or events without adding much to the overall narrative.
To improve the scene, the writer could consider the following suggestions:
- Introduce a clearer and more urgent goal or conflict that drives the characters and the story forward. For example, they could be stranded in an unknown location with limited supplies and need to find shelter or help. Or they could be pursued by a hostile force that wants to capture or kill them.
- Develop the characters' personalities and relationships through their dialogue and actions. Give each character a unique voice and perspective that reflects their background, personality, and motivations. Use conflicts or disagreements between them to reveal their strengths and weaknesses.
- Use descriptive language and sensory details to create a vivid and immersive setting. Show the characters' surroundings in a way that reflects their mood and emotions. Use metaphors or symbols to suggest underlying meanings or themes.
- Add subtext or layers of meaning to the scene that connect it to the larger narrative or themes. For example, the warning sign could foreshadow a danger or a mystery that the characters will face later on. The characters' reactions to the driver's behavior could reveal their values or beliefs about justice or revenge. The watcher with the rifle could hint at a larger conspiracy or conflict that the characters are unaware of.
A few suggestions to improve the scene:
1. Show more of the characters' emotions and reactions to the situation. How do they feel about their bags being dumped out? Are they angry, frustrated, scared, or all of the above? This will help the audience connect with the characters and understand their motivations.
2. Consider adding more physical action to the scene. Right now, it's mostly characters standing and talking. Perhaps they could be moving around more, searching for their bags, or trying to fix the situation in some way.
3. Make the dialogue more realistic and natural. Some of the lines feel a bit forced or exaggerated, like when Maggie threatens to blame Richard for her decomposing body. Try to make the dialogue sound more like something people would actually say in this situation.
4. Provide more context for the location and situation. Right now, it's unclear why the characters are at this fork in the road or where they are headed. Giving the audience more information will help them understand the stakes and feel more invested in the story.
5. Consider adding more visual details to help set the scene. For example, what does the surrounding landscape look like? Are there any other people or vehicles around? Adding these details will make the scene more vivid and interesting to watch.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends with a strong hook: the watcher and the warning sign. This makes the reader want to know what happens next. The scene's combination of comedy and horror keeps the reader engaged.
Script Continuation Score: 7/10
Up to this point, the script has established the characters and the setup. This scene advances the plot by stranding the group and introducing the threat. The momentum is good, and the reader is likely to continue to see how the group reacts to the danger.
The gang trudge along the road. The woods completely
overhang the road, making it seem almost like night. All
around are the sounds of animals rustling and moving.
Maggie staggers along in a pair of ultra high heeled shoes,
which occasionally sink into a patch of mud. Jill smiles
smugly; she is wearing proper hiking boots.
13.
Billy struggles with the large green bag, as well as his
own. Every now and then, we hear the tinkling of a bell.
Steve frowns, not sure if he's imagining it.
STEVE
Can anyone else hear a bell?
Jill turns around, embarrassed. She has a small bell tied
around her neck. She shakes it, by way of explanation.
HARRIS
What's that?
JILL
A bear bell.
HARRIS
A what?
JILL
A bear bell. You know - the bears
hear it, they know you're coming,
and they get out of the way?
STEVE
Yeah - or they think, here comes a
tasty snack.
HARRIS
Bears don't eat humans.
MAGGIE
They kill them though, don't they?
HARRIS
Yes. But only when provoked, or
defending cubs. Besides, there
aren't any bears in this country.
JILL
Are you sure?
HARRIS
It depends. If we're still in
Serbia, then there are no bears. If
we've crossed the border, then
there are.
RICHARD
I don't remember us crossing the
border.
HARRIS
They don't worry about borders this
far out. You can pretty much come
and go as you please.
14.
STEVE
Yeah, so what's stopping the bears
from doing the same thing?
MAGGIE
Richard, which country is the lodge
in?
RICHARD
I'm not sure. Our field office is
based in Budapest, I assumed it was
all in Hungary.
HARRIS
So we could actually be in any one
of five countries?
RICHARD
I guess. Does it matter?
STEVE
Yes! Because of the bears!
MAGGIE
If there were any bears, they've
been bored to death by now.
Everyone looks fed up, except for Gareth, who strides ahead
as if discovering a new world. He's even found a stout stick
so he can look even more poncey.
Billy drops the bag, and loads of team game equipment spills
out. He sighs, and stuffs it back in again.
From the right, a twig snaps in the forest. Everybody stops.
There is a nervous silence.
JILL
Did you hear that?
STEVE
No Jill, we just all decided to
stop at exactly the same time.
Course we fucking heard it.
RICHARD
Steve. That'll do.
MAGGIE
So... shall we stay here all day?
HARRIS
How much further is it?
RICHARD
Not long, about another five
minutes.
15.
HARRIS
You said that half an hour ago.
RICHARD
I did not. I said five miles, not
minutes.
HARRIS
Can we have that in writing?
JILL
Where's Steve?
They look around. Steve has disappeared, but his bag is
still there. Jill clutches her bag in fear. Harris notices
some broken twigs on one side of the path.
HARRIS
He must have gone this way. Shall
we go and have a look?
RICHARD
Yes. Harris, take Maggie and Billy
with you. We'll wait here, keep an
eye on things.
HARRIS
Good thinking, Richard. You keep an
eye on the road, in case it falls
up into the sky.
Harris, Maggie and Billy walk into the woods, snickering.
Richard looks at Jill and Gareth, who smile politely.
Low on its ownTransition
Design and Read are broken — this reads as a rebuild before polish.
A transition carries us between beats. It owes less structurally than a scene built to turn.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
Broken
3/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Broken
3/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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Consequence
Broken
4/10expected
Nothing carries forward
The result obliges nothing in the next scene — no debt, threat, or changed baseline.
The result doesn’t oblige what comes next
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Economy
Soft
5/10expected
There’s avoidable waste on the page
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Assembly
Soft
5/10expected
The parts sit side by side rather than building
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or ask:·
Clarity
Soft
6/10core
The reader can follow what matters
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or ask:·
Freshness
not owed here
3/10light
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Soft
5/10core
The exit does not pull forward
At the close there is no open question or live threat — no reason to turn the page.
It settles at the exit rather than pulling on
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
thriller, adventure Tone:
"tense and suspenseful"
The group treks along a dark and foreboding road, with Jill unequipped for the journey. They discuss the possibility of bears in the area. Steve disappears as they hear a snap in the forest. Harris leads a search team with Maggie and Billy, while Richard stays behind with Jill and Gareth.
Distinct character voices
Effective comedic banter
Strong setup for the horror to come
The bear bell as a comic and thematic device
Plot progression is static
Lack of urgency in the external goal
Minimal character change or internal depth
Overall, this scene is well-written and enjoyable to read. The dialogue is natural and reflects the different personalities of the characters. However, there are a few areas for improvement:
1) The action could be described in more detail. For example, when Billy drops the game equipment, it would be helpful to know how he feels about it - is he frustrated, embarrassed, or something else?
2) The banter between the characters could be shortened in some places to keep the scene moving. While it's entertaining, some of the lines feel repetitive and don't add much to the story.
3) The stakes could be raised to add more tension and suspense. The broken twigs and Steve's disappearance are good starts, but it would be helpful to know why the characters are going to the lodge and what's at stake for them. This would create a stronger sense of anticipation and urgency.
Overall, this is a solid scene that could benefit from a bit more attention to detail and higher stakes.
Overall, the scene is heavy on dialogue and lacks description, which can make it challenging for the audience to visualize what's happening. Here are some suggestions to improve the scene:
- Start with a brief description of the gang's appearance and body language to set the tone. For example, "The gang trudge along the deserted road, their shoulders drooping from the weight of their luggage. Maggie stumbles every now and then in her ultra-high heels, while Jill strides confidently in her hiking boots, a small bell tinkling around her neck."
- Introduce more sensory details to create a vivid atmosphere. For instance, "The forest surrounding the road is so dense that dappled sunlight barely filters through the leaves. A faint breeze carries the scent of pine needles and decaying leaves, and the rustling of unseen animals echoes in the distance."
- Use action and description to convey character traits and relationships, rather than relying solely on dialogue. Instead of Jill explaining the purpose of the bear bell, for example, you could show her tying it around her neck or shaking it to make it ring while Harris and Steve exchange skeptical glances. Likewise, you could use body language to show how Gareth is excited about the adventure, whereas everyone else is growing tired and anxious.
- Finally, consider making the scene more compelling by introducing some conflict or tension. Perhaps there's a moment where the gang encounters a muddy patch in the road and has to decide whether to take a detour or risk getting their shoes dirty. Or maybe they hear a strange noise in the woods that makes them pause and assess their surroundings. These moments can help to build suspense and keep the audience engaged.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends with Steve's disappearance and the group splitting up, which creates a strong hook. The reader wants to know what happened to Steve and what the group will find. The comedic tone makes the reader invested in the characters, so the cliffhanger is effective. The scene compels the reader to continue.
Script Continuation Score: 7/10
Up to this point, the script has established the ensemble, the setting, and the impending danger. This scene maintains the momentum by advancing the group's journey and adding a new mystery (Steve's disappearance). The script's momentum is strong, and this scene contributes to it by keeping the reader engaged and curious.
Harris, Maggie and Billy wander through the forest. It is
very dark and scary. It rustles mysteriously.
HARRIS
Steve? STEVE! Where are you?
MAGGIE
Probably smoking an entire tree.
BILLY
Do they make cigarette papers that
big now?
Maggie smiles uncertainly - she doesn't know Billy yet, but
he seems like an okay sort. They walk through the dark
forest, mouldering leaves beneath their feet.
They stop when they hear a trickling noise from up ahead. It
sounds like rain, or a leaky tap. They get closer together,
and approach the sound, slowly.
16.
It is coming from behind a massive tree. Harris picks up a
length of wood, and they slowly walk around the tree. They
stop, staring at something in absolute horror.
Steve is standing there, his back to them, having a long,
long piss. He is trying to coax the stream up to where a
bird sits, but can't quite reach.
STEVE
Come on, son, you can do it...
MAGGIE
Steve?
The golden stream stops abruptly. Steve doesn't look back.
STEVE
What?
MAGGIE
What are you doing?
STEVE
I'm flying a hot air balloon around
the world. What's it look like?
HARRIS
We were calling you.
STEVE
I know. I can't talk to anyone when
I'm pissing. Like now.
HARRIS
Well, hurry up, we have to get
going.
STEVE
Okay.
Nobody moves. Steve coughs.
STEVE (CONT)
Are you going to stand there and
watch, or what?
HARRIS
Oh. Sorry.
Harris, Maggie and Billy awkwardly turn around and walk
away. After a few moments, the piss stream starts up again.
Steve sighs in relief. He looks up, but the bird has gone.
Steve looks around for the bird. On the other side of a
bush, unseen by Steve, the stream of piss is slowly
uncovering something covered in mud.
17.
It is a long dead soldier, half his face eaten away by time
and mould. He looks like he died in a lot of pain.
Steve finishes, zips up, and walks off, whistling, having
never noticed what was just a few feet away.
EXT. LODGE CLEARING - DAY
A forest clearing at the bottom edge of a deep valley. The
clearing touches the edge of the valley hill, which is rocky
and steep. It's quite beautiful.
A large, old, L-shaped, two-storey, concrete structure sits
in the middle of the clearing. It looks like a temporary
school, or a Russian box factory.
Behind the lodge is a stream, near that an old path leads
into the woods. The trees are bare, apart from the odd
evergreen, but are packed very close together.
It is just starting to get dark. The weary travellers arrive
and look around in shock. Except, of course, for Gareth, who
looks like he's died and gone to Heaven.
STEVE
Bugger me sideways.
GARETH
Isn't it wonderful?
STEVE
Is this some sort of joke? Cause if
it is, I don't think it's very
funny. Where's the real camp?
RICHARD
This is it.
HARRIS
Are you sure? It looks like a
Russian box factory.
BILLY
It's a bit... rustic.
STEVE
Rustic? RUSTIC? It's prehis-fucking-
storic!
RICHARD
Billy. That's enough.
BILLY
Me? But I didn't-
RICHARD
I said that's enough!
18.
Billy looks sharply at Richard, but manages to stop himself
saying anything, with a visible effort. Harris is struggling
to find the words. He looks at Richard.
HARRIS
I can't even find the words. You've
excelled yourself this time,
Richard, you really have.
Maggie's fancy shoes are filthy, covered in mud.
MAGGIE
Bloody Miu Mius.
STEVE
What the fuck is a moomoo?
Billy shrugs. Maggie sighs at Billy and Steve's ignorance.
MAGGIE
My shoes. They're Miu Mius.
STEVE
Better give 'em back to him, then.
Gareth whips out a Polaroid camera. It has a yellow label
that says "***Gareth's Camera!!***" with a big smiley face.
GARETH
Group photo - smile, everyone!
They all throw dirty looks at Gareth, except for Jill, who
smiles, and Richard, who tries to look important. Steve
gives Gareth the V-sign. Gareth takes the photo.
Low on its ownOrientation
Design and Read are broken — this reads as a rebuild before polish.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
Broken
3/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Broken
3/10expected
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
Ask the AI
or ask:·
Consequence
Broken
4/10expected
Nothing carries forward
The result obliges nothing in the next scene — no debt, threat, or changed baseline.
The result doesn’t oblige what comes next
Ask the AI
or ask:·
Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
Ask the AI
or ask:·
Assembly
Broken
4/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
Ask the AI
or ask:·
Clarity
Soft
6/10core
The reader can follow what matters
Ask the AI
or ask:·
Freshness
not owed here
4/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Unpredictability
not owed here
5/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Broken
3/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
Ask the AI
or ask:·
Grip
Broken
4/10expected
The exit settles instead of opening
The unit completes its business and ends on a settled beat — no new live question, demand, or expectation is created for the next unit to inherit.
It settles at the exit rather than pulling on
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
drama, comedy Tone:
"darkly humorous"
The group of employees of an arms company try to navigate through difficult terrain and find themselves lost in the woods. Steve goes off to relieve himself and finds something unexpected while the group arrives at a lodge that shocks them all.
Distinct character voices
Darkly comic soldier reveal
Effective lodge arrival beat
Strong comedic dialogue
Soldier reveal is a missed opportunity
Search for Steve feels like a detour
Lack of tension or stakes in the middle
Overall, the scene creates a clear image of the setting and the characters in it. However, the dialogue feels a bit forced and doesn't flow naturally. Some of the jokes don't quite land and feel like they were added in for the sake of comedy rather than fitting with the characters and situation. Additionally, the discovery of the dead soldier at the end feels tacked on and random, not adding much to the scene or the story. Overall, the scene could benefit from some tightening and more organic dialogue.
One suggestion would be to make the scene more relevant to the overall plot or character development. It seems like a filler scene with not much purpose other than to add some humor. As a screenwriter, it's important to ensure every scene moves the story forward or develops the characters in some way. Another suggestion would be to streamline the dialogue and improve the pacing. Some of the jokes feel forced and the scene could be condensed to make it more impactful. Additionally, adding more sensory details and a sense of foreboding or danger in the forest could create more tension and intrigue.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is funny and characterful, which makes it readable, but it doesn't end on a strong hook. The lodge reveal is a letdown, not a cliffhanger. The dead soldier is a scare, but it's not connected to the group's immediate future. The reader is likely to continue because the ensemble is entertaining, but the scene doesn't create a strong pull.
Script Continuation Score: 6/10
Up to this point, the script has established a group of characters and a sense of impending doom. This scene continues that, but it doesn't significantly advance the plot. The dead soldier is a hint of the horror to come, but the scene doesn't escalate the danger. The momentum is maintained by the comedy and the ensemble, but the horror is still in the background.
Everyone walks in. This is the kitchen/diner/living room. In
the corner is a wood stove, and a sink. In another corner a
door leads to the hallway.
There's a fireplace, plenty of functional, 50's style
furniture, and wooden floors. Gareth looks at the lodge
pamphlet, which Maggie takes off him and reads aloud.
MAGGIE
(reading aloud)
"Welcome to the Palisade Conference
Centre, your one stop shop for all
your business needs. Have a drink
from the well stocked bar, take a
dip in the jacuzzi, or just while
away the evening by the roaring log
fire."
She looks around at the obvious lack of all those things.
She points at the sink.
19.
MAGGIE (CONT)
That must be the jacuzzi. Me first.
BILLY
Well, at least there's a roof.
GARETH
That's the spirit! It's all
character building!
MAGGIE
Yeah, it always is. Can we light
the fire? I'm freezing.
GARETH
You'll soon warm up when we play
the team games! We're going to have
*so* much fun!
STEVE
We're all going to die out here.
The clowns. Clowns will get us.
RICHARD
We're not going to die, don't be
silly.
Richard takes his clipboard and goes out into the hallway.
MAGGIE
Yeah, because Eastern Europe is
perfectly safe, isn't it?
GARETH
Of course it's safe!
MAGGIE
Apart from the war, famine, and
genocide, of course.
GARETH
That's all over and done with now;
we won't see anything like that.
MAGGIE
We won't see anything in the middle
of winter - it gets dark about half
three in the afternoon. Not very
exotic, is it?
GARETH
Serbia's exotic. So's Romania. They
have wonderful folk songs.
STEVE
Oh, good. Sing us a better fucking
cabin, then.
20.
Harris inspects the fireplace.
HARRIS
Think we could fit Richard in here?
MAGGIE
If we work together as a team.
GARETH
See? Maggie's got the right
attitude.
Maggie gives him the V-sign. Richard comes back in, ticking
items off on his clipboard.
Harris gets his mobile phone out; he presses the buttons,
doing the mobile phone stroll, but can't get a signal.
HARRIS
Shit. Anyone got a phone?
Maggie and Steve throw their phones to Harris, but he
doesn't have any luck with them either.
RICHARD
They won't work in the valley.
HARRIS
Great. I was going to go and stay
in a hotel.
RICHARD
Come on, this is a perfectly nice
place, there's plenty of food, a
fire, electricity, running water -
I've worked in worse offices.
HARRIS
This is supposed to be a break, not
work.
Richard's face hardens. He stands in front of one of the
windows. Outside, it is getting darker.
RICHARD
Harris, we don't pay you to have
fun. This is a business. And team
building weekends, like it or not,
are part of that business.
He walks around as he starts his speech. He's probably
rehearsed it a lot on his own. He stands in front of another
window, but this one is open.
EXT. LODGE CLEARING - DAY
Somebody or something is watching from the woods.
21.
POV: we move slowly out of the woods, towards the lodge,
where we can see Richard giving his speech. We get closer,
creeping up on him stealthily, looking around carefully.
INT. LODGE MAIN ROOM - DAY
Richard steps away from the window, still talking.
RICHARD
We need to think out of the box if
we're going to beat last year's
targets. We're not getting much
traction lately, and we need to see
the bigger picture.
He wanders around the room again, stopping by another open
window. He leans on the window sill, his arm hanging out.
RICHARD (CONT)
We need to take ownership of this
weekend. And that means working
together. I can't spell "success"
without "u".
Richard looks as if he's said something really clever. There
is silence as everyone looks daggers at Richard. Steve
wanders out the front door, in a daze.
RICHARD (CONT)
Steve, get b-
STEVE (OFF)
I'm going for a piss.
RICHARD
The toilet's upstairs.
Steve has already gone. Richard stretches, his back to the
window. He turns around and closes it.
Low on its ownOrientation
Design and Read are broken — this reads as a rebuild before polish.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
not owed here
3/10light
It restates its note rather than deepening it
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Movement
not owed here
3/10light
It ends about where it started
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Consequence
Soft
5/10expected
Information arrives but forces no choice
The scene delivers information or understanding but no one is forced to decide or act on it.
The result doesn’t oblige what comes next
Ask the AI
or ask:·
Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
Ask the AI
or ask:·
Assembly
Soft
5/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
Ask the AI
or ask:·
Clarity
Soft
6/10core
The reader can follow what matters
Ask the AI
or ask:·
Freshness
Broken
3/10expected
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
Ask the AI
or ask:·
Unpredictability
Broken
4/10expected
You can see the beats coming
The scene sets up its conflict then plays the most likely version — no turn, reversal, complication, or reveal the reader couldn't call in advance.
The beats can be called before they land
Ask the AI
or ask:·
Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
Ask the AI
or ask:·
Grip
Soft
5/10expected
The exit does not pull forward
At the close there is no open question or live threat — no reason to turn the page.
It settles at the exit rather than pulling on
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
thriller, drama Tone:
"tense"
The employees of an arms company arrive at their lodge where tensions rise due to the lack of amenities and communication. Richard attempts to motivate and inspire the team but is met with skepticism. Meanwhile, a mysterious figure is spying on them from the woods.
Distinct character voices
Effective comedic contrast between pamphlet and reality
Strong POV horror beat
Tight dialogue with multiple laugh lines
Minimal plot advancement
Character change is static
Philosophical conflict is underdeveloped
Overall, the scene feels cluttered with a lot of character introductions and banter that doesn't seem to serve a clear purpose in moving the story forward. While the dialogue is snappy and witty, it doesn't reveal much about the characters or their motivations. Additionally, the descriptions of the lodge and its amenities feel forced and unnatural, as if the characters are trying to convince themselves that they're having a good time.
The momentum of the scene picks up towards the end with Richard's speech and the POV shot from outside the lodge, which foreshadows potential danger. However, it feels like these elements come in too late and could be better integrated into the earlier parts of the scene.
Overall, the scene could benefit from streamlining the dialogue and focusing on establishing the characters' personalities and relationships with each other while also building tension and anticipation for the potential danger lurking in the nearby woods.
Overall, this scene could benefit from more character development and a stronger sense of conflict. Here are some suggestions:
1. Develop the characters: Give each character a more distinct personality and voice. Right now, they all sound pretty similar, and it’s hard to tell them apart. Explore their backstories and motivations to make them more interesting and memorable.
2. Increase the tension and conflict: The scene feels fairly low-stakes right now. Try to introduce some kind of conflict or obstacle that the characters need to overcome in order to amp up the drama and keep the audience engaged.
3. Use the setting to create mood and atmosphere: The lodge could be a prime opportunity to create a creepy or eerie atmosphere that adds to the tension of the scene. Consider playing with lighting, sound design, or visual elements to make the setting more memorable and impactful.
4. Take advantage of the horror genre: If this is a horror movie, it’s important to establish a sense of danger and unease early on. Consider introducing hints or foreshadowing of the horror to come, whether it’s through creepy visuals or subtle hints in dialogue.
5. Make sure each character has a clear objective: Right now, it’s not entirely clear what the characters are trying to accomplish in this scene. Consider giving each character a specific goal or objective that they’re working towards, whether it’s finding a phone signal or uncovering a secret about the lodge. This will make the scene more dynamic and engaging.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is entertaining, but it doesn't create a strong pull to keep reading. The POV cut is a tease, but it's brief and doesn't escalate. The characters are interesting, but the scene doesn't end on a cliffhanger or a question that demands an answer. The reader might be curious, but not compelled.
Script Continuation Score: 6/10
Up to this point, the script has established the characters and the setting, and this scene continues that. The momentum is steady but not accelerating. The threat is introduced, but it's not yet felt. The reader is likely to continue, but the scene doesn't create a strong sense of urgency.
Steve looks around at the bare trees, frowning as some of
them start melting and dissolving. He digs into his pockets,
and pulls out a large, transparent plastic bag.
It is full of pills, all shapes and sizes, the big sheets of
dodgy-looking acid tabs, and lots of joints.
He takes out one or two pills, and knocks them back, taking
out a hip flask to wash them down with. From the grimace,
the flask is obviously full of something very strong.
He takes out a joint, and lights it. He smokes for a while,
keeping an eye out in case someone comes out of the lodge.
22.
Something rustles behind him. He spins around quickly,
hiding the joint, and looks around. There's nothing there.
Steve frowns, and slowly brings the joint out again.
Steve's eyes go glassy, and a dopey grin becomes laminated
to his face. He leans against a tree. He turns his head
quickly, hearing a rustle, and frowns.
In the distance, he sees a boot sticking out from behind a
tree - the boot has the military insignia symbol on it, like
the one in the opening sequence.
Steve is just about to say something, when there is a louder
rustle just to his left. He turns and sees a grinning clown.
The clown moves his arms up and down slowly, creepily.
CLOWN
I thought she was dead?
He points. Five feet away from Steve, an elderly woman in a
blue floral print frock is crawling towards him, with a
knife clenched between her teeth.
Steve shuts his eyes tightly, then opens them again, looking
around quickly. The clown and granny are gone. Steve sighs,
and sips from the hip flask, his hand shaking.
The boot behind the tree is also gone. Behind Steve, over at
the lodge, Harris is outside.
EXT. BACK OF LODGE - DAY
There is a generator housed in a small, wooden cupboard.
Harris tops it up with petrol from one of several cans. He
finds the starter cord, and gives it a yank. It splutters.
He yanks it again, several times, until eventually it coughs
into life, smoke coming out the top.
INT. LODGE MAIN ROOM - DAY
Harris comes in, and sees the lit light bulb. Maggie
applauds Harris, who bows graciously. Gareth, Jill and
Richard take their bags upstairs. Billy stands aimlessly.
With the light on, Harris can see a large hook set into the
ceiling in one corner. It's not sharp, but looks quite
sturdy. Harris frowns at it, and walks out.
EXT. MAGICAL FOREST PATH - DAY
It is getting dark in the forest, but suddenly the path is
strewn with fairy lights and torches. Steve wanders down it.
Suddenly, a deer confronts him.
23.
It begins talking at him, in Serbian (no subtitles). It
talks angrily.
STEVE
I don't know what you're saying.
I'm English. Eng-lish.
The deer looks surprised, and begins speaking English in a
cut-glass BBC accent.
DEER
Oh you are? Splendid!
STEVE
You can talk?
DEER
Of course not. Don't be stupid.
STEVE
Oh. Okay.
DEER
Now get out of my forest. Fucking
druggie.
Steve frowns at the deer, but it starts screeching at him,
really loudly. Steve jumps, and runs away.
INT. LODGE DOWNSTAIRS HALLWAY - DAY
Harris wanders down the hall, glancing into the utility
rooms. He gets to an archway leading down to the cellar. A
banging, clanking noise comes from the cellar.
INT. LODGE CELLAR STEPS - DAY
Harris walks down the steps, slowly. It's not easy going:
the stairs are crooked and creaky. The banging, clanking
noise gets louder as Harris approaches.
EXT. DARK FOREST PATH - DAY
Steve runs along the dark forest path, looking all around
him. He's paranoid, imagining all sorts of things in the
shadows.
All around him, the forest rustles, creaks, and crackles.
Someone or something follows him, keeping a cautious
distance between them.
24.
INT. LODGE CELLAR - DAY
The light is very dim in here. Harris gets a lighter out and
flicks it on. The cellar is full of old furniture, covered
in sheets, and lots of old filing cabinets.
At one end of the cellar is a fuse box. Wind is getting in
through cracks in the wood, and making the fuse box door
swing around, banging and clanking.
Harris shuts the fuse box door, firmly. It stays still. He
opens one of the filing cabinets, and finds hundreds of old
files with photographs of various men, names, dates, etc.
The files are written in some Cyrillic text Harris cannot
understand. They have the same military insignia on them
that was on the boots in the opening sequence.
Harris puts them back into the file drawer. He looks at the
objects covered in sheets, and stands right in front of one.
He stares at it. It doesn't move.
Harris steels himself, grabs the sheet, and pulls it off. It
reveals a plastic, life-size skeleton on a stand, like the
ones in doctors' offices.
Harris sighs, not even remotely scared.
INT. LODGE STUDY - DAY
This is a medium sized room on the ground floor with a musty
desk, chair, and an ottoman-style chest.
Richard puts office stuff on the desk - stapler, papers,
pens, notepads, post-its, photo of his wife and kids, etc.
He tidies it, fussily.
In the hallway, Billy walks past. He looks at Richard
briefly, shaking his head. Richard spots Billy, and points
at a load of rubbish on the floor.
RICHARD
Billy, clean this place up, it's a
mess. I need my office to be tidy.
Billy walks in, clearly reluctant, but not wanting to get
into trouble. Richard walks out, pompously. Billy sighs.
PolishInvestigation
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
HoldingA real force keeps it pushing forward.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
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Pressure
Soft
6/10core
A real force keeps it pushing forward
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Development
Broken
4/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
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Movement
Broken
4/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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Consequence
Soft
5/10expected
The result doesn’t oblige what comes next
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Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
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Assembly
Broken
4/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
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Clarity
Soft
6/10core
The reader can follow what matters
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Freshness
Broken
4/10expected
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
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Unpredictability
Soft
5/10expected
The beats can be called before they land
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Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Soft
5/10core
It settles at the exit rather than pulling on
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Thriller, Mystery, Drama Tone:
"Tense, Dark"
Steve takes drugs while wandering the woods and encounters a talking deer. Harris explores the lodge cellar and finds files with a military insignia. Richard tidies his office and orders Billy to clean up.
Original and memorable hallucination sequence with the talking deer
Effective establishment of Steve's and Harris's contrasting personalities
Atmospheric and unsettling tone that blends horror and comedy
Strong use of visual details (melting trees, fairy lights, skeleton)
Lack of forward momentum; the scene feels like a series of vignettes
Minimal character change or development
The discoveries (files, skeleton) don't yet create immediate stakes
Overall, this scene appears to have a lack of cohesion and focus. There are multiple events occurring without any clear connection or escalation. Additionally, the dialogue and actions of the characters seem disjointed and random.
The scene starts with Steve taking drugs in the woods, which is a somewhat cliché and uninspired choice. The appearance of the clown and granny with a knife seems to come out of nowhere and feel disconnected from the beginning of the scene. The dialogue between Steve and the deer also feels unnecessary and doesn't add anything to the story.
Harris exploring the lodge's cellar feels like a completely different scene and doesn't have any clear connection to what's happening with Steve and the other characters. The reveal of the files with the military insignia seems like a significant plot point, but it's not given any real attention or weight.
Overall, this scene needs a stronger focus and clearer narrative thread to tie the different events and characters together. The dialogue and actions should also feel more organic and less arbitrary.
One suggestion to improve this scene would be to develop more coherent and purposeful action. Right now, the scene jumps from Steve taking drugs in the woods to Harris starting up a generator at the lodge, to Steve talking to a deer in a foreign language. These events do not seem to be connected or contributing to the plot.
One way to fix this would be to streamline the action and make it more focused on the plot. Perhaps Steve could overhear something important while he is smoking in the woods, or Harris finds some crucial evidence in the cellar. Additionally, the dialogue could be tightened up to make it more meaningful and revealing of character.
Overall, the key to improving this scene (and any scene in a screenplay) is to make sure each action and line of dialogue serves a clear purpose in advancing the plot or developing a character.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene is compelling due to its unpredictability and the mystery of the lodge. The skeleton reveal and the files with military insignia create a sense of foreboding. The deer scene is memorable and makes the reader want to see what other surreal events occur. The scene ends with a mundane beat (Richard ordering Billy to clean), which slightly deflates the tension, but the overall momentum is strong.
Script Continuation Score: 7/10
Up to this point, the script has established a group of office workers stranded in a creepy lodge, with hints of a violent past. This scene deepens the mystery (the files, the skeleton) and develops Steve's character (his drug use and hallucinations). The momentum is steady, with a clear sense that the horror is escalating. The scene doesn't stall the plot but adds layers of dread.
Harris walks in, carrying the plastic skeleton on a stand.
HARRIS
I've found a skeleton.
25.
He places it in the middle of the room. Jill and Gareth come
back into the room, where Maggie sits, bored. Steve runs in
through the front door, sweating.
JILL
What's the matter?
STEVE
Nothing.
MAGGIE
Maybe I can help you relax, Steve.
Maggie stands up and walks towards Steve. She smiles at him
seductively. Steve looks at her, uncertainly. Maggie starts
undoing her shirt, swaying sexily. Steve smiles.
MAGGIE
Hot in here, isn't it? Why don't we
just take off our clothes, and see
what happens?
STEVE
Innit!
Steve starts undoing his belt buckle enthusiastically.
MAGGIE
What are you doing?
STEVE
Eh?
Maggie is still sitting in the chair, fully clothed. Steve
has his belt half open. Everyone is looking at him. He does
his belt up again, slowly, not sure what is real anymore.
He backs away, and turns around to see the skeleton right
behind him. He screams.
STEVE
Jeeeeeesus!
Steve runs out of the room, terrified. Maggie rolls her
eyes, and Harris chuckles to himself.
INT. LODGE UPSTAIRS HALLWAY - DAY
Steve sees that Gareth has got a big room. Steve throws
Gareth's bag into the small room, and takes his own bag into
the big room. He lies down, making himself get a grip.
EXT. LODGE CLEARING - DAY/NIGHT
Night is falling, making the woods and the lodge look even
more sinister.
26.
PolishRitual
No lens is broken, but Design and Read are soft — this reads as a polish pass.
A ritual beat repeats a known pattern on purpose, so movement and freshness read low by design.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
5/10core
It isn’t clearly about one thing yet
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Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
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Development
not owed here
3/10light
It restates its note rather than deepening it
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Movement
Broken
4/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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Consequence
Broken
4/10expected
The cost is threatened but never lands
A consequence is announced or promised but the world does not change inside the scene.
The result doesn’t oblige what comes next
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Economy
Soft
6/10expected
Every beat and line earns its place
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Assembly
Soft
5/10expected
The parts sit side by side rather than building
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Clarity
Solid
7/10core
The reader can follow what matters
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Freshness
Broken
3/10expected
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
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or ask:·
Unpredictability
Broken
4/10expected
You can see the beats coming
The scene sets up its conflict then plays the most likely version — no turn, reversal, complication, or reveal the reader couldn't call in advance.
The beats can be called before they land
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Charge
Broken
4/10core
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Soft
5/10core
It settles at the exit rather than pulling on
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Comedy Tone:
"Tense, with moments of humor"
Harris finds a plastic skeleton and brings it into the main room, where Steve is seduced by Maggie. However, things quickly turn surreal and frightening for Steve, and he runs out of the room. The scene then cuts to Steve switching rooms with Gareth and the falling of night, adding to the already ominous atmosphere.
Strong hallucination gag that blends comedy and horror
Distinct character voices
Effective jump-scare with the skeleton
Tone shift to nightfall sets up dread
Minor plot advancement
Lack of external goal
No thematic depth
There are a few issues with this scene. Firstly, it’s not clear why Harris has brought in a plastic skeleton and why he places it in the middle of the room. This seems like an unnecessary detail that doesn’t contribute to the story.
Secondly, the interaction between Maggie and Steve feels forced and cliché. It doesn’t add anything to the plot and is borderline inappropriate.
Thirdly, the transition between Steve seeing the skeleton and running out of the room is too abrupt. It’s not clear what Steve is thinking or feeling in that moment, and the pacing feels off.
Overall, this scene could benefit from some significant rewrites and cutting unnecessary details to focus on the main story.
Here are a few suggestions to improve the scene:
1. Develop the characters - the characters in this scene feel flat and don't have distinct personalities. Try to give each character a unique voice and background so that they become more interesting to the audience.
2. Cut down on unnecessary dialogue - the conversation between Maggie and Steve feels forced and doesn't add to the story. Consider cutting it down to make the scene more concise.
3. Add tension and suspense - the scene lacks tension and suspense, even though it takes place in a supposedly ominous setting. Consider adding a sense of danger or mystery to make the scene more engaging.
4. Use foreshadowing - Since this is only scene 11, it's important to start planting seeds that will pay off later in the story. Consider using foreshadowing to hint at future plot developments and keep the audience engaged.
5. Reintroduce the skeleton - The skeleton is introduced and then disappears from the scene. Consider bringing it back in later scenes to add to the mystery and intrigue.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is entertaining enough to keep the reader going, but it doesn't create a strong pull to the next scene. The comedy is light, and the horror is minimal. The scene doesn't end on a cliffhanger or a question that makes the reader want to know what happens next. The exterior shot of the lodge at night is a nice touch, but it's not a strong hook.
Script Continuation Score: 6/10
Up to this point, the script has been building a sense of unease and comedy. This scene is a comedic interlude that doesn't significantly advance the plot, but it does reinforce Steve's instability and the group's dynamic. The momentum is maintained, but the scene doesn't add a new layer of tension or mystery. The reader is still interested, but not desperate to know what happens next.
The gang (except Steve) sit around the fireplace. A fire is
lit, some candles too. The gang are eating some of the pork
pies that were left out, and drinking plenty of wine.
It's raining outside. A pot has been placed under a leak in
the roof, making an interesting plinky plonky sound. Gareth
eats using a fork on his Swiss army penknife.
Maggie taps a spoon on her plate. Richard glares at her, and
she stops, making a face. Jill smiles politely when anyone
catches her eye. Harris rolls and unrolls his tie.
Gareth still looks cheerful. He doodles on the outside of
his folder - smiley faces, motivational sayings ("I am a
powerful, unique person, and I deserve to win"), and so on.
HARRIS
George is definitely coming, isn't
he?
RICHARD
Yes. For the last time, he will be
here. He is committed to this
weekend, and to the team.
MAGGIE
Good for him.
Maggie takes out a cigarette and lighter, stands up, opens
the front door and stands in the doorway, smoking.
As Maggie smokes, she hears the faint sound of a twig
snapping in the forest. She looks out into the clearing, but
can't see anybody.
She thinks she can see something moving, but isn't sure. She
leans a bit further out--
--and something runs along the porch, making her jump. It is
a squirrel. It hisses at Maggie, then scampers off. Maggie
flicks it the V-sign.
BILLY
Not having any pie, Maggie?
MAGGIE
Are you serious? I can feel my
arteries clogging just looking at
them.
Steve wanders back into the room from upstairs, shakily. He
sits down. He looks over at the window. A clown face stares
in, grinning.
27.
It draws a finger across its throat and points at Steve. Its
face melts. There is now a silhouette of somebody with a
wide brimmed hat staring in.
Steve shuts his eyes, shakes his head, and looks up again.
Both clown and hat man have gone. Steve breathes out slowly,
shaking his head.
Jill takes out an asthma inhaler, and inhales a dose.
She then gets out a bottle of prescription pills, and takes
one with some water. Steve looks at her, interested, one
pill popper to another. Jill sees him nodding at the pills.
JILL
For my blood pressure. White ones
twice a day, yellow once a day,
blue once a week. My sister takes
them too, she has trouble with her
monthlies, and she always says-
STEVE
All right, all right, didn't ask
for your life story.
Jill looks down, embarrassed. Her hand shakes slightly as
she closes the pill bottle. Silence again. Billy breaks it.
BILLY
So what was this place before we
turned it into this luxury villa?
HARRIS
What, nobody told you?
BILLY
No.
Harris raises an eyebrow.
HARRIS
Back during the last war, these
were all lunatic asylums. State
run, no money, the usual. Anyway,
they'd been getting funny reports
about some of them, complaints from
the locals, so they sent an
inspector to check it out.
We see the exaggerated visuals accompanying the story: A
huge, gothic version of the lodge looms up in the darkness,
a man in a suit approaches, during a wild thunderstorm.
HARRIS (CONT)
He arrived late one night, and
asked the staff what was going on.
They showed him around, said
everything was fine. But it wasn't.
(MORE)
28.
HARRIS (CONT) (cont'd)
The inspector noticed that the
inmates were going bananas,
screaming at him to let them out.
The inspector walks down a white corridor lined with padded
cells. Faces scream at the windows, furious, terrified.
HARRIS (CONT)
Then he realised that everybody was
wearing the wrong clothes - the
inmates had taken over, and locked
up the doctors. Turns out it's
happened at all of the asylums. The
inmates that were let out each time
went to the next asylum to let the
others out, and so on and so on.
We see an ever-growing army of exaggerated lunatics running
from one asylum to the next, to free the next set of
inmates.
Back in the original one, in the white corridor, all the
"staff" turn to face the inspector, grinning madly. The
inspector screams.
HARRIS (CONT)
Took them months to catch them all.
After that, they sold all the
buildings off cheap to Palisade. We
got them for next to nothing. They
never found the inspector, though.
He sits back, satisfied. Billy is fascinated. Everybody else
is amazed at the dodgy tale.
JILL
That's not what happened.
HARRIS
It is.
JILL
So if they never found the
inspector, how did they find out
about it?
HARRIS
I don't know all the details.
JILL
You can say that again. Don't
listen to him, Billy, he's got it
all wrong.
HARRIS
Okay then, you tell it.
29.
JILL
It was during the last conflict,
before all the countries got new
names. These places were detention
centres for war criminals. Soldiers
who got to like the killing a bit
too much. Too unstable even for the
genocide.
We see the visuals, different this time: A group of soldiers
machine-gunning about fifty people lined up, laughing
crazily as they kill them.
JILL (CONT)
They wiped out whole villages,
burned children alive, put heads on
spikes. They even - you know - did
sex things with the bodies.
A soldier climbs out of a mass grave, lighting a cigarette
and sighing contentedly. He is covered in blood.
Low on its ownOrientation
Design and Read are broken — this reads as a rebuild before polish.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
Broken
3/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Broken
3/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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or ask:·
Consequence
Broken
4/10expected
Information arrives but forces no choice
The scene delivers information or understanding but no one is forced to decide or act on it.
The result doesn’t oblige what comes next
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Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
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Assembly
Broken
4/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
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or ask:·
Clarity
Soft
6/10core
The reader can follow what matters
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Freshness
Broken
3/10expected
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
Ask the AI
or ask:·
Unpredictability
Broken
4/10expected
You can see the beats coming
The scene sets up its conflict then plays the most likely version — no turn, reversal, complication, or reveal the reader couldn't call in advance.
The beats can be called before they land
Ask the AI
or ask:·
Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Broken
4/10core
The exit settles instead of opening
The unit completes its business and ends on a settled beat — no new live question, demand, or expectation is created for the next unit to inherit.
It settles at the exit rather than pulling on
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Thriller Tone:
"Tense"
The group of employees eat and chat while the rain pours outside. Harris tells a creepy story about the lodge's past, while Jill disputes it and adds her own, even darker twist. Steve has a frightening hallucination and Jill shares her medication routine with him. The scene ends with Billy's fascination and a soldier covered in blood.
Distinct ensemble voices
Effective tonal blend of comedy and horror
Strong use of competing historical narratives
Atmospheric and visually inventive storytelling
Static, talk-heavy scene with no external plot advancement
Steve's hallucination feels slightly disconnected from the group dynamic
Overall, the scene is well-written and engaging. The dialogue between the characters feels authentic and natural, with each character having their own distinct voice. The use of descriptive language and visual imagery helps to create a clear picture of the setting and events.
However, there are a few areas that could use improvement. The sudden appearance of the clown and hat man feels out of place and disconnected from the rest of the scene, leaving the reader confused and wondering if it will be explained later. Additionally, the stories told by Harris and Jill about the lodge's history seem to contradict each other, causing some confusion as to which is the true story.
Furthermore, it may be helpful to provide some character descriptions to help the reader visualize the characters and distinguish them from one another. Finally, while the scene is enjoyable, it may benefit from having a clearer overall purpose or goal for the characters - something to drive the action and keep the audience invested in what's happening.
Overall, the scene has strong elements and potential, but could use some refinement to improve its cohesiveness and clarity.
As a screenwriting expert, my suggestions to improve the scene would be:
1. The scene feels a bit disjointed and lacking in focus. It seems like it's meandering and jumps from one character to another without any clear purpose. To improve this, the scene could benefit from a central conflict or goal that the characters are all working towards. For example, they could be discussing their plans for the next day's hike or trying to solve a mystery related to their current situation.
2. The dialogue could be more natural and authentic. Some of the lines feel forced or unrealistic. To make it sound more natural, the characters should speak in a way that reflects their personality and background.
3. The story within the story is confusing and hard to follow. While it's an interesting concept, it might be better to simplify it or cut it entirely. It doesn't really serve a purpose within the scene and just adds another layer of complexity.
4. The introduction of the clown and hat man feels like it comes out of nowhere and doesn't fit in with the rest of the scene. If this is meant to be a horror or suspense movie, it could be helpful to foreshadow these elements earlier so that they don't feel so abrupt.
5. The descriptions of the visuals could be more creative and dramatic to enhance the impact of the story within the story. The director will need to use their own interpretation, but the script could provide more visual cues to help them create an atmosphere that matches the tone of the scene.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is interesting but not gripping. The stories are engaging, but the lack of immediate threat makes it easy to put down. The ending doesn't create a strong desire to know what happens next.
Script Continuation Score: 7/10
The script has good momentum overall, with the previous scenes building tension. This scene is a lull, but it's a necessary breather. The stories about the lodge's past add to the mythology and foreshadow the horror. The momentum is maintained, but this scene could be stronger.
JILL (CONT)
They built these detention centres,
and locked the soldiers away. Tried
to "cure" them, but it was no good.
We see a row of prison cells filled with hollow-eyed
soldiers. We go past them, and into a room filled with
medical experimentation devices.
A soldier is strapped into a chair, with electro-shock
terminals attached to his head - they are just left switched
on, burning into his skull. He screams in agony.
JILL (CONT)
Eventually, they just abandoned the
buildings, and left the soldiers to
die. Much later, Palisade came
along, and spent about a year
cleaning the buildings up. As
quickly as possible.
We see several large, white vans with the Palisade logo on.
Men in chemical protection suits are using flamethrowers to
clean out the buildings, and shooting at injured soldiers.
A wounded soldier runs away, screaming, on fire.
JILL (CONT)
It was hushed up, but all of the
soldiers were killed - except for
one, who escaped. And they never
found him...
Jill sits back, her gory tale at an end. Steve snorts.
30.
STEVE
That is *such* bollocks. Where do
you get this shit from? Palisade
wouldn't go round executing people,
even if they were psychos.
JILL
That's what I heard, anyway.
STEVE
Well you're both wrong. This is
what really happened. Back in the
sixties, these places were private
hospitals for rich fuckers. All the
nurses were foxy chicks, and they
used to get really lonely.
We see Steve's version: impossibly beautiful young women
sashaying around in tight nurse outfits, in soft focus.
STEVE (OFF)
Anyway, they went a bit mad with
sexual frustration. They couldn't
shag the patients, they were all
old gits who couldn't get it up
anymore. So they went for each
other. Couldn't get enough. They
were so sex mad, they let all the
patients die.
The nurses are dragging each other off to broom cupboards
lustfully, while the elderly patients gasp for breath,
dying, in need of medication.
STEVE (OFF)
Except for one young bloke who
turned up one day with a broken
leg. They moved him into an empty
ward, and-
MAGGIE
Steve. Does this story end with
that man having sex with all the
nurses?
STEVE
Oh, you know it, then?
Billy looks at them all.
BILLY
So... are any of the stories true?
MAGGIE
Sure. Pick the one you like, or
make one up yourself.
31.
BILLY
I think I like Steve's one best.
Steve winks at him.
STEVE
Innit?
Steve takes a big mouthful of pie. There is a nasty
crunching sound. Everybody winces, and looks at Steve.
Steve looks confused, and pulls something out of his mouth.
His eyes widen. It's a tooth. Harris smiles.
HARRIS
Bit young to be losing your teeth,
Steve. It's all downhill from here.
STEVE
It's not mine.
Steve is gradually realising what this means.
STEVE (CONT)
It's not my tooth; I haven't got
any gold fillings.
He holds it up. It's a single tooth with a gold filling.
Steve is starting to look quite ill.
RICHARD
Are you sure? It might be a clove.
STEVE
Does it look like a fucking clove?
Oh God, I'm going to puke.
Everybody puts down their forks. Maggie flicks away her
cigarette and comes in to look.
JILL
Could it be, I don't know... the
cow's tooth?
Steve stares at her, stunned. He drops the tooth.
STEVE
The cow's tooth? Do cows have
fucking GOLD FILLINGS?
RICHARD
Okay, calm down; sometimes people
drop things into food when they're
cooking. One time I dropped my
watch into some chicken soup.
MAGGIE
You don't just drop your teeth.
32.
JILL
Actually, one time my sister-
STEVE
I don't want to know! They must
have chopped up the last people who
stayed here, made pies out of them!
And now we're eating them!
RICHARD
Why would they do that?
STEVE
Cause they're cannibals!
BILLY
If they're cannibals, why would
they make *us* eat people?
Steve thinks about it. Billy's got a point.
STEVE
Cause... the... I don't know.
RICHARD
There you go. Haven't you ever had
a tooth fall out before?
Everyone thinks about this. They all look at each other,
uneasily. Harris can't resist stirring it up, for a laugh.
HARRIS
Unless the cannibals are feeding us
humans because they like their
meals to be stuffed! Woo-oooooh!
STEVE
Oh shit! Oh shit!
MAGGIE
Harris!
Maggie throws the remains of her pie at Harris, who ducks.
RICHARD
Pick that up.
Steve pops some pills to calm himself down. Several pills
later, his eyes go glassy, and he spaces out.
Billy crumples up the newspaper around his pie, but
something catches his eye. He opens out the paper fully,
dropping the pie and crumbs all over the floor.
BILLY
Look.
He shows them the newspaper, and they all crowd around.
33.
There is an article which has the word "Palisade" in the
headline. The rest of the article, and in fact the whole
newspaper, is in Serbian.
ReworkThematic argument
Design is broken — a load-bearing lens isn’t doing its job yet.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10core
Nothing is driving it
No page-visible force — antagonist, deadline, need, threat, rule, condition — pushes the beats; the scene proceeds without anything making it happen.
It leans on mood instead of something actually pushing it
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or ask:·
Development
Broken
3/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
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or ask:·
Movement
Broken
4/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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Consequence
Soft
5/10expected
Information arrives but forces no choice
The scene delivers information or understanding but no one is forced to decide or act on it.
The result doesn’t oblige what comes next
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Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
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Assembly
Soft
5/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
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Clarity
Soft
6/10core
The reader can follow what matters
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Freshness
Broken
4/10expected
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
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or ask:·
Unpredictability
Soft
5/10expected
The beats can be called before they land
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Charge
Broken
4/10core
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Soft
5/10core
The exit does not pull forward
At the close there is no open question or live threat — no reason to turn the page.
It settles at the exit rather than pulling on
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or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
horror, dark comedy Tone:
"ominous"
The employees tell scary stories about the lodge's past, including a gruesome tale told by Jill about Palisade's detention centers. Steve denies it and tells his own exaggerated version. The group eats dinner, but an unexpected tooth in Steve's pie causes fear and paranoia to take over.
Distinct character voices
Memorable tooth-in-pie beat
Effective tonal blend of horror and comedy
Thematic depth on truth vs. denial
Static debate slows pacing
External goal is unclear
Character change is minimal
The scene sets up an eerie and disturbing atmosphere as it describes the cruel treatment of soldiers in a detention center. The use of the flashback technique helps to create a vivid picture in the audience's mind and the description of the electro-shocks and flamethrowers further adds to the tension. However, the sudden shift to Steve's version of events, which borders on the ridiculous and comical, seems out of place and disrupts the tone of the scene. Though it does add some humor to the scene, it takes away from the seriousness of the earlier part. Additionally, the sudden revelation of the tooth sticks out as an unnecessary plot twist and feels forced. Overall, while the scene has its strengths, the sudden shift and forced plot twist detract from its overall impact.
Some suggestions to improve this scene:
1. Tighten the dialogue: Some of the dialogue feels repetitive or unnecessary. For example, Jill's third line could be shortened to just "They built these detention centres for soldiers and tried to 'cure' them, but it was no good." This would make the dialogue flow better.
2. Show, don't tell: Rather than just telling the audience what happened to the soldiers, consider showing it. For example, instead of just having Jill describe the abandoned buildings, show a flashback or a brief scene where Palisade is cleaning up the buildings.
3. Increase the tension: The scene could benefit from more tension or suspense. One way to do this could be to have a character discover something unsettling or dangerous in the room they are exploring.
4. Develop the characters: While there is a lot of dialogue in this scene, it doesn't do much to develop the characters or their relationships. Consider adding in more personal details or conflicts to create a more engaging scene.
5. Use visuals effectively: There are some great visuals in this scene, such as the row of prison cells and the medical experimentation devices. However, some of the visuals could be made more impactful by using different camera angles or lighting. For example, showing the soldier in agony from a closer angle might make the scene more intense.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with a strong hook: the newspaper article with 'Palisade' in the headline. This makes the reader want to know what it says and how it connects to the group. The tooth mystery also keeps interest.
Script Continuation Score: 7/10
Up to this scene, the script has built a sense of isolation and unease. This scene adds a layer of mystery (the tooth, the newspaper) that propels the story forward. The momentum is good, though the scene's comedic tone slightly undercuts the horror.
Everyone wears top hats, and Harris has a child perched on
his shoulders. The child waves at Steve. Steve shakes his
head, looking frightened. We go back to normal again.
MAGGIE
Why would Palisade be mentioned in
a local paper? They must have done
something wrong.
HARRIS
Yeah, it can't be anything
heartwarming, can it?
RICHARD
You're all being completely
irrational. Our company is
extremely well regarded.
MAGGIE
For what? Food with teeth in?
Everyone looks at each other.
34.
INT. LODGE/VARIOUS ROOMS - NIGHT
Everyone is getting ready for bed. Like a predator, we prowl
around the lodge, spying on their preparations.
INT. BILLY'S ROOM / STEVE'S ROOM - NIGHT
Maggie and Billy are in Billy's room. They have been
chatting for a while, getting on well, starting to flirt.
Billy is fresh out the shower, and wears a towel, showing
off his rippling torso. He is drying his hair as he talks.
In his room opposite, Steve isn't happy about this, and is
keeping an eye on the situation, while eating crisps. He
inspects each crisp carefully before eating it.
MAGGIE
Why do you let Richard talk to you
like that?
BILLY
He's not that bad. Once you get
past all the business talk, he's
decent enough.
MAGGIE
Are you serious? He's a dick. You
should stand up for yourself. Tell
him "no" once in a while.
BILLY
There's a space opening up in our
New York branch next year. I want
that space.
MAGGIE
Oh, right. You'll have to eat a lot
of shit between now and then.
BILLY
I know. It could be worse, though.
MAGGIE
Yeah, you could be eating that
horrible Marmite stuff.
In his room opposite, Steve is clearly desperate to be
involved in the conversation. He tries to think of some way
he can join in, as the other two carry on talking.
BILLY
I love Marmite!
MAGGIE
Eugh. Filthy, smelly salt paste, I
don't know how you can stand it.
35.
BILLY
It's gorgeous.
MAGGIE
What's it even made of?
BILLY
Yeast extract. It's very good for
you. It's got loads of vitamins,
and hardly any fat or sugar.
MAGGIE
I'd rather eat shit on toast.
Finally, something Steve knows about. He leans out of his
bedroom doorway, and pipes up quickly:
STEVE
I hate Marmite too.
It sounds really plaintive and pathetic. Maggie and Billy
just look at him. Steve looks away, embarrassed.
INT. LODGE UPSTAIRS HALLWAY - NIGHT
We move away from Steve's embarrassment, and pass by
Richard's room.
Richard is laying out all his clothes, and folding them
neatly, ticking them off on his clipboard - Pants (3),
Shirts (5), etc. There are little tickboxes next to them.
We move away from his room, and see Gareth looking for his
room. He leans into Steve's room, confused, wondering where
his stuff went.
GARETH
I thought that this was-
STEVE
You thought wrong. You're down the
end.
GARETH
Right. Sorry.
Steve kicks the door shut. Gareth finds his room at the end.
It is dark, cobwebby, and scary looking. He walks in,
clearly trying to make the best of it. He opens his bag.
He takes out little postcards with motivational sayings on -
"Understand before trying to be understood", "You cannot
change what you don't acknowledge", and so on.
He starts placing them around the room. Down along the hall
we go, past Harris' room. Harris is doing pushups.
36.
Harris has some books on his bed: "The SAS Survival Manual",
"The Art of War", "Sell! Sell! Sell", and "Only Take 'No'
for an Answer When You're Dead".
We slowly approach the bathroom. Somebody is inside. We move
towards the bathroom door...
PolishOrientation
No lens is broken, but Design and Read are soft — this reads as a polish pass.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
6/10core
It commits to one clear thing and holds it
Ask the AI
or ask:·
Pressure
Soft
5/10expected
It leans on mood instead of something actually pushing it
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or ask:·
Development
not owed here
4/10light
It restates its note rather than deepening it
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Movement
not owed here
3/10light
It ends about where it started
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Consequence
Soft
5/10expected
The result doesn’t oblige what comes next
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or ask:·
Economy
Soft
6/10expected
Every beat and line earns its place
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or ask:·
Assembly
Soft
6/10expected
The parts are ordered and seamed so they build
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or ask:·
Clarity
Solid
7/10core
The reader can follow what matters
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or ask:·
Freshness
Soft
5/10expected
It plays close to the version we’ve seen before
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Soft
5/10expected
The feeling is stated more than felt
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or ask:·
Grip
Soft
6/10expected
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Comedy Tone:
"Darkly humorous"
The group of employees get ready for bed while discussing Palisade's questionable past. Billy and Maggie flirt while Steve feels left out. Gareth decorates his creepy room with motivational postcards. Harris works out and reads books on survival and sales. Steve tries to join in on the conversation about Marmite, only to be ignored.
Distinct character voices
Surreal POV sequence
Effective atmosphere-building
Marmite beat as character reveal
Limited plot advancement
Philosophical conflict underdeveloped
As a screenwriting AI language model, I'm not an expert in screenwriting. However, I can say that the scene seems to lack clear direction or purpose. The dialogue between the characters is random and lacks a clear plot. Some jokes are used as a filler, and the scene does not progress the story or develop the characters in any way. Additionally, some of the dialogue, particularly the gibberish language used, may be hard for an audience to understand or follow. Some of the physical actions, such as Harris doing pushups and Richard ticking clothes off on a clipboard, could benefit from further explanation or development to make them more meaningful to the story.
There are a few suggestions to improve this scene:
1. To start, it's unclear what the characters are doing or where they are. Consider adding some description to establish the setting.
2. The dialogue feels random and disjointed. It's hard to tell what the characters are trying to accomplish with their conversation. Try to make the dialogue more purposeful and focused on advancing the story or developing character.
3. The shift to everyone wearing top hats and Harris having a child on his shoulders seems unnecessary and distracting. Consider cutting this detail or finding a way to make it more relevant to the story.
4. The scene where Maggie and Billy are flirting in Billy's room feels disconnected from the rest of the scene. Consider moving this to another part of the script where it's more relevant to the story.
5. The scene lacks clear direction and purpose. Consider re-evaluating the purpose of the scene and focusing on advancing the story or developing character in a more meaningful way.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene is moderately compelling: the hallucination is intriguing, and the 'predator' camera movement at the end is a good hook. However, the middle section (Marmite conversation) is a lull, and the scene doesn't end on a strong enough cliffhanger to make the reader desperate to continue.
Script Continuation Score: 6/10
Up to this point, the script has built a sense of unease and character dynamics. This scene maintains that but doesn't significantly advance the plot. The newspaper discovery is a new mystery, but it's not immediately threatening. The bedtime routines are characterful but don't escalate the tension. The script's momentum is steady but not accelerating.
...and in we go, through clouds of steam from the hot water.
A shadowy figure lurks near the sink, draped in a long
outfit. We move closer, until the figure turns around.
It is Jill, in a long dressing gown.
We move in towards the mirrored bathroom cabinet. For a
moment, it looks like there is a shape in the reflection,
but before we can see it, Jill opens the cabinet door.
She starts loading up the cabinet with her pill bottles, all
shapes and sizes. She keeps a couple with her, including her
asthma inhaler, and puts them in her pocket.
She is about to close the bathroom cabinet, but stops. She
takes out another pill bottle, and then closes the cabinet.
There is no longer a shape in the mirror.
INT. LODGE UPSTAIRS HALLWAY - NIGHT
Jill comes out the bathroom, walking straight into Steve.
They both scream a little bit, then look embarrassed. They
shuffle past each other, really awkwardly.
INT. LODGE BATHROOM - NIGHT
Steve goes into the bathroom with his toothbrush and
toothpaste. He opens the mirrored bathroom cabinet, and
whistles at the amount of pills inside it.
He opens a few bottles, stealing some of the pills. He
closes the cabinet door, and Harris' face appears in the
reflection, making a scary face. Steve screams.
STEVE
You bastard!
HARRIS
You big wimp. Hurry up, I need the
toilet.
DISSOLVE TO:
37.
INT. GARETH'S ROOM - NIGHT
Gareth is fast asleep. His travel clock shows twenty past
three a.m.
INT. BILLY'S ROOM - NIGHT
Billy lies awake, thinking.
INT. STEVE'S ROOM - NIGHT
Steve sits by his open window, having a crafty joint. He
hears a creak, and glances over to his half open door.
Somebody walks past, but Steve can't make out who it is.
INT. HARRIS' ROOM - NIGHT
Harris mumbles in his sleep. Behind him, a shadow moves past
his doorway. Moments later, a high-pitched, nerve-shredding
scream shocks him out of bed.
INT. JILL'S ROOM - NIGHT
Jill is screaming blue fucking murder.
Everyone bursts into the room, shouting, panicking. The
light comes on, people wave torches, confused, scared.
Harris grabs Jill by the shoulders and shakes her.
HARRIS
What's wrong? What happened?
JILL
Someone was in the room!
BILLY
What? One of us, or someone else?
JILL
Someone else.
STEVE
Could have been a badger.
JILL
It wasn't a bloody badger! He was
huge, taller than any of you.
HARRIS
All right, calm down. Look, maybe-
Jill sees something behind them, and lets out another
earsplitting scream. Everybody jumps. She points. On the
floor are some muddy footprints.
38.
STEVE
Bloody hell, I'm going to have a
heart attack in a minute.
JILL
They weren't there when I went to
bed!
HARRIS
Are you sure?
JILL
I'm positive!
Jill whimpers, and Maggie tries to comfort her, awkwardly.
Harris and Steve exchange glances. Their faces say it all -
here we go again, daft Jill panicking for no reason.
Jill starts gasping for breath, and fumbles for her asthma
inhaler, taking a deep drag from it.
GARETH
Shall I make some tea?
RICHARD
Harris, take Billy and Steve, go
and check outside, just in case.
HARRIS
What about you?
RICHARD
I'll keep an eye on things here.
Harris expected as much. He looks at Billy and Steve.
HARRIS
Come on then.
Billy, Steve, and Harris go outside to check things out.
EXT. LODGE CLEARING - NIGHT
Billy, Steve, and Harris cautiously peer out the door. They
come out fully, brandishing torches.
HARRIS
Don't go too far.
STEVE
Yeah, right.
They search the area with the torches. There is nobody
there. They look at each other and shrug.
39.
STEVE
I saw someone walking around in the
corridor, but it must have been one
of us.
HARRIS
Why didn't you say that upstairs?
STEVE
Cause Jill would have fucking
screamed the place down again.
BILLY
Is she always like this?
STEVE
She’s just imagining it, she’s
paranoid. Come on - we all know
there's nobody out here.
Harris nods, then leads them back inside.
Over at the edge of the clearing, someone or something lurks
behind a tree, watching them. Harris turns for one last
look, and the hidden figure ducks behind a tree.
Harris doesn't see anything, and goes inside.
PolishInvestigation
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
HoldingA real force keeps it pushing forward.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
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Pressure
Soft
6/10core
A real force keeps it pushing forward
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Development
Broken
4/10expected
Busy, but the thread doesn't move
The surface is full of events and motion, but the governing thread ends where it started — activity substitutes for evolution. Distinct from beats literally restating the same note.
It restates its note rather than deepening it
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Movement
Soft
5/10core
It ends about where it started
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Consequence
Soft
6/10expected
What happens here obliges what comes next
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Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
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Assembly
Soft
5/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
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Clarity
Soft
6/10core
The reader can follow what matters
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Freshness
not owed here
3/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Charge
Soft
5/10expected
The feeling is stated more than felt
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Grip
Soft
6/10core
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror Tone:
"Tense"
Jill has a terrifying hallucination and the group discovers muddy footprints in her room. Harris and some others go outside to investigate, but find nothing suspicious. The scene ends with a mysterious figure watching them from the edge of the clearing.
Effective use of the pill cabinet to reveal Jill's vulnerability
Mirror scare with Harris is a strong horror-comedy beat
Distinct character voices in the group reaction
Lurking figure at the end adds genuine tension
Plot movement is incremental—threat confirmed but not escalated
Character change is minimal—traits are reinforced, not developed
Philosophical conflict is underdeveloped
Familiar horror tropes (muddy footprints, scream) feel generic
Overall, the scene is well written in terms of creating tension and a sense of unease. However, it could benefit from some improvements in terms of character development and dialogue.
Firstly, the characters could be fleshed out more. Currently, they all seem to be one-dimensional stereotypes with predictable reactions (such as Jill being paranoid). Giving them more depth and unique characteristics could make the scene more interesting and engaging.
Additionally, the dialogue could use some work. Some of the lines feel forced and clunky, making the characters sound unrealistic. The conversation between Billy, Steve, and Harris in particular could benefit from more natural, fluid dialogue.
Overall, the scene has potential but could use some refinement in terms of character development and dialogue.
Here are some suggestions to improve the scene:
- Clarify the setting. It is unclear where the lodge is, what it looks like, and why the characters are there. Providing more description of the surroundings would help ground the audience in the story.
- Build tension gradually. The scene starts with some ominous descriptions of a shadowy figure, but then quickly becomes mundane as Jill loads pills into a cabinet and Steve brushes his teeth. To make the later scares more effective, try to maintain a sense of unease throughout the scene.
- Flesh out the characters. Right now they are all fairly generic and indistinguishable from each other. Adding more personality traits, backstory, or conflicts between them would make the audience care more about what happens to them.
- Use visual cues to foreshadow the upcoming scares. For example, the footprints on the floor are a good eerie detail, but they come out of nowhere and are not built up to enough. Instead, consider subtly hinting at them earlier, or using background details (like the way the trees are rustling outside) to create an atmosphere of imminent danger.
- Avoid stereotyping Jill as a hysterical woman. Her panic and asthma inhaler are presented as punchlines rather than genuine character traits, which could come across as sexist or dismissive. Instead, try to make her reactions more understandable and sympathetic, while still keeping the audience wondering whether she is imagining things or not.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with a classic horror beat—the lurking figure—which creates a sense of 'what happens next?' However, the scene's middle section (the bathroom beats) is slow and doesn't build much tension. The scream and footprints are effective, but the group's dismissal undercuts the threat. The reader is likely to continue reading to see if the hunter attacks, but the scene doesn't create a strong sense of urgency.
Script Continuation Score: 6/10
The scene contributes to the overall momentum by confirming the threat and setting up future conflicts. However, it doesn't significantly advance the plot—the group is still in the lodge, and the hunter is still lurking. The scene's repetitive nature (characters dismissing Jill's fear) doesn't add much new information. The reader is likely to continue reading because of the genre and the promise of future violence, but this scene doesn't create a strong sense of 'what's next?'
The boys come back. Richard is pacing up and down. Gareth
hovers, trying to be helpful.
HARRIS
Nothing out there. Jill, are you
sure you weren't just dreaming?
JILL
Yes! What about the footprints?
BILLY
Could have been one of us during
the day. Maybe George was here.
Everybody looks at everybody else, shrugging.
HARRIS
Well there's nobody here now. Tell
you what, in the morning we'll see
if we can get a phone signal up the
hill, get someone to come and pick
you up. How's that?
JILL
Really?
40.
HARRIS
Sure.
RICHARD
Wait a minute-
STEVE
Can I go too?
HARRIS
Maybe we should all go. I don't
think this is working out. We'll go
to a hotel.
STEVE
Yesssss! Go on, my son!
RICHARD
Anyone who leaves, gets a written
warning, right now. Billy, you're
on even thinner ice - last in,
first out, as they say.
BILLY
I'm not staying here on my own.
RICHARD
I'll be here.
BILLY
Then I'm definitely leaving.
RICHARD
Oh, really? Then you can kiss
goodbye to that transfer.
GARETH
I agree with Richard. I think we
should stay.
STEVE
Oh, surprise sur-fuckin-prise.
RICHARD
Steve! That's enough!
GARETH
It's okay, he's entitled to-
RICHARD
You too, Gareth.
JILL
Please don't make me stay.
Jill is opening one of her pill bottles with a shaking hand.
She drops it, and pills fall all over the place. Billy helps
her pick them up.
41.
RICHARD
You know the rules, Jill.
HARRIS
Leave her alone, Richard. George
isn't here, the place is a mess,
it's all gone wrong, admit it.
RICHARD
We can discuss it in the morning.
HARRIS
Whatever. Jill, will you be okay
for the rest of the night?
JILL
I think so, yes. Thank you.
STEVE
You should stay with Maggie
tonight. Just in case.
He's talking to Jill, but glancing at Billy and Maggie,
clearly trying to stop any night-time shenanigans.
JILL
Oh, yes, would that be okay?
Maggie isn't happy about it. She starts to say no, but looks
at Jill's petrified face, and takes pity on her.
MAGGIE
Sure it is. We'll bring your
mattress and sheets in.
STEVE
Nice!
His voice implies that he knows *exactly* what sort of thing
they'll be getting up to. Maggie clips him round the ear,
annoyed.
INT. LODGE MAIN ROOM - NIGHT
Billy and Harris jam a chair under the door handle. They
pull the door experimentally. It doesn't budge. They nod.
HARRIS
Don't mind Richard, he can't do
anything without a good reason.
BILLY
Didn't sound like that to me.
HARRIS
He can bark all he wants, but
George has the final say.
(MORE)
42.
HARRIS (cont'd)
Besides, I can prove Richard's
fiddling his expenses - if he tries
to shaft you, I'll have a quiet
word.
BILLY
Thanks, Harris.
Harris winks at Billy, and claps him on the back.
INT. MAGGIE'S ROOM - NIGHT
Jill and Maggie drag Jill's mattress and bedclothes inside.
Jill looks at Maggie, gratefully, wanting to say something,
but a bit embarrassed. She manages to speak.
JILL
Thank you, Maggie.
MAGGIE
You'd do the same for me.
JILL
Yes, of course I would.
MAGGIE
Look, I know we've never really
been friends or anything...
JILL
We just got off on the wrong foot,
that's all.
MAGGIE
No, I'm just a bad tempered cow
sometimes, but it's nice of you not
to say so. Let's start again, from
tonight.
She offers her hand. Jill takes it, and they shake hands,
awkwardly. They'll never be best friends, but they've made
more progress tonight than in the past two years.
PolishAftermath
No lens is broken, but Design and Read are soft — this reads as a polish pass.
An aftermath beat lands the cost of what just happened rather than driving new action.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
6/10core
It commits to one clear thing and holds it
Ask the AI
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Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
Broken
4/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
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Movement
Broken
4/10core
The scene does not turn
No legible entry-state → exit-state change; the scene resets to where it began.
It ends about where it started
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Consequence
Soft
6/10expected
What happens here obliges what comes next
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Economy
Soft
6/10expected
Every beat and line earns its place
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Assembly
Soft
6/10expected
The parts are ordered and seamed so they build
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Clarity
Solid
7/10core
The reader can follow what matters
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Freshness
not owed here
4/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Soft
6/10expected
The feeling comes off the page
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Grip
Soft
6/10core
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Drama Tone:
"Tense"
The group investigates mysterious footprints in Jill's room, leading to tension over whether to leave the lodge. Jill has a scary hallucination, drops pills, and is comforted by Maggie. Billy and Harris barricade themselves in, while Richard threatens those who leave with consequences. Jill and Maggie make amends.
Distinct ensemble voices
Clear conflict between leaving and staying
Subtle character movement (Billy's defiance, Maggie's compassion)
Effective use of physical detail (Jill dropping pills)
Plot doesn't advance decisively
Ends on a deferral, reducing tension
Philosophical conflict underdeveloped
Overall, the scene is well-written. It effectively conveys the tense atmosphere of the situation and reveals the various tensions and alliances among the characters. However, it could benefit from more sensory details and action beats to enhance the visual and emotional impact. For example, instead of just saying Jill drops the pill bottle, the scene could show her hands shaking, then the bottle slipping from her grasp, pills scattering across the floor. This would create more tension and emphasize Jill's distress. Additionally, there is some dialogue that feels unnecessary or could be trimmed to improve pacing.
Some suggestions to improve the scene:
1. Add tension: While there's some tension with Richard's threats and the possibility that someone could be in the lodge, the scene could benefit from some added suspense. Perhaps there could be a strange noise or a sudden blackout. This would add to the feeling of danger and uncertainty.
2. Develop characters: While the dialogue does a good job of conveying the characters' personalities and tensions between them, there's more that could be done to flesh them out. Giving the audience more of an understanding of their backgrounds and motivations would make them more relatable and interesting.
3. Show, don't tell: Some of the dialogue is a bit on-the-nose, with characters stating their feelings and motives outright. Adding more physical actions and subtle gestures would convey these things more effectively and add to the realism of the scene.
4. Vary the pacing: The scene could benefit from some changes in pacing, such as a sudden burst of action or a quieter moment of reflection. This would help keep the audience engaged and interested throughout.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 7/10
The scene ends on a hopeful note, but the underlying tension remains. The reader is compelled to keep reading because the group is still in danger, and the alliances are forming. The handshake between Jill and Maggie is a nice character beat that makes the reader care about them. The scene doesn't end on a cliffhanger, but the unresolved threat keeps the reader engaged.
Script Continuation Score: 7/10
Up to this point, the script has been building tension and character dynamics. This scene continues that momentum by deepening the group's conflict and setting up future alliances. The scene doesn't advance the plot much, but it strengthens the character web, which is essential for the ensemble horror-comedy. The reader is invested in the characters and wants to see how they survive.
Morning has broken. The seven office samurai are getting
their things together. Steve is feeling a bit ropey -
everything's a bit too bright, sober and real for him.
Breakfast is served - crisps and sweets. The gang eat
hungrily. Maggie shows two packets to Billy.
MAGGIE
Smokey bacon, and salt and vinegar -
it's almost a fryup.
43.
Billy shows his packet to Maggie.
BILLY
Cheese and chives. That's almost
one of my mum's parties.
Steve tries to join in, and looks at his crisps - they are
Ready Salted. He can't think of a joke.
Harris finishes eating. He puts on his shoes and starts
lacing them up. Richard stands up and comes over to him.
RICHARD
Harris. Can we talk?
HARRIS
What about?
Richard is talking quietly, trying not to make a scene, but
Harris is talking at normal volume, even slightly louder.
RICHARD
In my office, if you don't mind.
HARRIS
Your "office"? No, I don't think
so. Look, if we get a signal, we're
leaving. We can do the team games
in a hotel. I'm sure George won't
mind, if he ever turns up.
RICHARD
Okay, we can send Jill to a hotel,
but we are not-
HARRIS
This conversation is over. Okay?
Harris smiles at Richard firmly, indicating that if he
pushes it any further, there'll be trouble. Richard pretends
he hasn't given in, with:
RICHARD
We'll discuss it later.
HARRIS
Sure we will.
Behind Richard, there is an outbreak of intense, quiet
sniggering. Richard turns around sharply, but everyone is
immediately the picture of innocence.
HARRIS
Okay. Two of us go, everyone else
stays here.
44.
STEVE
I'll go; I'm not hanging around
here with the cub scout here.
He points at Gareth. Gareth is wearing oversize shorts, and
a khaki shirt, and is whittling a piece of wood with a Swiss
army penknife.
HARRIS
No. We'll do it fairly.
Harris gets seven matches, and snaps two to make them short.
He turns away from the others for a minute.
He turns back around, the tops of the matches poking out
from his hand. He offers them to Steve. Steve sighs, and
picks one. It is a long one.
STEVE
Bollocks. Can I have another go?
HARRIS
No. Billy.
Billy takes one - it's long. Then each person in turn. Jill
and Harris end up with short straws. Jill looks nervous.
STEVE
Fix!
HARRIS
Are you okay to go, Jill?
JILL
Yes, I'm fine, I'll be fine.
Jill is quaking silently, popping pills and blasting herself
with the asthma inhaler. She's clearly not fine.
MAGGIE
Where will you go?
HARRIS
We'll just follow the road. Past
that landslide, it goes up the side
of the valley; we should get high
enough after a while.
Jill and Harris get up.
HARRIS
We'll try the bus driver first. If
all else fails, we'll call the
police and make something up. We'll
say Richard had an accident.
RICHARD
But I haven't.
45.
HARRIS
Don't worry, we can arrange
something.
Richard half-smiles, not sure if it's a joke or not.
HARRIS (CONT)
See you later. Behave yourselves.
The rest wave, as Jill and Harris leave.
Gareth claps his hands together.
GARETH
Right. Who's up for team games?
PolishTransition
No lens is broken, but Design and Read are soft — this reads as a polish pass.
A transition carries us between beats. It owes less structurally than a scene built to turn.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
6/10core
It commits to one clear thing and holds it
Ask the AI
or ask:·
Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
or ask:·
Development
Broken
4/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Soft
5/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
Ask the AI
or ask:·
Consequence
Soft
6/10expected
What happens here obliges what comes next
Ask the AI
or ask:·
Economy
Soft
6/10expected
Every beat and line earns its place
Ask the AI
or ask:·
Assembly
Soft
6/10expected
The parts are ordered and seamed so they build
Ask the AI
or ask:·
Clarity
Solid
7/10core
The reader can follow what matters
Ask the AI
or ask:·
Freshness
not owed here
4/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Soft
5/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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or ask:·
Grip
Soft
6/10core
The exit pulls you into the next one
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
horror, thriller, drama Tone:
"tense"
The morning after the spooky stories, the group prepares to leave but is divided on whether to stay or go. Harris and Jill decide to venture out for help while the rest of the group prepares to stay behind and play team games.
Middle section (breakfast banter) is charming but doesn't add new complication
Jill's fear is stated but not dramatized beyond her pills
Philosophical conflict is underdeveloped
Overall, this scene is well-written and engaging, but there are a few areas for improvement.
Firstly, the dialogue could be tightened up to make it more concise and efficient. For example, in the exchange between Harris and Richard, there is some repetition and unnecessary back-and-forth that slows down the pace of the scene.
Secondly, the characterizations could be developed further. While we get a sense of Harris as the leader and Steve as the joker, the rest of the characters feel a bit underdeveloped. Giving each character a distinct personality trait or quirk could make them more memorable and interesting to the audience.
Lastly, the stakes of the scene could be heightened. Right now, the conflict between Harris and Richard feels a bit minor and easily resolved. Introducing a higher level of tension or danger could make the scene more compelling.
Overall, this scene has promise but could benefit from some refinement.
Overall, the scene could benefit from more clear and concise dialogue that moves the plot forward and reveals character relationships and dynamics. Some suggestions:
- Consider condensing the breakfast scene to a few lines of dialogue and action that reveal the characters' attitudes and personalities, instead of multiple lines about specific chip flavors.
- Make Richard and Harris's conflict more clear earlier on in the scene, so that when Richard tries to confront Harris, it's not a sudden development. Consider adding a line of dialogue earlier that hints at their tension.
- Make sure the dialogue reveals more about the characters' motivations and relationships. For example, what is driving Harris to be so stubborn about leaving the lodge? Is there some underlying tension between him and Richard that goes beyond this one issue?
- Consider adding more action and description to break up the dialogue-heavy scene. For example, could Maggie and Billy have a physical interaction with the chip packets that adds some visual interest? Could Gareth's whittling or other characters' actions be described in more detail to add some texture to the scene?
- Finally, consider whether this scene is truly necessary to the overall plot. Is there a way to condense it or move the conflict forward more quickly?
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with Gareth's 'Right. Who's up for team games?' which is a comedic beat but doesn't create a strong pull to the next scene. The reader knows Jill and Harris are leaving, but the scene doesn't hint at the danger they'll face. The lack of a cliffhanger or a sense of impending doom reduces the compulsion to keep reading.
Script Continuation Score: 7/10
Up to this point, the script has built momentum through escalating threats and character dynamics. This scene maintains that momentum by moving the plot forward (splitting the group) and reinforcing character voices. It doesn't stall the narrative, but it also doesn't add significant new tension. The momentum is steady, not accelerating.
Jill and Harris walk along the road, coming from the road
that leads to the lodge, and passing the landslide.
It's an uphill walk, and cold - they are glad to be wearing
their coats. Jill throws terrified glances at the woods.
HARRIS
Anything yet?
Jill checks her mobile phone. It's still not working. She
shakes her head. Harris looks at his own phone, which is
also useless.
HARRIS (CONT)
This is going to take hours. Fancy
just climbing up?
Jill looks to their left. The valley wall rises far, far up
above them. If it were any steeper, it would be past
vertical, and falling back on to the road.
JILL
Not really, no.
They walk on. The sun is high in the sky. Jill looks away.
JILL (CONT)
I didn't imagine it, you know. I
really did see someone.
HARRIS
Don't worry about it. We'll be out
of here soon.
JILL
It's a nice area. Until last night,
I was quite enjoying myself.
46.
HARRIS
Really?
JILL
Weren't you?
HARRIS
This isn't really my sort of thing.
I prefer the city. Cleaner, safer,
less wild animals.
Jill nods. They walk on a bit further.
JILL
So what do you think they're up to
now?
HARRIS
God knows. I tell you what, though -
I bet they *won't* be playing
bloody team games.
They smile at the thought, and walk on.
EXT. WOODS - DAY
Billy and Steve walk through the woods. They wear combat
gear and carry paintball guns. They look embarrassed.
STEVE
Load of bollocks.
Billy stops Steve, and points. Up ahead is a squirrel. Steve
quickly takes aim, but Billy pulls his arm down, shaking his
head. Steve pouts. The squirrel scampers away.
They walk on, and Billy stops suddenly. In a clearing ahead,
they can see Richard hiding behind a tree. He hasn't seen
them yet. Near him is a small sandbag fort.
BILLY
Where's Maggie?
STEVE
Why?
Steve says it too sharply. Billy notices, and smiles.
BILLY
Why don't you just ask her out?
STEVE
Pfft. Women like Maggie don't like
blokes like me. They like pretty
boys like you. No offence.
47.
BILLY
I like Maggie, I really do. But I
could never love somebody who
didn't like Marmite.
STEVE
Really?
BILLY
Really. Go for it. Ask her out. Be
a man.
STEVE
I'll think about it.
About fifty yards away, there is a stealthy movement.
Somebody runs from right to left, incredibly fast, dodging
trees, just a flash of camouflage gear.
Billy and Steve fire their paintball guns furiously, trying
to track the running figure, but it is too fast.
BILLY
Bloody hell. I didn't think Maggie
could run that fast.
STEVE
She must have taken off those
pointy shoes.
BILLY
Did you see where she went?
STEVE
No, she must be hiding. Richard's
still there, though.
BILLY
I know. Let's get him. I mean,
really get him.
STEVE
Yeah. Let's paint the bastard
bright yellow.
BILLY
Okay, here's the plan: we-
Several yards away, someone pulls a branch to one side,
spying on the two men. Billy hears something, and turns.
The person hiding quickly ducks down, and Billy carries on
whispering to Steve.
48.
Low on its ownPursuit
Design and Read are broken — this reads as a rebuild before polish.
HoldingEvery beat and line earns its place.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
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Development
Broken
3/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
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Movement
Broken
3/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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Consequence
Broken
4/10expected
Information arrives but forces no choice
The scene delivers information or understanding but no one is forced to decide or act on it.
The result doesn’t oblige what comes next
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Economy
Soft
6/10expected
Every beat and line earns its place
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Assembly
Soft
5/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
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Clarity
Soft
6/10core
The reader can follow what matters
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Freshness
not owed here
3/10light
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Charge
Broken
4/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Soft
5/10core
The exit does not pull forward
At the close there is no open question or live threat — no reason to turn the page.
It settles at the exit rather than pulling on
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Thriller Tone:
"Suspenseful"
Jill and Harris try to find their way back to civilization, while Billy and Steve play paintball and Maggie hides from them.
Strong character banter between Jill and Harris
Funny and revealing dialogue between Billy and Steve
Effective use of the paintball game as ironic foreshadowing
Subtle character development for Steve and Jill
Scene is transitional and lacks a strong turning point
Hunter's appearance is brief and could be more consequential
Internal goals are underdeveloped
Overall, the scene is well-written and serves its purpose in advancing the story. However, there are a few minor critiques that can be made:
- The dialogue feels a bit exposition-heavy at some points, with characters explicitly discussing their motives and feelings rather than showing them through their actions. For example, when Harris says "This isn't really my sort of thing", it feels like a direct statement to the audience rather than something a character would naturally say in conversation.
- Some of the actions described could be more specific to make the scene more engaging. For instance, when Billy and Steve are firing their paintball guns, it would be more interesting if we knew specifically what they were aiming at and how they were trying to hit it.
- The ending of the scene, with someone spying on Billy and Steve, feels a bit abrupt and disconnected from the rest of the action. It might make more sense to introduce this element earlier in the scene and weave it more fully into the action.
As a screenwriting expert, here are my suggestions to improve this scene:
1. Increase the tension: The scene takes place in a potentially dangerous situation, as Jill and Harris are lost in the woods, and they talk about the possibility of someone following them. The scene could benefit from increasing the tension and suspense, either by adding more details about their fear or by making the audience doubt whether there is really someone following them.
2. Make the dialogue more engaging: While the dialogue between Jill and Harris establishes their situation, it does not add much depth to their characters. The conversation feels like small talk and does not reveal anything new or interesting about them. Consider adding more subtext or conflict to the dialogue to make it more engaging.
3. Develop the characters: Similarly, the scene with Billy and Steve feels like filler. While it adds some humor to the story, the characters do not feel fully developed or relevant to the main plot. Consider making sure that every scene and character contributes to the overall story and provides something new or interesting to the audience.
4. Use the setting: The scene takes place in a beautiful location, but the descriptions of the setting are minimal. Consider using the scenery to add more atmosphere and mood to the scene, and make the audience feel like they are there with the characters. For example, the cold wind could howl ominously through the trees, making the characters shiver with fear. Or the sun could hide behind dark clouds, making everything feel more oppressive and threatening.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 6/10
The scene ends with a spy watching Billy and Steve, which is a hook. But the Jill/Harris thread is less compelling, and the scene as a whole doesn't create a strong urge to turn the page. The reader wants to know what happens next, but the scene could be more gripping.
Script Continuation Score: 6/10
Up to this point, the script has built a strong sense of dread and comedy. This scene is a slight dip in momentum—it's a breather, but it doesn't add much to the overall arc. The reader is still invested, but this scene could be stronger to maintain the script's forward drive.
Jill and Harris turn a corner, waving the mobile phones
around, trying to get service, chattering away.
HARRIS
I'm serious, when they cut off
Marie Antoinette's head, she looked
up from the basket and saw the
bloody stump of her neck before she
died.
JILL
It's just not physically possible.
HARRIS
Brain activity continues up to
thirty seconds after decapitation.
If your head lands at the right
angle, you can see your headless
body before you die.
JILL
No, that's bollocks!
HARRIS
Why? There's still blood in the
head, there's still oxygen in the
brain - Jill, did you just use a
swearword?
JILL
Um...
HARRIS
That's the second one this year.
You'll get a reputation, you know.
JILL
I've got a long, long way to go
before I overtake any of you.
Harris laughs, and realises that he really likes Jill. She
smiles back at him, looking happy at last. They suddenly
notice something and stop dead, their faces dropping.
Up ahead is the minibus.
It is in the middle of the road, parked sideways. The
headlights are smashed. Jill and Harris look at each other,
then approach the minibus slowly.
EXT. FORT CLEARING - DAY
Richard crouches behind his tree, as before, ready for
action. He is well protected by the trees. Maggie is nowhere
to be seen. Richard waits, primed for an assault.
49.
Silence. The calm before the storm.
EXT. ROAD - DAY
Harris walks to the door of the bus and looks in. The
driver's seat is empty. Flies buzz around it. Jill gets out
her inhaler, and takes a couple of hits.
JILL
Where's the driver?
HARRIS
He couldn't have been around here
the whole time.
JILL
He must have been kidnapped. Or
murdered.
Harris notices that the keys are still in the ignition. He
gingerly opens the driver door. There is a trickling sound.
They look down, and see a trickle of blood coming out of the
bus, splattering near their shoes. They jump back,
disgusted.
Harris turns the ignition key. The engine coughs. He tries
again. Nothing. The third time, the engine belches into
life.
JILL
I think I'm going to be sick.
HARRIS
It's okay, we have the bus, we're
safe now.
JILL
But what happened to the driver?
Harris looks at Jill, uncertainly. He is unable to think of
an answer that won't terrify her.
PolishInvestigation
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
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Pressure
Broken
4/10core
Tension with no source
The scene asserts tension/stakes/unease but no locatable page-visible force produces it — mood is mistaken for pressure (the pressure firewall).
It leans on mood instead of something actually pushing it
Ask the AI
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Development
Broken
4/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
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Movement
Soft
5/10core
It ends about where it started
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Consequence
Soft
6/10expected
What happens here obliges what comes next
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Economy
Soft
6/10expected
Every beat and line earns its place
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Assembly
Soft
5/10expected
The cuts lack connective tissue
The scene/sequence shifts location, time, POV, mode, or thread without making the causal/spatial/emotional/rhythmic relationship between adjacent chunks legible.
The parts sit side by side rather than building
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Clarity
Solid
7/10core
The reader can follow what matters
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Freshness
not owed here
4/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Charge
Soft
5/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Soft
6/10core
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Mystery Tone:
"Tense"
Jill and Harris come across the abandoned minibus. There's blood splattered on the ground and the driver is missing. Harris finds the keys in the ignition and gets the bus started. Jill is upset and afraid, wondering what happened to the driver.
Effective tonal shift from banter to horror
Strong character chemistry between Jill and Harris
Memorable blood trickle beat
Clear forward momentum
Slight convenience of the bus being drivable
The decapitation banter could be tighter
Overall, this scene sets up tension and intrigue as Jill and Harris approach the minibus and discover the driver is missing. The conversation between them about Marie Antoinette's death is an interesting piece of dialogue that adds character development. However, the scene could benefit from more sensory details to immerse the audience in the moment, such as describing the surroundings and setting the tone with the weather or time of day. Additionally, there seems to be a sudden shift in tone when Harris notices the keys in the ignition and remarks that they are safe now, which could benefit from more build-up or explanation. Overall, solid scene, but some tweaks could make it even stronger.
Here are some suggestions:
1. Add more tension and suspense to the scene. There is a sense of foreboding with the mention of the decapitation fact, but it fizzles out with the sudden appearance of the minibus. Perhaps have Jill and Harris hear strange noises or see shadows moving in the trees before they stumble upon the minibus.
2. Make the dialogue more natural and less exposition-heavy. The conversation about Marie Antoinette feels forced and unnecessary. It could be cut in favor of dialogue that reveals more about the characters or moves the plot forward.
3. Develop the relationship between Jill and Harris more subtly. Right now, their sudden realization that they like each other feels out of nowhere. A few prior instances of flirtation or mutual concern could establish their connection more convincingly.
4. Give a clearer indication of the stakes at play. The fact that the driver is missing and there is blood in the minibus is alarming, but there isn't a clear sense of what danger the characters are in. Are they being pursued by someone or something? Are they in a place where they could easily be trapped? Adding a physical threat or an understanding of the stakes could create more urgency and interest in the scene.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong hook—the question of what happened to the driver and the implication of danger. The reader is compelled to continue to find out what happens next. The scene's balance of character and plot keeps the reader engaged.
Script Continuation Score: 8/10
The scene maintains the script's momentum by advancing the plot (the discovery of the bus) and developing the characters (Harris and Jill's connection). The scene is a natural progression from the previous scenes and sets up the next threat. The script's momentum is strong.
He starts firing wildly. Richard jumps, and pelts Steve with
paintballs. Steve keeps running, screeching in pain.
STEVE (CONT)
Ow! Ow! Fuck, that hurts!
50.
As the attack goes on, Billy crawls along the ground from
the left. Nobody sees him. He moves slowly, keeping low.
It is perfect. Richard concentrates on Steve, while Billy
reaches the fort. Billy stands up, smiling, and reaches for
the flag. He glances down.
Maggie is lying on her back inside the fort, grinning, gun
pointed right at Billy. Billy rolls his eyes.
MAGGIE
Close, but no cigar. You're dead,
sucker!
She shoots him in the chest several times, splattering him
with paint. Richard erupts from the woods, cheering.
RICHARD
We won! You're all dead!
BILLY
Oh yeah? Well somehow I survived.
I'm taking the flag!
Billy grabs the flag, then shoots Richard in the chest,
enjoying himself hugely.
MAGGIE
You'll get a black mark in Gareth's
rulebook for this.
BILLY
Good!
Billy sticks the flag into his goggle strap, then picks up
Maggie, throwing her over his shoulder.
BILLY (CONT)
Men - I have the flag! And a comely
wench! We shall make sport tonight!
He runs off with Maggie and the flag, Maggie screaming with
laughter. Steve is laughing, even Richard has lightened up -
they both start pelting Billy and Maggie with paintballs.
MAGGIE
Hey! I'm on your team, Richard! And
so is my ass!
The game descends into farce, with people running around in
circles, shooting at each other and laughing. Gareth
appears, with his whistle. He blows the whistle.
GARETH
Now, I think we broke a few little
rules here and there, didn't we?
51.
There is a pause while the others look at each other, then
without a word, they all run at Gareth, pelting him silly
with paintballs.
GARETH (CONT)
Ow! Ow! That hurts! Stop! I'm the
activities co-ordinator! Help!
Steve waves his gun around in triumph. Gareth runs away from
the paintballs--
--and steps right into a beartrap, a rusty, metal one
concealed in the grass - circular with a serrated edge,
really heavy, spring-loaded, and very nasty.
It closes on his left shin with a thunk and a crunch. Gareth
screeches in agony, and falls down heavily. Everyone jumps
back in panic.
STEVE
What the fuck?
BILLY
Quick, help me get it off him. Turn
him over.
They grab Gareth, picking him up awkwardly, not quite sure
what to do. They move him round a bit, but the trap has a
chain attached, with one end driven into the ground.
The slack in the chain runs out, yanking Gareth back, and
they drop him. The trap teeth dig further into his leg, and
blood oozes out. He whimpers, close to fainting.
Billy uses a stick to yank the chain out of the ground.
The trap is quite big, with a massive spring on either side
of the teeth. Billy tries pressing one of the springs down,
but it won't budge.
BILLY (CONT)
Get on the other side of it. After
three - one, two, three, go.
Billy stands on one spring, Steve stands on the other. The
spring opens halfway, partially releasing the trap. Steve's
foot slips off the spring, and it slams shut again.
Clang! Everybody winces as Gareth screams in agony again.
The teeth dig even further into his leg.
BILLY (CONT)
Shit! Sorry! Okay, one more time.
One, two, three...
They stand on the springs again, and get the trap fully
open. Gareth pulls his leg out. They release the trap, and
it slams shut, splattering blood on the grass.
52.
The trap has cut almost all the way through his leg, about
eight inches above his ankle. Billy picks Gareth up, and the
whole thing falls off, his foot landing in the grass.
Steve has a small cut on his finger, and isn't too brave
about it.
STEVE
My fucking finger! It's killing-
He notices Gareth's foot, and shuts up, embarrassed.
They pick up Gareth, and his foot, and hurry out of the
clearing, watching where they step.
KeepAftermath
All three lenses are solid — worth protecting as it stands.
An aftermath beat lands the cost of what just happened rather than driving new action.
HoldingWhat happens here obliges what comes next.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Solid
7/10core
It commits to one clear thing and holds it
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Pressure
Soft
6/10core
A real force keeps it pushing forward
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Development
Soft
5/10expected
Busy, but the thread doesn't move
The surface is full of events and motion, but the governing thread ends where it started — activity substitutes for evolution. Distinct from beats literally restating the same note.
It restates its note rather than deepening it
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Movement
Soft
6/10core
It turns — something is different by the end
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Consequence
Solid
8/10core
What happens here obliges what comes next
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Economy
Soft
6/10expected
Every beat and line earns its place
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Assembly
Solid
7/10expected
The parts are ordered and seamed so they build
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Clarity
Solid
8/10core
The reader can follow what matters
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Freshness
not owed here
5/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Unpredictability
not owed here
6/10light
It defeats anticipation fairly
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Charge
Solid
7/10core
The feeling comes off the page
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Grip
Solid
8/10core
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
comedy, horror Tone:
"chaotic, comedic, and gruesome"
Steve, Richard, Billy, and Maggie play paintball while Jill and Harris search for help. Gareth steps into a bear trap and the group struggles to get it off him, resulting in gruesome consequences.
Effective tonal shift from comedy to horror
Clear character voices
Strong escalation of stakes
Memorable beartrap set-piece
Characters' reactions are somewhat predictable
Satirical edge could be sharper
As a screenwriting expert, I’d say that the scene is well-written, especially in terms of action and characterization. The characters have distinct personalities and the dialogue accurately portrays the way they would talk. The humor in the scene is also well-executed, as it’s seamlessly woven into the scene without feeling forced.
However, there are a few areas where the scene could be improved. Firstly, the action in the scene is quite chaotic and it might be difficult for the audience to keep track of what’s going on. Secondly, the scene’s tonal shift towards the end is quite abrupt, as it goes from being lighthearted and comedic to being graphic and brutal. Finally, the scene might benefit from having more direction in the way the characters’ movements are portrayed, as it’s not always clear where they are in relation to each other.
Overall, the scene is well-constructed, with strong dialogue and characterization. With a few tweaks to the action and more thought given to the tonal shift, it could be even stronger.
There are a few things that could be improved in this scene. First, the dialogue can be tightened up to make it more impactful. Some lines feel unnecessary and take away from the tension and excitement of the paintball game. Second, there could be more build-up and foreshadowing to the beartrap to make it feel like a significant plot point rather than a sudden, jarring incident. Finally, there could be more description and detail in the action to really showcase the severity and brutality of the trap. Overall, the scene could benefit from better pacing and more effective storytelling techniques.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 9/10
The scene ends on a strong cliffhanger—Gareth's foot is severed, and the group is in a remote location with no help. The reader is compelled to keep reading to see how they handle the injury and what happens next. The tonal shift from comedy to horror is a powerful hook.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through the group's arrival at the lodge, the strange occurrences, and the escalating tension. This scene is a major turning point, shifting from comedy to horror, and it propels the script forward. The injury to Gareth raises the stakes and makes the reader want to know how the group will survive.
It is starting to get dark. The gang carry Gareth along the
path and into the clearing. Just before they reach it, Billy
stops them, holding his hand up.
He gets a stick, and pokes about in the leaves on the path.
There is another beartrap hidden there, the same type that
got Gareth. Billy sets it off with the stick, and they carry
Gareth past it. Billy looks around on the ground.
BILLY
There's more.
There are two traps either side of the sprung one. Billy
pokes about, using a longer stick this time. As the others
watch, he uncovers more and more of them.
They put Gareth down for a minute. He is unconscious. Billy
uncovers all of the traps, in a big circle right around the
edge of the clearing, surrounding the lodge.
MAGGIE
They weren't there when we came
out. They can't have been.
STEVE
Either someone really, really wants
to catch a bear, or there's a
fuckload of bears to catch.
MAGGIE
Maybe someone lives nearby. What
the hell are they up to? They must
know we're here.
STEVE
Can we go inside now please? I
don't like this.
53.
They hear the cough of an engine. The battered minibus
staggers into the clearing. Jill and Harris get out. Harris
notices Gareth and the mess of his leg.
HARRIS
What did you do to him?
BILLY
Beartrap. There's loads of them,
all round the clearing.
HARRIS
Jesus...
RICHARD
Where's the bus driver?
HARRIS
Don't know. Probably dead.
STEVE
Nice! Can we go, then?
Everyone looks at Steve, who realises his gaffe.
STEVE (CONT)
I mean, terrible, tragedy, yeah. So
can we go, then?
BILLY
We need to stop Gareth's bleeding.
What should we do?
MAGGIE
I don't know, don't we have a first
aid kit?
RICHARD
There wasn't anything in the lodge.
There should be, health and safety
rules clearly state-
MAGGIE
Shouldn't we run water over it or
something?
BILLY
Why?
MAGGIE
To clean it?
STEVE
It'll still be bleeding though.
As they argue, Gareth is slowly losing colour as the blood
drains from his leg.
54.
HARRIS
Cauterise it?
STEVE
What's that mean?
HARRIS
Burn the stump, seal it off.
RICHARD
Jesus. Isn't there another way?
HARRIS
No, I read it in my SAS book.
Billy, get the fire lit. Maggie,
try and find the poker. Steve, boil
some water, and-
BILLY
But by the time the fire's lit,
he'll have bled to death!
HARRIS
Then hurry up!
STEVE
Fucking hell, stop shouting!
They're all shouting, panicking. Jill, surprisingly, is
suddenly very calm. She steps into the middle of the group,
speaking calmly and authoritatively, silencing them.
JILL
Billy, give me your paintball
jacket.
Everybody stops talking, amazed at this new, calm, sensible
Jill. Billy takes off his paintball camouflage jacket. Jill
ties it tightly around Gareth's leg, just above the wound.
Gareth gets his Swiss army knife out, opening the scissors,
but Jill waves it away, gently.
GARETH
I'm okay, it doesn't really hurt
that much-
He tries to stand but falls back down, in agony.
JILL
It's okay, Gareth. We'll get help,
don't worry.
GARETH
Oh, you know, what doesn't kill me,
only makes--
55.
Jill yanks the tied jacket so that it is really tight.
Gareth faints.
MAGGIE
Jesus, he just doesn't stop, does
he? "I'm glad I got caught in a
beartrap, it has helped me to
become a better person"...
Jill gives the tied jacket another yank. The bleeding stops.
She sees their amazed faces.
JILL
It's called a tourniquet. You have
to stop the blood getting to the
wound. It's easier than trying to
plug it up.
Now that the bad things have started to actually happen,
rather than threatening to happen, Jill is remarkably well
adjusted. Severed legs she can deal with.
STEVE
Nice. Can we fuck off now, then?
BILLY
Good idea. What about this?
Billy holds up Gareth's foot.
STEVE
Throw it away.
BILLY
Maybe they can re-attach it?
RICHARD
I saw a documentary once, they said
if your finger gets cut off, the
best place to keep it is in your
mouth, for hygiene.
Billy holds up the foot for Richard to see. It is far too
big for anyone's mouth.
STEVE
Oh yeah, why didn't we think of
that? You hold his mouth open,
we'll shove his foot in.
JILL
There were some frozen peas in the
top of the fridge, put them in a
plastic bag with the foot. It'll do
for a few hours, at least.
56.
KeepAftermath
All three lenses are solid — worth protecting as it stands.
An aftermath beat lands the cost of what just happened rather than driving new action.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Solid
7/10core
It commits to one clear thing and holds it
Ask the AI
or ask:·
Pressure
Solid
7/10core
A real force keeps it pushing forward
Ask the AI
or ask:·
Development
Soft
6/10expected
The situation deepens as it goes
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Movement
Solid
7/10core
It turns — something is different by the end
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Consequence
Soft
6/10expected
What happens here obliges what comes next
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Economy
Soft
6/10expected
Every beat and line earns its place
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Assembly
Solid
7/10expected
The parts are ordered and seamed so they build
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Clarity
Solid
8/10core
The reader can follow what matters
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Freshness
not owed here
5/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Unpredictability
not owed here
5/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Charge
Solid
7/10core
The feeling comes off the page
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Grip
Solid
7/10core
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Thriller, Drama Tone:
"Tense"
The group finds themselves trapped in a clearing surrounded by bear traps, and must contend with Gareth's severe leg injury. Jill takes charge and uses a tourniquet to stop the bleeding, while Billy and Steve make inappropriate jokes. Harris suggests cauterizing the wound and starts a fire, while Maggie tries to find a first aid kit.
Distinct ensemble voices
Jill's character reveal
Escalating threat with beartraps
Comedic timing in crisis
Middle dialogue bogs down urgency
Philosophical conflict underdeveloped
Overall, the scene is engaging and moves the plot forward, but there are a few issues that could be improved upon. First, the dialogue is a bit on-the-nose and repetitive. There are several instances of characters stating the obvious or reiterating information that has already been established. There is also a lot of shouting and arguing, which can detract from the tension and drama of the situation.
Secondly, the use of a tourniquet to stop bleeding seems a bit too convenient and contrived, especially given that none of the characters seem to have much medical knowledge or training. It would be more believable if one of the characters had some sort of medical background or if they had to research how to properly use a tourniquet before attempting it.
Finally, the humor and sarcasm at the end of the scene, particularly regarding the severed foot, feels out of place and tonally inconsistent with the serious nature of the situation. It would be more effective to maintain a consistent tone throughout the scene, with humor and lightness sprinkled in more sparingly.
Overall, the scene has potential but could benefit from some fine-tuning to make it more engaging and believable.
Here are some suggestions to improve this scene:
1. Increase tension: The setup of the beartraps is a great opportunity to build tension and increase the danger for the characters. Consider lengthening this part of the scene and using it to ramp up the stakes for the characters.
2. Clarify motivations: It's unclear why the beartraps were set up in the first place, which can leave the audience confused and disengaged. It might help to have the characters speculate about who or what could have set them up, or provide some clue as to their purpose.
3. Streamline dialogue: Some of the dialogue feels repetitive or unnecessary, and could be trimmed to make the scene tighter. Also, consider giving each character a more distinct voice or personality to make them more memorable.
4. Add visual interest: The scene takes place in a fairly generic outdoor setting, which makes it hard to visualize. Try to include more specific details or imagery to make the scene feel more vivid and interesting to the audience.
5. Make use of subtext: The dialogue could benefit from more subtext or underlying tension between the characters. For example, there could be unspoken resentment or suspicion between certain members of the group that adds a layer of complexity to the scene.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with a practical solution (the foot in the bag with frozen peas) that is both funny and satisfying, but it also leaves the reader wanting to know what happens next: will they escape? The discovery of the traps and the bus driver's disappearance create questions that compel the reader to continue. The scene's blend of humor and tension keeps the reader engaged.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum: the group is increasingly in danger, and the scene escalates the threat (traps, missing driver, Gareth's injury). The scene also develops characters (Jill's competence) and sets up future conflicts (the hunter's identity). The script's momentum is strong, and this scene contributes to it by raising the stakes and adding a new layer of mystery.
The gang are coming out of the lodge with their bags. Gareth
is still where they left him. Maggie tries to warm herself
around the lit cigarette in her mouth.
Jill fills a plastic bag with packets of frozen peas and
crispy pancakes.
STEVE
Hurry up, I want to get out of this
shit hole. Bollocks, Richard, where
are the passports?
RICHARD
Passports are all in the team bag,
upstairs. Billy?
BILLY
I'd be delighted to get it,
Richard. It'll be the highlight of
my day.
Maggie smiles at Billy, who winks back.
HARRIS
Let's get these bags in first.
Harris pulls the lever on the bus to open the boot.
With a squeak and a clatter, the boot jerks open, throwing a
pile of rubbish out onto the ground, and knocking Gareth's
foot out of Billy's hand.
Billy bends to retrieve the foot, and Harris bends to see
what has been dumped out of the bus.
They both stand up. They are both holding a foot.
Billy holds Gareth's foot. Harris holds the driver's foot,
yellowy nails, crusty sandal and all. Everybody looks down.
The remains of the driver are on the ground. He has been
chopped up into several pieces, and partially skinned. Nails
have been hammered into his eyes.
Steve puts his hands over his mouth, gagging and retching.
Everybody backs away into the room. The cigarette falls from
Maggie's mouth.
MAGGIE
Oh shit oh shit oh shit-
There is a stunned silence. Nobody moves. Harris knows he
needs to keep it together, before anyone panics.
57.
HARRIS
Okay. Billy, Maggie, load up the
bags. Steve, Richard, get Gareth on
the bus. Jill, sort the ice bag
out.
STEVE
We're all going to die!
HARRIS
Shut the fuck up and do it!
Billy gives the foot to Jill, and he and Maggie start
throwing bags into the boot.
MAGGIE
Where are you going?
HARRIS
I'm getting the passports.
MAGGIE
No, it's too dangerous.
HARRIS
They won't let us through the
airport without passports. We need
them.
MAGGIE
Be careful.
HARRIS
Duh.
Harris runs off, as Steve and Richard pick up Gareth. Gareth
looks at them all, proudly.
GARETH
Great teamwork, guys! See? If you
work together, you can accomplish
anything.
Steve rolls his eyes.
INT. LODGE MAIN ROOM - NIGHT
Harris runs through the lodge, looking around wildly. Trying
to think. Trying not to panic. Steps around the furniture,
moving quickly, shakily.
INT. LODGE MAIN STEPS - NIGHT
Harris bounds up the dark stairs, two at a time.
58.
INT. LODGE RICHARD'S ROOM - NIGHT
Harris runs into Richard's room. He empties the team bag
onto the bed. He finds the folder of passports, and leaves.
INT. LODGE UPSTAIRS HALLWAY - NIGHT
Harris comes out of the room, and stops. He hears a very
faint rustle from one of the rooms.
For a horrible moment, it seems as if he's going to be
stupid enough to go and check the room - but common sense
prevails.
HARRIS
Fuck that.
Harris turns, and bolts for the stairs.
INT. LODGE MAIN ROOM - NIGHT
Harris runs through the room, looking around fearfully.
EXT. LODGE CLEARING - NIGHT
Harris runs into the clearing, getting the bus keys out of
his pocket. The others on the bus scream at him to hurry up.
INT. MINIBUS - NIGHT
Harris leaps on to the bus, tripping, and dropping the keys,
which fly under a seat. Steve shouts in frustration, and
kicks the back of one of the seats.
Harris scrabbles around on the floor, and finally grabs the
keys. He gets in the driver's seat and puts the keys in.
STEVE
Fuck, it's not going to start, it's
not going to start-
The engine starts first time. Harris and Steve nervously
smile at each other. Then the engine stalls, and stops.
Everyone looks utterly terrified. Harris curses under his
breath, forces himself to stay calm, and tries again. The
engine coughs - then starts.
Harris floors the accelerator.
59.
EXT. LODGE CLEARING - NIGHT
The bus fishtails wildly before the wheels grip, and it
screeches away.
EXT. ROAD TO LODGE - NIGHT
The minibus roars around the first bend. We can still see
the lodge in the background. It is pitch dark outside.
INT. MINIBUS - NIGHT
STEVE
Faster!
HARRIS
I can't see where I'm going!
Billy leans out of a window, holding a torch pointing ahead.
It's faint, but helps a bit.
KeepPursuit
All three lenses are solid — worth protecting as it stands.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Solid
7/10core
It commits to one clear thing and holds it
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or ask:·
Pressure
Solid
7/10core
A real force keeps it pushing forward
Ask the AI
or ask:·
Development
Soft
6/10expected
The situation deepens as it goes
Ask the AI
or ask:·
Movement
Solid
7/10core
It turns — something is different by the end
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or ask:·
Consequence
Solid
7/10expected
What happens here obliges what comes next
Ask the AI
or ask:·
Economy
Soft
6/10expected
Every beat and line earns its place
Ask the AI
or ask:·
Assembly
Solid
7/10expected
The parts are ordered and seamed so they build
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Clarity
Solid
8/10core
The reader can follow what matters
Ask the AI
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Freshness
not owed here
5/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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or ask:·
Unpredictability
not owed here
6/10light
It defeats anticipation fairly
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Charge
Solid
7/10expected
The feeling comes off the page
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Grip
Solid
8/10core
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror, Thriller Tone:
"Intense"
The group discovers the remains of a chopped-up driver at the lodge and must quickly leave, with Harris going back to retrieve the passports. They struggle to start the minibus and escape the clearing surrounded by bear traps, all while dealing with Gareth's gruesome leg injury.
The two-feet gag is a memorable horror-comedy image
Clear external goal and urgent pacing
Distinct ensemble voices
Harris's leadership shift is a subtle character beat
Jill and Richard are underdeveloped in this scene
Internal goals and theme are not foregrounded
The bus stalling feels slightly arbitrary
The scene is tense and well-written, with a clear sense of rising panic and urgency. The reveal of the chopped-up driver is suitably shocking, and the reactions of the characters feel realistic and believable. The use of brief, action-focused sentences and dialogue helps to convey the chaos and confusion of the moment.
However, some of the characters feel underdeveloped and lack distinct personalities. Jill, for example, is simply filling a plastic bag with frozen peas and pancakes, without any sense of who she is or how she fits into the group. More attention could also be paid to the setting and atmosphere - while the lodge is mentioned, there's little sense of what it actually looks like or how intense the darkness is outside.
Overall, the scene is effective in generating tension and drama, but could benefit from more attention to character development and setting.
1. The scene could benefit from more clarity in terms of the timeline. It is unclear how much time has passed since they left Gareth, and how long they have been packing their bags. Adding a clear indication of the time would make the scene flow better.
2. There is a lack of tension and buildup leading up to the shocking discovery of the driver's remains. Adding more foreshadowing, such as hints of danger or an ominous tone, would add more depth and intrigue to the scene.
3. The dialogue could be improved by showing more individual reactions to the situation. Currently, the characters all seem to have the same level of shock and panic, which distracts from the realism of the situation. Giving each character a unique and realistic response would make the scene more impactful.
4. In terms of visuals, more attention could be given to the staging and blocking of the characters, especially during the discovery of the driver's remains. The moment feels rushed and underplayed, which takes away from the gravity of the situation. Giving more space and attention to the aftermath would emphasize the horror of the discovery.
5. Finally, the pacing of the scene could be improved by trimming some of the unnecessary dialogue and actions. Cutting down on some of the banter before the discovery and showing more of the aftermath would make the scene more impactful without sacrificing important plot points.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong cliffhanger: the bus is speeding away, but the reader knows the hunter is still out there, and the group's escape is far from certain. The engine stalling and restarting adds to the tension. The reader is compelled to keep reading to see if they make it.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through a series of escalating threats and character interactions. This scene maintains that momentum by raising the stakes and pushing the group into a desperate escape. The reader is invested in the characters' survival and wants to see what happens next.
The minibus screeches around another corner, Billy hanging
precariously out of the window, shining his torch.
Suddenly, something makes all four tyres blow out. Sparks
fly up from the wheels as the bus slides all over the road.
INT. MINIBUS - NIGHT
Billy falls to the floor. Harris struggles with the wheel.
HARRIS
What the fuck-
EXT. ROAD TO LODGE - NIGHT
The minibus runs right into a tree, crumpling the front
instantly, and stops dead - somebody smashes straight
through the windscreen.
SMASH CUT TO:
BLACK SCREEN
DISSOLVE TO:
INT. MINIBUS - NIGHT
Everyone lies around the place in a heap, unconscious.
60.
EXT. ROAD TO LODGE - NIGHT
The minibus is wrecked. Smoke pours from the crumpled front.
The door has come open, and Jill has rolled out of it, a
huge cut on her head oozing blood.
She stands up, completely concussed and confused. One eye is
swollen shut, the other keeps getting blood in it from the
cut on her head.
She wanders off, unsure who she is or what's going on,
occasionally wiping her eye. She's totally confused.
JILL
Mum? I can't sleep. There was a...
accident...
She disappears into the forest.
About twenty feet away, Harris lies in a heap.
He is still alive. Blood oozes from his mouth. His eyes
open, narrowly, and he sees someone standing near him. They
are wearing the boots with the military insignia.
They start walking towards Harris. Harris tries crawling
away, making slow progress. Every inch causes him agonising
pain, and more blood seeps from his wounds.
He stops, realising that his ankle is impaled on the inch-
thick stump of a tree branch. He can't get away unless he
frees himself. He pulls at his leg, screaming in pain.
Slowly, Harris pulls his leg off the branch, and tries
crawling away again. The owner of the boots catches up
fairly easily. Harris looks up, woozily.
A large axe is raised up, and swiftly brought down.
Harris' POV: Everything spins around and gradually comes to
a halt, looking at Harris' body, which is missing his head.
Normal view: We see Harris' head lying in the road, several
yards from his body. He looks at his own body, and for a
second or two, his expression says "I told you so".
Harris' POV: Still looking at his body. Everything goes out
of focus, and fades to black.
INT. MINIBUS - NIGHT
Billy comes round first, slowly. He appears to be leaning
against the side of the bus. We pull back, turn 90 degrees,
and reveal that the bus is on its side.
61.
The side of the bus is now the floor. Billy looks around. He
isn't sure where he is for a moment, but then it all comes
back.
He looks at the hole in the windscreen, the empty driver's
seat. He pulls himself up, wincing at the pain from a large
wound in his shoulder.
EXT. ROAD TO LODGE - NIGHT
The smashed front of the bus bursts into flames.
INT. MINIBUS - NIGHT
The others are starting to come round. Billy gets to his
feet, unsteadily. He sees the fire.
BILLY
Everybody out! Quick!
Everyone is battered and bruised. Gareth has become lodged
between two seats, his left arm twisted at an odd angle.
Billy and Maggie manhandle him out.
Glass crunches under their feet as they shuffle around.
Maggie pauses to pull two pieces of glass out of her
forearm, wincing. Richard has got gravel stuck to his face.
Steve throws up at the back of the bus. He climbs out of the
broken back window, followed by the others.
EXT. ROAD TO LODGE - NIGHT
Billy, Maggie and Steve bring Gareth out the back window,
awkwardly. Gareth groans in pain, tears streaming down his
face. Richard just stands there, shellshocked.
The gang stand around, dazed. Billy notices the blown tyres.
Maggie calls out to him, upset. She has spotted Harris'
body, about twenty yards away.
Billy goes over to look. He sees the condition of the body,
and screws his eyes tightly shut. He opens them again, and
turns back to the group.
The minibus is now completely ablaze. Even if the engine had
survived the crash, the fire is now destroying it. The five
survivors stand there, staring at it helplessly.
BILLY
Has anyone seen Jill?
Billy looks around. Nobody is in any state for rational
thought, least of all Richard. Billy realises that somebody
needs to take charge - reluctantly, he takes the job.
62.
BILLY
We need to get back to the lodge.
Steve, Richard, give me a hand with
Gareth.
Steve comes over, but Richard stares into space. Billy
shouts at Richard, making him jump.
BILLY (CONT)
RICHARD!
(then, gently)
Give us a hand.
EXT. ROAD TO LODGE - NIGHT
Billy leads the survivors back along the road. Animals
chitter and screech in the woods, making everyone flinch.
Billy, Steve and Richard carry Gareth, awkwardly.
Billy is determined to keep it together, although his eyes
are terrified. He constantly checks that everyone is keeping
up, making sure Gareth is okay.
BILLY
JILL? Jiiiiill? Can you hear us?
Richard is trying to convince himself everything's going to
be fine, not very convincingly.
RICHARD
She'll find her way back to the
lodge. She has to.
PolishAftermath
No lens is broken, but Design is soft — this reads as a polish pass.
An aftermath beat lands the cost of what just happened rather than driving new action.
HoldingA real force keeps it pushing forward.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Soft
6/10core
It commits to one clear thing and holds it
Ask the AI
or ask:·
Pressure
Solid
7/10core
A real force keeps it pushing forward
Ask the AI
or ask:·
Development
Broken
4/10expected
Busy, but the thread doesn't move
The surface is full of events and motion, but the governing thread ends where it started — activity substitutes for evolution. Distinct from beats literally restating the same note.
It restates its note rather than deepening it
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Movement
Soft
5/10core
It ends about where it started
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Consequence
Solid
7/10core
What happens here obliges what comes next
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Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
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or ask:·
Assembly
Soft
6/10expected
The parts are ordered and seamed so they build
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Clarity
Solid
7/10core
The reader can follow what matters
Ask the AI
or ask:·
Freshness
not owed here
3/10light
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Unpredictability
not owed here
4/10light
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
Ask the AI
or ask:·
Charge
Soft
6/10expected
The feeling comes off the page
Ask the AI
or ask:·
Grip
Solid
7/10core
The exit pulls you into the next one
Ask the AI
or ask:·
This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
The group's minibus suffers a catastrophic accident and they are left battered, bruised, and stranded. They must contend with the aftermath of the crash, attempting to care for wounded friend Gareth and dealing with the death of Harris. Meanwhile, Jill wanders away from the group, concussed and confused. Billy steps up to lead the group, determined to get them to safety.
Clear escalation of peril
Effective character beats in crisis
Darkly comic decapitation moment
Strong story momentum
Familiar horror set-pieces
Underused corporate satire
Minimal philosophical depth
Overall, the scene has a clear arc, starting with the minibus accident and ending with the survivors making their way back to the lodge. The action is tense and suspenseful as the characters struggle to escape the wreckage and find safety. However, there are some areas that could be improved:
- The characters could be more developed. We don't know a lot about them other than their names and that they were on a minibus. Giving them more personality, backstory or relationships with each other would make us care more about their fates.
- Some details are unclear or inconsistent. For example, we don't know what caused the accident or who the person with the military boots is. Also, Jill's sudden memory loss and confusion seems contrived and doesn't fit with the realism of the rest of the scene.
- The dialogue could be more natural and varied. The characters mostly just shout and repeat each other's names. Adding more specific lines that reflect their personalities or situations would make them seem more like real people.
- The scene could benefit from more sensory description. If we could see, hear, smell and feel everything that's happening, we would be more immersed in the story. For example, mentioning the smell of smoke or the sound of animals would help build the atmosphere.
In summary, while the scene has some effective moments of tension and action, it could be improved by fleshing out the characters, clarifying the details, varying the dialogue and adding more sensory description.
Here are some suggestions to improve this scene:
1. Develop the characters more: At this point in the script, the audience should be invested in the characters' well-being. Spend some time earlier in the script building their individual personalities, relationships, and backstories to make the scene more impactful.
2. Slow down the action: The scene moves very quickly, which makes it difficult for the audience to fully comprehend what's happening. Take time to describe the crashes and injuries in more detail, and allow the audience to experience it with the characters.
3. Increase tension: While there is definitely tension present in this scene, it could be elevated even further. Add suspenseful music, eerie sound effects, or more intense dialogue to keep the audience on the edge of their seats.
4. Simplify the action: There is a lot going on in this scene, with multiple crashes and injuries. Consider streamlining the action to make it more focused and easier to follow.
5. Build up to the climax: The final moments of this scene, where Harris is killed and the survivors are left stranded, should be a dramatic climax to this sequence. Build up to it more effectively with foreshadowing and increasing tension throughout the scene.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends with the group walking back to the lodge, calling for Jill, and Richard's denial. This creates a strong pull to continue: will they make it back? Is Jill alive? What will they find? The cliffhanger is effective, though it could be even stronger with a final ominous beat.
Script Continuation Score: 8/10
Up to this point, the script has been building momentum through escalating set-pieces and character deaths. This scene continues that momentum by killing Harris and stranding the group. The reader is invested in the survival of the remaining characters and the mystery of the hunter. The momentum is strong, though the script could risk fatigue if the deaths become too frequent without emotional payoff.
Jill is tied down with ropes and tent pegs, over a tree
stump. She still can't see properly. Someone moves around
her. She jerks her head around, terrified.
The figure asks her something in a foreign language.
JILL
I don't understand.
It asks her again, more impatiently, showing her a drawing
of the Palisade logo, but Jill can't see.
JILL
I don't understand! I don't speak
your language! Please, help me!
The figure asks Jill again. It sighs, and walks over to a
small tray of torture instruments - scalpels, pliers, forks,
needles, and so on. It chooses one.
63.
EXT. ROAD TO LODGE - NIGHT
The rest of the gang are still heading back to the lodge,
frightened and shellshocked at the loss of Harris and Jill.
Richard stumbles, and they drop Gareth, who screams. Richard
has tripped over a board with loads of nails in it - and
Gareth has landed on it, on his other leg.
Billy bends down for a closer look. The board has been
placed deliberately in the road, all the nails pointing
sharp end upwards - the cause of their blown tyres.
They pick up Gareth and head off. Steve mutters to himself.
STEVE
This is fucked up. Things like this
don't happen to people who work in
offices. They happen in horror
movies, to teenage birds with big
tits. Not us. Not us.
They are nearly at the lodge clearing. A twig snaps in the
forest behind them. They stop for a second, and look. They
can't see anything.
They all instinctively start running.
EXT. LODGE CLEARING - NIGHT
The gang run full speed back to the lodge. They hear another
noise in the forest, and Steve screams like a three year old
girl. They make it to the lodge, and pile inside.
INT. LODGE MAIN ROOM - NIGHT
They get in, and barricade the door shut, as firmly as they
can. Billy looks out the window, but can't see anything.
Richard has a cut on his arm - he holds it, in pain.
Billy's shoulder is bleeding. Maggie has a cut over her eye.
Steve has a limp, but paces nervously anyway. They're all
shaken, and their clothes are torn in places.
Steve takes out his bag of drugs. He knocks back a few
pills, swigging from his hip flask. He then takes out a
large joint, and lights it with shaking hands.
Richard is still trying to keep up the illusion that
everything's going to be fine. And that means rules.
RICHARD
Is that a marijuana cigarette?
64.
STEVE
Yes. A great big fat one, and
you're not getting any.
RICHARD
Are you aware that taking drugs in
the workplace is gross misconduct?
STEVE
We're not in the workplace, you
muppet. We're in Apocalypse fucking
Now or something, and I'm going to
get off my tits.
Steve smokes his joint, trembling. He jumps up to look out
of the window, then sits down again to smoke.
MAGGIE
Okay, the minibus driver's been
missing since Friday, his company
will be looking for him.
BILLY
Not over the weekend. He won't be
missed until Monday morning.
Neither will we, for that matter.
And where the hell is George?
RICHARD
He should be here.
BILLY
Yes, thank you Richard, I'm aware
that he *should* be here. But he is
*not* here.
STEVE
Somebody got him. He's going to get
us, too. We're all going to die.
BILLY
We're not going to die. We're going
to keep watch tonight, then first
thing in the morning, we start
walking. Okay?
Everybody seems okay with this plan, mainly because they
don't have any better ideas. Steve carries on smoking.
Billy glances at Maggie, who nods at him, trying to reassure
him that he's doing okay.
EXT. LODGE CLEARING - NIGHT
Crickets chirp, owls hoot, things rustle. The faint light
from the lodge window glows.
65.
PolishAftermath
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
An aftermath beat lands the cost of what just happened rather than driving new action.
HoldingThe reader can follow what matters.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
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or ask:·
Pressure
Soft
6/10core
A real force keeps it pushing forward
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Development
Broken
4/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
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Movement
Soft
5/10core
It ends about where it started
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Consequence
Soft
6/10expected
What happens here obliges what comes next
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Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
There’s avoidable waste on the page
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Assembly
Soft
5/10expected
The emphasis is misplaced
Page space and pacing emphasize the wrong beats — the important turn is rushed/buried while minor business is lingered on.
The parts sit side by side rather than building
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Clarity
Solid
7/10core
The reader can follow what matters
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Freshness
not owed here
3/10light
The trope arrives unaltered
The scene's main situation/image/beat-pattern is recognizable genre convention and the script adds no specific inversion, collision, POV, cost, world-rule, or tonal twist that changes how it plays.
It plays close to the version we’ve seen before
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Unpredictability
not owed here
3/10light
You can see the beats coming
The scene sets up its conflict then plays the most likely version — no turn, reversal, complication, or reveal the reader couldn't call in advance.
The beats can be called before they land
This scene's role doesn't owe this, so a low reading here is neutral rather than a fault.
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Charge
Soft
5/10expected
The feeling is stated, not evoked
The emotion is described on the page rather than produced through the beats.
The feeling is stated more than felt
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Grip
Soft
6/10core
The exit pulls you into the next one
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This scene has been scored but its written read hasn’t been generated yet — the notes above are derived from the scores.
Genres:
Horror Tone:
"Tense"
The group returns to the lodge after a series of traumatic events. They are injured and scared, barricading themselves inside. They plan to leave in the morning and start walking to safety.
Sharp character voices
Clear external goal and plan
Effective escalation with the nail-board trap
Predictable plot beats
Lack of a fresh twist or complication
Internal goals underdeveloped
Overall, this scene is well-written, with a clear sense of tension and suspense building throughout. There are a few minor areas where the writing could be tightened or clarified, such as when it says "Someone moves around her" without further description of what the figure is doing. Additionally, the dialogue could be further nuanced to differentiate the characters and their voices.
In terms of structure, the scene effectively cuts between different locations and characters to build a sense of escalation and urgency. The use of short sentences and fragments also contribute to the fast-paced and intense nature of the scene.
Overall, with some minor adjustments for clarity and nuance in the dialogue, this scene effectively creates tension and suspense, and engages the reader in the story.
As a screenwriting AI language model, I cannot provide personal suggestions to improve the scene. However, I can provide some general feedback.
The scene seems intense and suspenseful, which is good for a horror movie. However, there are a few ways to improve it.
Firstly, it's unclear who the figure is that is torturing Jill. Is it a member of the gang, or is it someone else entirely? Add some context to make this clearer.
Secondly, it's important to create tension not just through action, but also through dialogue. Add more dialogue between the gang members to show their fear and desperation.
Finally, the gang's decision to barricade themselves in the lodge seems like a last-resort option. Consider adding more options for them to explore and ways for them to try to fight back against the danger they face.
Theme Alignment: N/A/10
No explanation provided.
Philosophical Conflict Alignment: N/A/10
No explanation provided.
No questions available.
The #1 Rule of Screenwriting: Make your reader or audience compelled to keep reading.
“Grab ‘em by the throat and never let ‘em go.”
The scene level score is the impact on the reader or audience to continue reading.
The Script score is how compelled they are to keep reading based on the rest of the script so far.
Compelled to keep Reading Score: 8/10
The scene ends on a strong note of tension—the gang is barricaded in the lodge, and the threat is outside. The reader is compelled to keep reading to see what happens next. The scene effectively sets up the next conflict.
Script Continuation Score: 8/10
The script's momentum is strong. The scene escalates the threat and raises the stakes. The reader is invested in the characters' survival. The scene effectively builds on the previous events and sets up the next conflict.
Billy carries a mattress into the main room. There are now
five mattresses huddled around the fireplace. Their bags sit
in a pile next to the mattresses.
Billy's shoulder is bandaged with a torn sheet. Maggie has a
plaster on her forehead. Richard's arm is bandaged, too.
Maggie sits by the window, chainsmoking.
Billy has an idea. He searches Gareth's bag. He finds a
whistle, the Swiss army knife, and some paintball guns.
BILLY
Funny, isn't it? We work for an
arms company, but we don't have any
weapons now we need them.
The others just look at him.
BILLY (CONT)
Not "funny ha ha", obviously...
STEVE
Give me a gun.
BILLY
It's a paintball gun.
STEVE
Give me a gun.
Billy shrugs, and hands it over. Steve grabs it, cocks it,
and immediately seems happier, though still twitchy. Steve
pops some pills, and takes a swig of his hip flask.
Billy takes some long plastic poles out of Gareth's bag. He
checks the sink - the only metal piece of cutlery is a
spork. Billy throws it away, annoyed.
He picks up a chair, and smashes it to pieces. He sharpens
the metal parts against the fireplace. He gets out a tin of
deodorant and a lighter, and tries some flamethrowing.
He looks at the weapons - metal spikes, some pathetic
spears, a penknife, the deodorant and lighter - it's not
much, but gives them a bit more of a chance.
Billy starts a fire in the fireplace, to warm them all up.
Gareth comes to, and pitches his oar in. He's a bit woozy,
and doesn't seem to realise where he is or what's going on.
GARETH
My foot... it's so itchy... can
someone scratch my foot please? The
left one.
66.
Steve looks at Gareth. His left foot is the one that is
missing. Billy looks at Steve, realising something.
BILLY
Did anyone bring the plastic bag?
Clearly, nobody did. There is an awkward silence.
GARETH
Is it time for the team games?
BILLY
No, go back to sleep.
GARETH
I think some word games would cheer
us all up.
STEVE
We don't need cheering up, you
muppet, we need rescuing!
GARETH
If you aim for the moon and miss,
you'll land in the stars.
Steve loses his temper.
STEVE
Oh, give it a fucking rest! This
constant positive shite is driving
me up the wall! You float around in
airy-fairy land, thinking
everything is brilliant - well it's
not! People are shit! Life is shit!
You are shit! It's all shit! People
are dying, including you if we
don't get you help. Can't you see
that?
There is a long, long pause while Gareth thinks about this.
Steve looks hopeful - maybe it's sunk in, finally.
GARETH
Paintball?
Gareth passes out again. Steve rolls his eyes. Billy takes
off Gareth's dressing and inspects the wound. Blood still
seeps out slowly. Gareth's face is really white.
Billy gets another shirt out. He ties another tourniquet
around Gareth's leg, tightly. Gareth wakes up, yelling.
BILLY
Steve, got any pills that might
work as a painkiller?
67.
Steve gets his bag out, and picks out various different
types of pills. He shows Billy a handful.
STEVE
Any one of these should do.
Billy grabs them all, and gives two to Gareth.
STEVE
Oi! They're a tenner each!
BILLY
He needs them.
STEVE
So do I!
Gareth looks at the pills. Billy hands him some water.
GARETH
I don't take drugs, thank you.
BILLY
Would you prefer the pain?
Gareth eyes the two pills suspiciously. One is bright blue,
the other is red and green. He pops them in his mouth, and
knocks them back. Billy hands him the rest of the pills.
BILLY (CONT)
Take another two in a few hours.
STEVE
Such a waste of good drugs.
BILLY
Who wants first watch?
Nobody answers.
BILLY (CONT)
That'd be me, then.
Everyone makes their beds, and settles down for the night.
DISSOLVE TO:
INT. LODGE MAIN ROOM - NIGHT
Maggie wakes up quickly, alarmed, almost screaming, to find
Billy shaking her shoulder. Maggie looks around the room.
Everyone else is fast asleep.
Billy hands over the tiny Swiss army knife. Maggie gets up,
while Billy goes to bed.
DISSOLVE TO:
68.
INT. LODGE MAIN ROOM - NIGHT
Maggie keeps watch, holding the penknife with the corkscrew
pointing out. She looks around, nervously.
DISSOLVE TO:
INT. LODGE MAIN ROOM - NIGHT
Steve is keeping watch now, while the others sleep. Steve
holds the paintball gun tightly, breathing really quickly.
His eyes are wide. He's terrified. He whips his head around,
eyes darting all around the lodge.
The tap drips. Steve whips around and shoots at it. The
paintball splatters on the sink. Steve calms down.
The wind blows down the chimney, making the fireplace
whisper. Steve panics, and shoots at it before he realises
what it is. He calms down again.
DISSOLVE TO:
PolishAftermath
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
An aftermath beat lands the cost of what just happened rather than driving new action.
HoldingA real force keeps it pushing forward.
Craft Read is the familiar battery — concept, plot, characters,
dialogue, stakes, pacing.
Scene Mechanics is twelve specific ways a scene stalls —
it ends about where it started, nothing is really pushing it,
you can call the beats before they land — with about forty finer
versions underneath them. So when a scene drags, you find out what's dragging it
— not just how much.
Contract
Broken
4/10core
Too many threads, none leads
Several candidate threads compete and none governs — the scene splits its focus rather than committing to one determinate spine.
It isn’t clearly about one thing yet
Ask the AI
or ask:·
Pressure
Soft
6/10core
A real force keeps it pushing forward
Ask the AI
or ask:·
Development
Broken
4/10expected
The scene repeats instead of building
Beats restate the same note; the reader’s experience does not change across the scene.
It restates its note rather than deepening it
Ask the AI
or ask:·
Movement
Broken
4/10core
No turn is attempted
The unit connects, displays, or frames — it never attempts to change a dramatic condition. Distinct from a turn that is attempted but does not land (unclear_turn). An interlude doing its intended job is a craft choice, not this flaw.
It ends about where it started
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Consequence
Soft
5/10expected
The result doesn’t oblige what comes next
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Economy
Soft
5/10expected
The scene overstays
The scene reaches its function and keeps going, or carries beats/lines cuttable without losing what it's there to do — waste not explained by the mechanism.
Scene by Scene Emotions