Screenwriting Mastery › Forums › Writing Killer Action Scripts › Writing Killer Action Scripts 9 › Day 7 Assignments
-
Day 7 Assignments
Posted by cheryl croasmun on September 13, 2021 at 4:13 amReply to post your assignment.
Linda Kish replied 3 years, 7 months ago 12 Members · 11 Replies -
11 Replies
-
Emmanuel’s Story Map
What I learned doing this assignment is the story map is a fantastic way to organize the story to see the hero, villain and action planned out in preparation for the outline or beat sheet.
-
Mark Dotz
What I learned doing this assignment is… that Villain, Action and Mission tracks each have separate moments they need to achieve and they work well to build upon each-other to strengthen a story.
ACT 1- Opening – Medieval Tournament – Archibald plans to take over the kingdom using the kings secret Illegitimate son, Damian, as a bargaining chip, but Damian with the aide of a Chambermaid Isabella escape the dungeon and hide in a cave in the forest.
A1 – Our Hero Damian engages in multiple tournament battles proving how good he is
M1 – A mystery knight enters the Tournament and wins.
V1 – Archibald is pretend friendly with the king and states that he can keep secret the kings connection to Damian.
V1 – Archibald vows to take over the kingdom. Archibald captures Damian and locks him in the dungeon. He is planning to use him as a bargaining chip to draw the king out and steal his crown , their by ruling the kingdom.
M2 – Isabella breaks Damian out of the dungeon.
A2 – They fight and have to escape into the forest.
M3 – Isabella and Damian find a cave to hide for the night. Isabella reveals she has a mysterious past but to change the subject she gets intimate with Damian. They spend the knight next to a campfire together.
V2 – Archibald swears to kill everyone – The king, his illegitimate son Damian and anyone that disagrees with him, including killing on of his own advisors. Archibald sends some of his best soldiers into the forest to find and kill Damian.
ACT 2- Archibald raises the stakes – When Damian and Isabella defeat Archibald’s ambush, Archibald decides to awaken his army and prematurely begins his assault on the kings castle, including attacking innocent villagers.
M4 – Awaken from their night together Damian and Isabella are ambushed by Archibald’s men in the cave.
A3 – Damian and Isabella are amazing fighters and defeat Archibald’s men using their limited weapons and weapons among nature (i.e. – campfire, tree branches being stretched back as impromptu weapons, and parkour skills running up the sides of the cave, etc)
V3 – Archibald enraged by Damian and Isabella’s defeat of his men, decides he is going to wake up his troops and start his assault on the kings castle that night in the middle of the night before Damian can warn the king.
A4 – Archibald’s troops head towards the King’s castle with an armory of catapults and archers. They start a fire at a village on their way through.
A5 – Damian and Isabella turn back to save the villagers from the fire. They are caught in a battle between themselves, the villagers they are trying to save and Archibald’s men.
M5 – Out numbered and out gunned Damian and Isabella take to horse back and run off to the king’s castle.
ACT 3 – The King is in danger. Archibald’s men attack the kings castle as Damian and Isabella struggle to get inside and warn the King and help him defeat Archibald and they reveal their own dark secrets to each other.
V5 – Archibald rounds up his troops just outside the castle hidden in the forest.
M6 – Damian and Isabella disguise as Archibald’s men and disable as much of their armory as possible.
V6/A6 – Archibald launches his attack on the castle.
M7 – Damian and Isabella launch themselves over the moat and next to the castle walls.
V7 – Archibald, growing impatient with his men’s attack, leads a battalion to tear down the draw-bridge and break into the castle.
M8 – Damian and Isabella scale the castle walls and find their way to the king to warn him that it is Archibald attacking the king. The King recognizes Isabella as one of Archibald’s victims. She opens up about her vow to kill Archibald.
A7/V7 – Archibald is at the kings door. Archibald battles the king to near death. Isabella shoves Archibald out the window to his death.
M9 – As the King’s last dying words he names Damian the successor of the kingdom as his only living heir. Archibald’s men surrender to Damian.
-
Renee’s Story Map
What I learned doing this assignment is how to create a quick outline that includes all the major parts of the story without adding extra things that don’t move the story forward.
Opening – A flashback of the hero watching his daughter die at the hands of human traffickers.
Inciting Incident – the hero gets a phone call from an associate informing him that the traffickers that kidnapped and killed his daughter have popped back up in Thailand.
M1: He goes to Thailand undercover to try and shut down the human trafficking ring that was responsible for his daughter’s death.
A1: the hero must enter the traffickers’ den completely unarmed.
V1: the villain recognizes him but can’t place him.
First Turning Point at end of Act 1 – while the hero is undercover, he is shown a young boy to bid on who looks exactly like the hero’s dead daughter.
V2: the villain sends a different child to the hero’s hotel room.
M2: the hero makes plans with the girl, who used to be friends with his daughter, to rescue the boy and get out of Thailand.
V3: the villain realizes who the hero is and sends a group of mercenaries to the hotel room to kill the hero.
A2: the hero and the girl kill all but one of the mercenaries.
M3: the hero decides the mercenary can lead them to the boy.
A3: the hero and the girl steal a car and chase the lone mercenary through the city.
Mid-Point – The hero follows the mercenary to the HQ of the villain.
M4: the hero finds the kid, but must rely on the girl to get him safely out of the HQ.
V4: the villain sends 20 men to kill the hero.
A4: the hero fights the men, but ultimately loses the battle.
V5: the villain appears and tortures the hero.
M5: left alone, near death, the hero escapes with the help of the girl.
Second Turning Point at end of Act 2 – the villain captures the girl before she can escape and kills her in front of the hero.
M6: the hero finds where the girl put the young boy but is devastated at her loss because it reminds him of losing his daughter.
Crisis – the hero must decide if he is going to go on or cut his losses and go home.
M7: the hero finds a safe place for the boy to stay while he goes back to finish the job.
A5: the hero must get through the villain’s mercenaries to find the villain.
V5: the villain tries to make her escape.
Climax –He tracks her down and they go face to face.
A6: the hero and the villain have a showdown. The hero ultimately wins.
M8: the hero goes back to the boy and they make their way out of Thailand.
Resolution – the hero is back at home with his grandson, telling him about his mother.
-
DAVID’S STORY MAP – L7
“What I learned doing this assignment is…?” Coordinating three separate sequences of action into one timeline of behavior and motivation doesn’t always fit. Is this a sign that the story is not designed or conceived well? Should those areas be reconsidered?
M1. Backstory:
Ten years before the story starts, Alien spaceships arrived. The Aliens were only concerned with protecting the Earth from the damages humans were doing to it. One-week later, as announced on all communications, tens of millions of sociopaths and psychopaths, and crooked politicians were exterminated and billions of others sterilized by mind-control. Peace and prosperity followed, but most people still resent the Aliens. The Cult is a terrorist group against the Aliens and anyone who protects them. The Hero’s father was a patriot?
Shown indirectly through spaceships over cities, conversations, news, signs, demonstrations etc.
V1. BACK STORY:
Told briefly in flashbacks, conversations or reveals.
Ruth: Born into a Survivalist family in Idaho. Intense and unforgiving fringe religion. Molested by father and brothers. Twenty-five when Aliens came. Only survivor of her family. Sterilized. Became itinerant, charismatic preacher. Assembled the Cult from her followers. Selected the most fanatic and wealthiest. White-hot hatred of the Aliens. Wants to create as much chaos as possible, hoping to drive Aliens away. No conscience or morals.
Benedict: Born into wealthy scientific family. Indoctrinated with intellectual superiority. Educated in Anthropology, EE and Computational Linguistics. Resents being subordinate to the Aliens, although he envies their power. Believes he can rule the world, or at least the USA, once he gets rid of the Aliens.
ACT 1.
The Hero, Saul, starts as a normal, unassuming office FBI agent.
1. OPENING. – FBI OFFICE – FBI agents just doing their boring jobs. Saul receives a phone call. Conversation and desk photos show Saul, the Hero, is very happy with his family.
2. THEME – OUTSIDE SCHOOL – Conversation with cop. Many people are too stupid to make choices that are good for them.
ACTION – Saul drives up. Has FBI sash-badge on. Chats with cop.
COP (looking up)
When are those bastards going to leave?
SAUL
Be thankful they aren’t killing people anymore.
COP
Tell me about it. I was in a bar when they hit. Midnight, just like they said. Guy started screaming and banging his head on the floor. The guys that didn’t run out stood it as long we could. The bartender blew the guy’s brains out. We couldn’t even drink after that.
SAUL
We all saw exterminations. Thank God my daughter missed it. I’m here to pick her up.
COP
Can’t say I missed some of the people what got exterminated. They were the worst I met. We never would’ve put them away. Even a lot of the politicians needed it. We sure found out a lot afterwards.
SAUL
Y’know, the funny thing is that most of the people I’ve met aren’t sorry for who they supported or believed
3. INCITING INCIDENT. – OUTSIDE SCHOOL – Saul’s daughter and other children are murdered by Cult. Saul is wounded.
M3. Inciting Incident:
Saul’s daughter is killed and he is crippled by the Cult.
M2. Motivation:
Revenge against the Cult who killed his daughter and other children, and crippled him.
Duty to carry out his job of protecting Aliens from Cult.
Uncertainty about character or truth of Aliens and Cult.
M4. First Action:
Saul is a normal FBI agent and normal person. He goes to pick his daughter up at her school. The Cult is demonstrating against the Aliens. Some hate children because they are sterilized. They start shooting the children. When Saul first fires he forgets to take the safety off. Saul runs to rescue his daughter, shooting at the Cult and saving children along the way. Just as he gets to her, one of the Cult opens up with an UZI and kills the daughter and cripples Saul. Saul sees the cult member has an IDing mark.
V2. FIRST ACTION:
Ruth plants some of her Cultists in a peaceful demonstration in front of a school. She orders them to shoot the children. When they start killing children and teachers, Saul, one of the parents who happens to be an average FBI agent, is picking up his daughter. He kills some of the Cultists and drives the remaining ones away. He rescues several of the children, but Ruth, angry at the interference, kills his daughter and cripples him. Ruth is disguised, but has a disfigured hand.
A1. He is accidently involved in a shootout with the Cult that he handles badly. His daughter is killed and he is wounded. He is saved from death by medical techniques derived from Alien intelligence.
PURPOSE. Establishes he is not superhuman to begin with. He owes the Aliens.
4. FIRST TURNING POINT AT END OF ACT 1 – HOSPITAL – Saul finally grasps what happened. Saul sees his wife is near-catatonic. Vows vengeance.
5. CATALYST – HOSPITAL – Saul faces his choices due to injuries. Saul joins the Agency.
ACT 2.
Saul is given assignments by the Agency. He needs to find the leaders of the Alien enemies and destroy their gangs. This results in:
M5. Obstacle:
Saul recovers from his injuries. He learns martial arts that fit his injuries. Learns to use a weapons-cane. Assigned to an Agency where members hate Aliens, just like everyone else, but are tasked with protecting them. Most people are there because of higher pay and secretly support the Cult. Saul hates the Cult more than he dislikes Aliens.
V3. RECOVERY:
Saul is appointed to the Agency, tasked with protecting the aliens. Ruth is informed of his appointment by a spy in the Agency. Dismisses him as useless cripple. Saul works tirelessly with sensei to learn martial arts that fit his injuries. He works with the Agency weapons-group to develop a weapons-cane. Saul is driven by hatred of the Cult. While Saul is recovering, he is investigating the Villains. A few facts about the Villains are revealed here.
A2. He develops intense hatred for the Cult that drives him to become a killing machine. His wounds allow him to have a brain implant that speeds up his reflexes, makes him a dead shot and a super-humanly strong arm. He learns martial arts suited to his injuries and implants.
PURPOSE. Shows his new motivation and abilities as Hero.
A3. He is appointed to an Agency tasked with protecting the Aliens from the Cult and other enemies.
PURPOSE. This gives him the infrastructure and weapons to fight the Cult.
V4. FIRST VILLAIN MEETING.
Saul goes to meet Benedict on a routine inquiry. He takes his tough assistant, Susan, with him. Was told Benedict is a source of information. Benedict fills in some facts about Aliens (for audience too). General information about how mind-control can be: selective, its limitations, transmission, effects, Alien culture and goals (benevolent, but alien compared to human) etc. Benedict misleads Saul on some points and doesn’t tell him he is developing a mind-control device and battle-robots. He also points out an EMP device that he had developed, hoping it would destroy the Aliens’ ship, but if failed because it had a limited range.
V5. WEAPONS:
Ruth and Benedict have access to all conventional weapons. Ruth has fanatic followers and can hire professionals. Benedict has money and has developed robots that can be programmed to be fighting machines. Benedict is also developing a mind control device that is like the one used by the Aliens. He wants to use it against the Aliens, but it can be used against humans.
6. DEBATE – AGENCY OFFICE – Weighs Agency methods against legal and ethical solutions.
BOSS
Prisoners mean paperwork, jails, even trials. It’s so much easier to question them when you apprehend them. Afterwards, we only have to worry about our tame coroners.
SAUL
We make the choices who lives or dies? That makes us no different than the Aliens.
BOSS
Are you like the rest of this pathetic country? You hate the Aliens because they killed a bunch of people? They were stupid, ignorant people. They followed anyone who made a noise. They believed anything. They were misfits. We need to follow up and build the kind of world the Aliens want, and we need. We brought you in to help with that. We have leaders who can show us the way. Not like those crazy Cultists.
A4. A fight at a bomb-making factory during a routine investigation.
PURPOSE. Saul begins his journey with what seems to be a routine assignment. He begins his role as an action Hero.
M6. ESCALATION:
Saul starts actively attacking the Cult as directed by the Agency. First assignment is to find a bomb being put on a shuttle to one of the Alien ships.
V6. FIRST ENGAGEMENT:
Ruth plans to plant a bomb in a shuttle that supplies the Alien ships. The Cultists assemble the bomb, set the timer and send it to the airport for loading. Saul is informed by an Agency source that some of the Cultists are meeting. He and his partner (Susan) go to the site and fight with the Cult. They take one prisoner and force him to talk. They use a fake video of an Alien eating a live person and threaten him with being lunch.
A5. Interrogation of a suspect.
PURPOSE. Saul begins to be the aggressor and ruthless.
M7. SECOND ACTION:
Saul has a sexy, tough, prickly female partner of uncertain gender preference. They roughly interrogate a suspect. They go to the bomb-making site and have a shoot-out with Cult members. They find the time the bomb is set for and that it will be put aboard a shuttle to an Alien ship. They go to the airport and as they find the package they are fired at and pinned down. The timer is ticking. They break out and shoot up the Cult members. They get them all. As they stand up together, an easy target, a Cult member with a Tommy-gun jumps up. Just as he pulls the trigger, the bomb goes off and he gets blown to smithereens.
V7. SECOND ENGAGEMENT:
Saul and Joan go to the airport. The Cult knows they are coming and set up an ambush. When Saul finds the bomb, they are pinned down by close and sniper fire. Saul and Joan fight their way out and delay the bomb loading. One last Cult member has them in his sights, but he is next to the bomb when it explodes.
A6. A fight at the shuttle site against assassins trying to stop him finding the bomb.
PURPOSE. Saul is now an obvious target of the Cult and begins to realize what he is up against.
M8. OVERWHELMING ODDS:
The Cult has thousands of fanatical assassins who would willingly die to hurt Aliens or the people protecting them.
M9. SAUL BECOMES MORE OF A THREAT TO THE ALIENS.
The mysterious leader of the cult orders him to be killed. An ambush is set up. A wild car chase begins with crashes and shooting. Saul and his partner must avoid injuring people and prevent the Cult from the same. This makes for some fancy driving and action. The chase rushes through one street after another with a new Cult car joining after the previous one is destroyed. Maybe, a helicopter and/or explosive drone too.
V8. CHANGE OF PLAN: Ruth considers Saul to be a danger now. She orders a directed attack against him. She uses a contact at the Agency to lure him into a trap. He suspects the contact and has taken precautions. The attack results in a major car chase with Cultists throwing car after car and assassin after assassin against him.
A7. Saul becomes a direct target of the Cult leader.
PURPOSE. Saul becomes the prime target. The Cult’s resources are clear.
A8. Saul is attacked by fanatical, homicidal Cult members.
PURPOSE. Saul sees the full power of the Cult. Realizes it is more than a simple angry mob.
A9. He destroys most of the Cult assassins in a car chase and escapes.
PURPOSE. Saul’s full mastery of his skill is seen.
M10. NEW PLAN:
Saul decides that his plan of attacking Cult members isn’t working. Go after the leaders instead. Using surveillance, wire taps, trackers etc., he is led to people who might be the leaders. He finds evidence that one Cult leader is an entrepreneur-scientist who is developing mind-control to use against the Aliens. Another is a mysterious person who has a white-hot hatred of the Aliens. Both, together or separately, are working through the second-in-command of the Agency.
7. MID-POINT – AGENCY OFFICE – Saul learns of secret agenda of the Agency and that there may be another would-be dictator.
8. SECOND TURNING POINT AT END OF ACT 2 – SAUL’S HOME – Saul’s wife is kidnapped by Cult.
A10. His wife is captured as a hostage.
PURPOSE. Saul is in a situation like when his daughter was killed.
A11. Saul gives himself up and is held prisoner.
PURPOSE. Shows Saul’s self-sacrificing response; one he was not conscious of when he went to save his daughter.
ACT 3.
Begins to finally destroy Alien enemies.
V9. CHANGE OF PLAN 2:
Ruth decides to go after Saul’s family. Ruth captures his wife. Saul gives himself up in exchange. He is placed in a cell. His weapon-cane has a laser he uses to cut his way out. He uses the laser, mini-gun and knife blade in the cane and his karate-skills to break out.
A12. Saul escapes and kills his guards.
PURPOSE. Shows Saul’s fighting ability, determination and cleverness when alone.
9. CRISIS – CULT SAFE-HOUSE – Saul kills Cult leader. Records her screams. Leaves her in agony to die.
V10. END VILLAIN RUTH:
While a prisoner, Saul overheard Ruth planning a major meeting of her chief henchmen. Saul assembles a small team of trusted colleagues and goes after them with machine guns, rocket launchers, RPGs, etc. They destroy the group. Saul stops Ruth from escaping. She laughs at him, saying she will be released because everyone hates the Aliens. Saul shoots her in her kneecaps, stomach and blows her jaw away. He then closes and locks the door. As his group come up to him, he tells them that the area is clear.
Once Ruth is killed, there is no personal reason for Saul to continue his vendetta. Will he go after Benedict for political, ethical, social or humanitarian reasons? Was there an epiphany that made him change his motivation?
A13. Discovers leader of Cult and kills her.
PURPOSE. Ends his vendetta. He has atoned for his previous incompetence.
M11. Apparent Success:
Saul discovers one of the Cult leaders and captures her after a firefight with her bodyguard. He sees the ID mark on the person and makes her death very painful.
Then, Saul learns there is another, more dangerous, Cult leader. That person is a scientist about to attack the Aliens with a mind-control weapon, like their own. If he messes up, the Aliens will kill everyone.
V12. MISTAKE:
Saul goes back to headquarters. Tells his traitorous boss that he killed the head of the Alien enemies. The boss thinks he killed Benedict, who was running him. He blurts out enough for Saul to realize that there is another Villain. Saul makes his boss talk by burning off his foot with the laser. Before Ruth killed, she gloats that she has contacts in the Agency. That’s why Saul tells Boss that his leader is dead and Boss thinks he means Benedict.
A14. Finds out that the Agency is compromised and that there is another Alien enemy.
PURPOSE. Released from his obligation to follow orders.
10. CLIMAX – BENEDICT’S LAB – Saul fights off hitmen and robots. Turns Benedict into a babbling idiot with his own mind-control device.
M12. Full out Attack:
Saul goes the scientist’s lab where he is attacked by Cultists and robots. After a lot of shooting, smashing and explosions Saul is cornered. But, he has figured out the way mind control is transmitted and uses the scientists machine to kill the Cultists and paralyze the robots.
V13. LAST ACTION:
Saul returns to Benedict’s factory at night. Brings Susan. After they enter, they are attacked by hitmen. They kill them all, preferably in Wick style. Just as they think they are in the clear, the robots that have been doing simple chores are reprogrammed to be fighters by Benedict. They attack. Susan draws them off and Saul goes after Benedict. He finds him in his laboratory beginning to activate his mind-control device. If it doesn’t work, it may kill humans or anger the Aliens enough that they will destroy most humans. Even if it does work, will the consequences be worse than before? Benedict is protected by a dozen robots. Saul is out of ammunition, exhausted and his cane is discharged.
V14. END VILLAIN BENEDICT:
Saul is helpless as Benedict gives the order to kill and the robots advance. Just then, Susan about to be killed by robots too, pulls the switch on the EMP device and the robots collapse. Saul drags Benedict to the mind-control device, pins him in place and turns on the machine. Benedict shrieks, writhes and becomes a pain-racked, babbling idiot.
11. RESOLUTION – SAUL’S HOME – Saul plays tape of screams to his wife and she begins to recover.
M13. Success:
The threat of the mind-control and the benevolence of the Aliens results in a mutual compromise between the Aliens and humans that protects the planet and benefits mankind.
A15. Kills the last Alien enemy.
PURPOSE. Saves the Earth. Peace and prosperity will follow.
-
Brad’s Story Map
What I learned doing this assignment is I had a lot of overlap between my Mission track, Villian track, and Action track. Will need to fine tune those.
OPENING
INCITING INCIDENT
-M1 Aliyah’s bag is stolen
-A1 They follow the airbag hits to find bag
-M2 They see a woman wearing a piece of Aliyah’s clothing and follow her.
-A2 Bag is dumped in canal
-M3 They spot the bag thief and cash after him. He gets killed by a truck.
-M4 They discover they enjoyed watching him die.
END OF FIRST ACT – TURNING POINT
-M5 They decide to seek revenge on the distractor on the train and kill him.
-M6 They begin stalking and murdering dippers – chases.
-M7 Omor Net tortures and kills girl.
-M8 Carlos fails to kill female dipper; she gets away.
-M9 Omor begins revenge killings on Moroccan gang
-V1 Omor retaliates
-M10 Omor discovers the real identity of the serial killers; wager with Moroccan leader.
-V2 Omor’s mistake – makes amends w/ Moroccans
MID-POINT
-M11 The Moroccans corner Carlos and Aliyah; they escape
-V3 Omor blackmails cops for info on Carlos and Aliyah.
-M12 Omor’s gang captures them fleeing Amsterdam; they’re doomed.
-M13 Girl helps them escape
END ACT 2 – SECOND TURNING POINT
CRISIS
-V4 Omor recruits assassins from the cartel headquarters in Romania
-A3 Aliyah and Carlos target head of gang in Bucharest
-M14 Omor follows them to Romania and isolates them on boat
-M15 Carlos is captured
CLIMAX
-M16 Alliyah kills Omor
RESOLUTION
-M17 They do a new honeymoon; ID stolen; new mission.
-
Sung-Ju Suya Lee’s Story Map
Lesson 7: Map Out Your Story
“What I learned doing this assignment is…?”
It’s not easy. Mapping all 3 tracks was an eye-opener. I noticed I don’t really have a lot Action in Act I. Then it’s all Action afterwards. A lot of it is overlapped between Villain and Action. I will try to figure out more stuff. Drill down. Dive deeper. Maybe the Veterans regroup, take a breather, re-strategize. Same as the Pirates.
Logline:
When a group of old timers at a veteran’s retirement home win the mega lottery, they buy an old cruise ship to sail around the world with their extended families, but Pirates hijack their ship in South-East Asia and the Veterans must face the last battle of their lives to save their families.
Create the 3-Act structure for your story, with the 3 tracks.
Opening:
Villain 1: At a coastal village in South-East Asia, seaside market is packed, hustle and bustle of the start of the day. Fishing boats set off for the day. One fishing boat finds their fishing net has a giant hole, can’t go out. Everyone trying to make a living in a poor society. A Pirate leader makes an announcement about sailing to Australia (a call-out for refugees), standing on top of his boat. Only accepts cash.
Mission 1: In Hawaii, sirens sound at the busy marina/port (docked – several cruise ships, cargo ships, ferries, etc.). Customers disembark. Crew members pack up, disembark a small cruise ship. Armouries in the security centre and on the bridge are taken off the ship. A course is laid out for India, to the ship graveyard.
Villain 2: A crew member, Crew X, gets fired from the delisted cruise ship via telephone call in the crew bunk bed, won’t be reassigned to another one of the cruise ship company’s other cruise ships. Hide Crew X’s face. Disappears down below in the cruise ship.
Establish the Veteran retirement home. A country setting, with cottages near a big lake. Establish the 4 leads, the Veteran old timers, 2 males, 2 females (revised from 3 males, 1 female).
A montage –
Action 1: Mandy Rodriguez abseils from a cliff with one arm (only has one arm), sails down the rope faster than other Veterans with 2 arms.
Action 2: Harry Ford water skis, does tricks.
Action 3: Lucia Lu shoots clay pigeons, perfect shot, unlike the other Veterans.
Action 4: Melvin Freeman races a motorized dirt bike, wins against other Veterans.
Action 5: Others go fishing.
Action 6: Others go horseback riding.
Action 7: Others play tennis and/or badminton.
Action 8: The 4 Veterans play lawn bowls (as one team) with others.
Action 9: The 4 Veterans play paint ball (as one team) with others.
Mission 2: The 4 Veterans gather around TV at the retirement home. Watch the lottery winning numbers. They win. Other Veterans and their spouses return home from a cruise. They feel young, alive, refreshed. They can’t wait to go on their next cruise. Their adult children had paid for the cruises. The 4 Veterans have never gone on a cruise before, decide to cruise around the world, so decide to buy an old second-hand cruise ship.
Inciting Incident:
Mission 3: The 4 Veterans buy the old second-hand small cruise ship online, 100 passengers, at the last minute before it sails off to the ship graveyard in India. They call their Families, invite them on an around the world cruise trip. It’s the start of summer, so many Families can go.
Mission 4: A phone call on the cruise ship. Don’t sail off to India. Wait for the new owners.
Mission 5: The 4 Veterans and their Families arrive in Hawaii, get on the cruise ship. Meet the 12 skeleton ship crew. Check out the ship. Sail off.
Villain 3: Crew X blends in. Becomes the 13<sup>th</sup> crew member. All crew members now wear casual clothes, no uniforms. Calls the Pirate leader, sailing into his area, attack the cruise ship for ransom (some Americans are the new owners).
Mission 6: They sail off Hawaii. Families enjoy the cruise ship, get to know the layout, all its quirks/ eccentricities/ malfunctions. A skeleton crew onboard.
Action 10: Ship is anchored near an uninhabited island/ lagoon. Two Veterans and Family members go to the lagoon – 4 jet skis pull 2 floatable dinghies with grandchildren. Enjoy activities in the lagoon. Water ski.
Villain 4: Crew X secretly signals their location to the Pirates.
First Turning Point at end of Act 1:
Villain 5: Two Pirate boats pretend to seek refuge. Two Pirate boat leaders, #1 and #2. The Veterans and Families let them onboard, take care of them.
Action 11: Once the Pirates have some food and drinks (including alcohol), they hijack the ship, take out their guns hidden under loose clothing.
Action 12: The Pirates torture one Family member. One of the Veterans tries to escape with some of the grandchildren, a Pirate tackles them. Makes one Pirate shoot his gun into the air. Alerts the People in the lagoon.
Action 13: The Pirates race with one boat to the lagoon. The Veterans and Family members hear the gun shot. Pack up. Race back to the boat. Encounter the Pirate. A chase scene. Jet skis branch off. Unleash the floating dinghies. The Pirate tries to shoot the jet ski, but hits one Family member in the calf. The Veteran uses a shark spear and hits the Pirate’s boat’s engine. But, they are overpowered due to the Pirates having guns. Give up. The Pirates use the jet ski to tow their boat back to the cruise ship.
Action 14: The Pirates demand ransom money. One Veteran starts transferring the money. They are in the luggage holding area. The internet is disabled by another Veteran on the chip’s tower. Lights go out. A fight. Shots get fired. Bullet holes throughout the ship. Start of ship sinking. More malfunctions within the ship. One Pirates goes up the ship’s internet pole, tries to fix it.
Mid-Point:
Action 15: The Pirates gather the grandchildren in the crew bunk rooms (away from future shooting). If the Pirates don’t get their ransom money, all the grandchildren will die. A fire engulfs the engine room. Another fight in the engine room. More bullet holes in the ship.
Second Turning Point at end of Act 2:
Action 16: One Pirate radios in for more back-up. Another Pirate boats comes with 3 more Pirates. The Pirates are told by Crew X that the Veterans had won the mega lottery in the USA. They now want all of the money. One Veteran overhears one of the two Pirate leaders has a son onboard. The Veterans kidnap that son. The ship takes on more water. A ticking clock of ship sinking. One Veteran dies trying to hold off a fight.
Crisis:
Action 17: The Veterans must rescue the grandchildren in the lower deck. They fight the Pirates. Find the crew bunk bed room. No grandchildren, no Pirates. They must go find the grandchildren. Earlier, Crew X took the grandchildren to a safer location.
Climax:
Action 18: As the Veterans race to find the grandchildren, they fight the Pirates in submerged water. More bullets create more damage within the ship. One Veteran dies, sacrifices their life, so others can get away.
Action 19: A fire blasts in the engine room. The ship tilts. People are underwater within the ship. The Veterans keep looking for the grandchildren. They lock the Pirates in various rooms that have locks on the outside, or have wonky locks.
Resolution:
Action 20: The 2 Veterans (2 got killed/ sacrificed their lives) get the grandchildren off the ship. They release the tender boats. The Veterans and Family get off the ship safely. An explosion on the ship. The Pirates drown in the ship, as it sinks from view. They use the Pirates radio, call for help. A local fishing boat hears it, sounds the alarm to the authorities.
-
Janeen’s Story Map
What I learned doing this assignment is that I will still need to add in a few callback setups and more humor/dog usage, but the story works for now.
OPENING: A failed Army mission in the war left a soldier with PTSD and a teacup poodle as a PTSD assistance animal. Working as a Santa at the mall, his elves point out the President’s Parents who mall walk every morning.
MISSION 1 Motivation: A failed mission in a war (Afghanistan, Iraq?) and a chance at redemption and self-respect again if he can do his duty to protect the parents while they are mall walking. He is on high alert every day they come in.
VILLAIN 1 PLAN: To use inside double agents to kidnap the President’s parents and force the President to transfer a huge ransom and release members of a terrorist network before killing them and escaping.
INCITING INCIDENT/MISSION 2/VILLAIN 3 ATTACK: A man with an FBI ID accompanied by mercenaries shoots the parents’ Secret Service agent and makes off with the parents.
MISSION 3: FIRST MISSION: The mall Santa, stashes his little dog in his Santa Hat, fastens it on his belt and knocks out the bad guys with military precision. He puts the parents on the mall cop’s Segway and sends them to a side door where he says he will meet them.
ACTION 1 Shootout/Fight: Fight scene at the mall to open the action. The rest of the kidnapping team shows up and the fight scene continues. Purpose: Show the hero is a skilled fighter, show he will protect the president’s parents, show that the bad guys will kill (the SS agent is shot). Fun fight.
ACTION 2 Chase/Pursuit: The parents’ Segway ride to escape the downed bad guys. Purpose: Comedy, show how fast the hero is compared to a Segway, entertaining near misses/dodges.
First Turning Point at End of Act 1: Santa heads to his locker to pick up his go-bag, knocking out an additional FBI guy and one more mercenary, picking up the FBI guy’s radio. He whisks the President’s Parents away in his car.
The FBI double agent tells the authorities that Santa is kidnapping the President’s Parents.
ACTION 3 Chase/Pursuit: Chase Scene to lose the bad guys who follow him (and the President’s Parents (PP)) away from the mall. Purpose: Include a chase scene where the hero gets the bad guys to wreck a car so he can get away. Shows hero’s prowess as a driver and offers an opportunity to let the little dog out of the hat and enjoy the ride.
MISSION 4 Obstacle: The FBI quickly launches an all out search for the President’s Parents.
VILLAIN 4 PLAN: Track the mall Santa to track the parents.
MISSION 5 Escalation: Police and state troopers descend on the mall and they pass them as they continue to flee after the chase scene. Learns via the FBI radio that the FBI knows his car and plan to disable it and that the parents’ purse, shoes and electronics have trackers in them. He has to get out of there, trades cars for one with no way to track or disable and realizes he has to head somewhere off the grid when he hears that they are activating tracking via traffic cams all over the city, state and major roadways.
VILLAIN 2 MISTAKE: The parents’ SS agent only posed as a double agent to learn the plan — still working for US.
ACTION 5 Dangerous Situations: He steals clothes and forces the President’s parents to put them on and leave everything else behind. Purpose: Show the hero is determined to keep the parents safe in spite of their lack of cooperation. Show he knows he was followed. Add humor. Show his consideration for the elderly couple.
VILLAIN 5 DEMAND: The villains tell the President they have his parents believing that they will be easy to catch with all of the trackers, and the President says he won’t deal until they are all on camera together.
MIDPOINT: During a cross country chase during which the hero thought he had removed all of the trackers for the President’s Parents, they stop at a rest stop. Apparently, the Santa forgot the radio could be tracked.
ACTION 4 Competition: The Secret Service agent who was knocked down by a shot to her vest and presumed dead, has followed them. The villains see the parent at the rest stop heading into the bathroom. The agent has the villain’s vehicle disabled (electronically) using her FBI credentials. Purpose: Shows she is a kick-ass agent not involved in the kidnapping. Shows that she and the bad guys had no trouble finding/following the hero and PP.
VILLAIN 7 SETBACK: The villain’s car is derailed at a rest stop by an unknown person. They don’t know the SS agent is alive.
VILLAIN 6 CHASE: The hero fights the agents again and changes cars again and makes the parents change everything they are wearing again to avoid trackers, swaps cars (at a loss) with someone in the rest area, but he stupidly hangs onto the FBI radio in spite of his PTSD dog’s disdain for it (pees on it). They leave and the SS agent hijacks a car using FBI credentials to give chase to tell them about the FBI radio.
ACTION 6 Chase scene — lose the SS agent in a small town. Purpose: Show the SS agent is still on their trail — because of the radio. Show the superior evasion skills of the hero. Start an argument with the PP about whether the SS is a good guy or bad guy since they’ve known the agent for years.
MISSION 6 Overwhelming Odds: Hero thinks he’s safe when he stops at an empty house along the road, but the Secret Service agent joined the parents while he was getting food and she hid in the back of the vehicle, trying to decide if he’s a good guy or one of the bad guys before revealing the FBI radio is a tracking device.
MISSION 7 New Plan: The Secret Service agent decides the hero is legit and goes back to her own car, telling the parents about the radio. They ditch the radio, but have to change the plan and use the empty vacation home of a friend the hero’s great aunt rather than the great aunt’s vacation home they were heading for (no breaking in) so they can’t be tracked or arrested by law enforcement and handed over to the fake FBI villains. They have to trade cars again too and are about out of money.
ACTION 7 Dangerous Situation: SS Agent scouts the area, uses trusted people in law enforcement enters the great aunt’s cottage at the lake where the key to the great aunt’s friend’s house is stashed. SS and hero fight in the dark, but parents put a stop to the fight by firing a gun, something that silences both of them knowing that 2 shots will bring the cops. Purpose: Show that the parents are not sheep in this.
Believing they are now safe and joining forces now that they know they are on the same team (the parents share that she told them about the FBI radio), they settle in for some much needed rest.
SECOND TURNING POINT AT END OF ACT 2/VILLAIN 8 – A BREAK:
The terrorist organization’s boss sends in assassins to clean things up and realizes that the Secret Service agent is alive (found it was her that had the cars disabled) and on the trail of the parents. They track her phone. The terrorist tells the FBI double agent to get all of the government’s assets tracking her.
ACTION 8 Escape/Evade: While on a food run, the hero overhears the bad guys are tracking the SS agent’s cell phone and that she’s tracking the parents. Using off-grid tactics from his wartime training, the hero uses travel by water craft, swimming, and hiking to get to his great aunt’s cottage before they do using roads and bridges to get around the lakes.
ACTION 8 Escape/Evade: Ditching the SS agent’s phone, they use various watercraft on a lake and canal and a little hiking while carrying the parents to get to the great aunt’s friend’s cottage using the great aunt’s key. Purpose: Show how well they cover their tracks. Comic relief.
ACTION 9 Competition: After being holed up for a day, they use a circuitous route to get somewhere they can contact President directly without using a traceable means or getting someone else in trouble. Purpose: Show cleverness. Humor: Holiday options.
MISSION 8 Full out Attack: The bad guys have been getting intel from people all over the lake area using their FBI credentials and have access to the best tactical info on where they might be. The bad guys issue the blackmail request to the president, planning to pin the kidnapping on the hero. The Secret Service agent gets a message to the president about his parents’ predicament and who the bad guys are, but soon, the bad guys have found them and are attacking.
CRISIS: The villains track the Secret Service agent when she leaves the aunt’s friend’s car on a medicine run.
VILLAIN 9 CAPTURE: The villains follow the SS agent when she returns to the parents, and they capture all 4 of them in the house.
VILLAIN 10 DEMAND: The villains call the President and tell him they have his parents. An aide tells him that they have the doubles — his parents are in the White House — and the villains should just let them go. They decide to kill the four instead.
CLIMAX: ACTION 10 SHOOTOUT/CHASE: Final shootout as the bad guys close in.
Using items from the cottage, the parents, Secret Service agent and hero (and his little dog) escape from the bad guys and hide the parents in a new location, arming them, setting booby traps and using McGyver-isms to defeat them. Purpose: Big finish. Fun fight.
VILLAIN 11 DEFEAT: Using available items, they tie up the vanquished bad guys and using the bad guys’ comm devices, notify the President that they are safe. He calls off all of the searchers, identifying the rogue FBI agent. The President is shocked to learn that his aide told him his parents were safe in the White House and the people in danger were the doubles so the President could focus on important work and not worry about his parents. He fires his aide.
VILLAIN 11 DEFEAT: The terrorist assassins are hauled away in cuffs or body bags.
RESOLUTION: The parents demand a decent meal and some new clothes before they go back to DC. The President wires them some money and orders up a private jet. The agent and Santa have become a couple and the parents wink as though this was their plan all along.
-
Denice’s Story Map
What I learned doing this assignment is that this is like writing the beats of the story for the main plot points without the locations. It’s interesting to see how the story changes. Doing this helps to minimize the subplots.
1. Opening:
• Action 1: Triple shoots targets on an indoor rollercoaster that tests her telekinetic
abilities under high gravity forces.
• Villain 1: Villain flies a plane, introduction to his plan
• Action 2: Montage of Triple’s test in martial arts, piloting a plane, languages
• Villain 2: Villain blows up silver mine from jet.
• Action 3: Triple fails water test, flashback while taking it
2. Inciting Incident:
• Mission 1: Triple learns that her father has lied to her about letting her be a spy
causing her to plan her escape to see Mom in Poland.
• Action 4: She impersonates her mom on phone to order private jet.
• Action 5: She steals million-dollar solar scooter from lab and escapes building.
• Action 6: She flies plane to Poland.
• Villain 3: He watches Mom’s piano performance.
• Villain 4: His lover/assassin kills Mom’s guard, kidnaps Mom.
3. First Turning Point at end of Act 1:
• Action 7: Triple sneaks into Mom’s hotel to find her to avoid agent following her
• Action 8: Triple travels to concert in underground salt mine
• Villain 5: Assassin sneaks Mom out of salt mine
• Action 9: Triple learns her mom has disappeared from concert
• Mission 2: Triple needs to find out what happened to her mom
• Villain 6: Assassin steals Mom’s luggage.
• Action 10: Triple catches Assassin in hotel, learns she kidnapped Mom, fights
• Action 11: Triple’s wounded, confronts agent chasing her
• Villain 7: Assassin almost kills Triple, Assassin’s face gets maimed
• Mission 3: Triple has to find Assassin to find Mom.
• Villain 8: Villains sends more killers after Triple.
• Action 12: Triple stops killers without killing them.
4. Mid-Point: Triple learns that the Assassin is impersonating her mom in South America
• Action 13: Triple ditches her mentor, sneaks into South America
• Villain 9: Assassin sets bomb in silver mine
• Action 14: Triple saves mine, gets arrested
• Villain 10: Villain flies with mom to his headquarters in Yucatan
• Villain 11: Assassin flied to villain’s headquarters.
• Action 15: Triple and mentor follow Assassin
• Action 16: Triple is too late to save her mom
5. Second Turning Point at the end of Act 2: Triple is caught by Villain.
• Villain 12: Villain confronts Triple
• Action 17: Triple tries to escape Villain’s jail
• Villain 13: Villain shows Triple’s dad his dead wife, Triple’s mom
• Action 18: Triple escapes jail
• Villain !4: Triple is recaptured
6. Crisis: Triple is put in water tank to die, mentor is put in another
7. Climax: Triple confronts the Villain and kills for the first time.
• Villain 15 : Villain takes Dad, boards private plane
• Action 19: Triple escapes the water tank.
• Action 20: She fights Assassin
• Mission 4: Triple goes after Villain and Dad in another plane.
• Villain 16: Villain kicks Dad out of the plane.
• Action 21: Triple saves Dad.
• Villain 17 : He flies to destroy Dad’s silver conglomerate
• Villain 18: He sets bombs.
• Action 22: Triple chases Villain. Kills him.
8. Resolution: Triple becomes an agent against her father’s wishes
• Action 23 : Triple arrives at family mausoleum, says goodbye to Dad, hired by British
secret service
.
-
Mary’s Story Map
What I learned is that this is a very helpful exercise to do these tracts individually and then weave them together. Seeing the action track is especially helpful to me.
•Opening: Sam is a black teen who runs away from his apprenticeship and arrives in 1825 Philadelphia.
M 1: Sam is on the lookout for a way to make money and be his own man.
A1: Discovery : When a circus horse spooks, Sam intervenes to settle it. Purpose: Gives a hint of Sam’s horsemanship skills
V1: LURE KIDNAPPING VICTIM/CAPTURE – lure Sam onto boat with promise of work and tie him up in hold. Capture other boys with same techniques
•Inciting Incident: Sam is tricked and captured by Eb Johnson of a kidnapping gang.
M 2: Inciting Incident: Sam is tricked and shoved into the hold of a boat when he responds to a man offering money if he unloads cargo from the boat.
A2: Dangerous Situation: Sam is kidnapped, but he is confident he can escape, clowns around. Eb threatens to slit his throat if he acts up. Purpose: shows his teenage cockiness and optimism. He has already escaped from one master.
V2: PLAN: Sail to Gang hideout in Maryland to pick up additional crew and larger ocean going boat to sail to New Orleans port. Gives his standard THREAT if anyone tries to escape speech.
M3: First Action: Sam tries to escape when they land in the Chesapeake.
A3: Escape: When the kidnapper’s boat lands near their Chesapeake hideout, Sam escapes his ropes and hides in swamp, but steps in quicksand and has to be rescued by kidnapper. Purpose: to show Sam’s initiative, impulsiveness and defiance.
M4: Obstacle: Enos, another captive, alerts the kidnappers when he sees Sam sinking in quicksand.
V3: REACT to ESCAPE attempt with higher THREATS and beating. Eb realizes he needs to treat Sam more harshly.
A4: Humiliation: Kidnappers taunt Sam and make him dance for morsels of food,. Purpose: Show Sam is almost always hungry and will sacrifice his dignity for food. This is a weapon of control for kidnappers.
•First Turning Point at end of Act 1: Sam realizes that the gang intends to sell him south into slavery.
V4: PLAN: Eb and Lucy “Indoctrinate” the boys into their “slave story” so they don’t arouse suspicion.
V5: PLAN: Lucy tells Sam she’ll give him food for information about any escapes.
A5: Intimidation: Offering a deal: Lucy co-villain and partner of Eb’s offers Sam more food and special treatment if he snitches on the other boys.
Purpose: Show Sam’s vulnerabilities to food and his Lone wolf tendencies.
M5: Escalation: Sam tries to play both sides, placating villains and trying to escape on his own
V6: PLAN: Sail South, stopping only at “gang friendly” ports.
A6: Cause Chaos: When kidnapper’s boat is damaged and is close to a port, Sam and boys try to cause chaos so they can escape. They fight among themselves, give up and have to go back.
Purpose: Show how when Sam is lone wolf and boys are not working together, the plan fails.
M6: Overwhelming Odds: Lone wolf Sam loses the trust of his fellows. Villians (Eb and Lucy) become more and more watchful and brutal.
V7: REACT to Sam’s undermining of slave story when they try to sell him with a beating.
M7: New Plan: Sam has to trust fellow captive Joe to help him. He offers to take Joe, but Joe is weak and elects to stay to “protect” the younger captives.
•Mid-Point Sam escapes into Choctaw Indian territory when Joe offers a diversion
A7: Competition/Personal Agenda/chase: Sam escapes, leaving other boys, with help from Joe (friend and captive) and escapes into Choctaw Country where he is taken in by an Indian boy and shows off his horsemanship skills. He is hunted by Eb.
Purpose: Show Sam’s focus on himself and his horsemanship skills as well as his lack of knowledge of the woods/wilderness.
V8: HUNT for Sam when he escapes into southern Choctaw territory (threatens Indians?) and PUNISHES other boys, especially Joe.
A8: Dangerous situation: The Choctaws decide whether to hand Sam back to kidnapper’s or keep him as a slave. They force him back to Eb. He has to think of a story fast that will keep Eb from torturing him. Purpose: Sam’s taste of freedom is dashed and sent back into the clutches of the villain will he will be tortured, but he is quick-witted.
•Second Turning Point at end of Act 2: Sam’s escape doesn’t work, he’s returned to find Joe, very weak.
A9: Shootout: Eb stole money from a man who finds the kidnapper’s camp and chases them out of the county, Shoot-out on wagon and horseback.
Purpose: show vulnerabilities of villain and how Sam begins to help his fellow captives with his horsemanship.
V9: DECISION: Sell troublemaking Sam and boys as soon as they can.
V10: RETALIATION: Eb beats Joe, Sam’s friend, and lets him die.
•Crisis: Eb (kidnapper) Kills Joe, and finds a plantation owner buyer. It’s Sam’s last chance to escape.
M8: Full out Attack: As they’re burying Joe, Sam tries to kill Eb.
A10: Fight: In a fit of grief and rage, Sam tries to kill Eb with a shovel. He is stopped by the head slave. Eb sees this and vows to get Sam in the morning.
•Climax: Although Sam thinks of running, he stays and finds a solution to help all the boys get to freedom through his horse knowledge.
M9: Success: Sam’s knowledge of horses and horse racing shows he’s from up north. Sam speaks out to adults to discredit the kidnappers.
V11: FITTING ENDING: When Sam hints to potential slave buyer that he’s freeborn, Eb’s authority to sell these kids is questioned and the kidnapping scheme unravels. He loses all the kidnapped boys, his money and is pursued by the authorities and his gang.
Resolution: Sam and the boys get their freedom and are returned to Philadelphia.
-
I’ve been out of town, so will catch up this week.
Kathy’s Story Map
What I learned doing this assignment is I have a strong plot.
STRUCTURE: The 3-Act structure you built in Lesson 6 that takes your Hero through the transformational journey.
MISSION TRACK: The steps and actions the Hero takes to achieve his or her mission and defeat the Villain.
VILLAIN TRACK: The Villain’s plan, decisions, and actions to make their dastardly goal happen.
ACTION TRACK: The Action set pieces that happen as the Villain and Hero clash.
Bring those four together and you will have a strong plot for this Action movie.
INTRODUCTION: Iraq war, fighting in the streets. Thieves break into the National Museum in Bagdad and steal an ancient clay tablet with the story of Gilgamesh incised on it.(A,V, danger, fight)
In Manhattan, a TV news shows a storm forming in the Caribbean, (V,danger)
INCITING INCIDENT: Danny overhears man talking about a stolen tablet in a Christie’s auction (M,danger)
Boss tells him to ignore it, no proof of any crime (M,competition)
Storm now a tropical depression (V,danger)
Argues with director at Christies. (M,V,interrogation)
Depression now a tropical storm. (V,danger)
Tells chief about the plot and chief again says go be a real reporter. (M,competition)
Small craft warnings issued for Caribbean. (V,danger)
Thieves steal a valuable painting from a La Guardia cargo bin. (V,escape/evade)
FIRST TURNING POINT: Danny’s assigned the case. Follows the trail, traces fingerprints, finds one off the thieves. Interrogates him, has to let him go. Not enough proof since he is an airline employee. (M,interrogation)
MIDPOINT: Thief tells the mob boss about Danny. They sideswipe him on a highway but he’s not hurt. (V,danger)
Another subplot:
The mayor of NYC is a hidden villain. At an auction, the mayor meets the director of Christies. He tells her that they should speak in private. After shutting the door to a conference room, he grabs her ass and kisses her. She slaps him. (V,violence) He says, you’ll regret that, as she hurries out. The next day, the mayor tells his aide to research her finances. A week later, he puts a report on the mayor’s desk. There are suspicious deposits in her bank account from an art gallery. She has been taking bribes and using the money to pay her mother’s nursing home bills. (intrigue) The mayor tells her that he wants part of the money. (competition) She unhappily agrees.
Gale force winds lash Puerto Rico. The storm takes a northward turn. Reporters hound the mayor for ignoring the hurricane. It will hit the city and the city is not prepared.(V,danger)
The terrorists decide to kidnap Danny’s wife. (V,danger)
They torture her so she tells them Danny overheard the rug store owner’s conversation, the antique panel at the auction was stolen from a museum in Iraq. (V,torture,M)
They send a ransom note to Danny. (V,extortion)
The storm is off Andros and heading north. Will hit NYC in 6 days. (V,danger)
SECOND TURNING POINT: Danny goes to the warehouse. Gun fight with the thieves. (M, V, shootout) Man holds his wife, threatens to shoot her. Danny puts down his M16 as asked but has a handgun hidden behind it. (twist) Hits man who dies, wife runs into his arms. Finds stolen painting from LGA cargo plus more antiques. (M, reveal) Finds invoices with the rug store letterhead.
Interrogates store owner. He says nothing, wants his lawyer. (M)
Danny goes back to Christies, tells director that the painting was recovered, can go in the auction. (M) And that there were stolen antiques in the warehouse, destined for the auction. (M) Still no proof the tablet was stolen. She almost tells him about the mayor but stops.
The storm hits Jacksonville. (V, danger)
Danny looks at bank records from the rug store, finds a withdrawal to a Pakistani company, also purchases from sports stores and pawn shops. (M,reveal)
He goes to the stores, finds semi-automatic gun purchases.(M, reveal)
Storm off Outer Banks. (V<danger)
He calls the FBI, who tell him there are links to Pakistani terrorists at the Pakistani company. (M, V, danger)
CRISIS: He interrogates the store owner, beats him up. (violence, torture) Finds guns stored in carpet rolls. (M, reveal) Finds photos of the UN building. (M, reveal) Finds phone numbers and lists of men’s names. All have Middle Eastern names. (M, reveal)
Sends officers to their houses but all are gone. (M, evade)
CLIMAX: Danny realizes an attack could be in motion so he heads to the UN. (M)
Storm hits NYC. (danger)
There are 4 buildings: the 39 story rectangular Secretariat tower, the General Assembly building, the Library, and a Conference Area.
The General Assembly Building is a sloping structure with concave sides, 380 feet long and 160 feet wide, topped with a shallow dome. The north end, opening onto a landscaped plaza, is the main public entrance to the Headquarters complex. Beyond the lobby to the right is the small Meditation Room. Suspended from the ceiling above the stair landing connecting the lobby with the second-floor ceremonial entrance to the General Assembly Hall is a Foucault Pendulum.
The General Assembly Hall has a seating capacity of 1,800. At 165 ft long by 115 ft wide, it is the largest room in the complex.
The Hall has two murals by the French artist Fernand Léger. At the front of the chamber is the rostrum containing the green marble desk for the President of the General Assembly and matching lectern. Behind the rostrum is the UN emblem on a gold background. Flanking the rostrum is a paneled semi-circular wall that tapers as it nears the ceiling and surrounds the front portion of the chamber. In front of the paneled walls are seating areas for guests and within the wall are windows which allow interpreters to watch the proceedings as they work. The ceiling of the hall is 75 ft high and surmounted by a shallow dome ringed by recessed light fixtures.
Danny finds wounded and dead UN guards. (M, V, danger, death)
One wounded guard tells him there are hostages in the Assembly Hall. (M)
The cops search the floors as they surround the Hall. (M, chase)
Danny leads a team up to the 3rd floor balcony. (M, chase)
Shots come from terrorists on the floor above. (shootout) The team goes to the stairs, climbs up, breaches the doors, use grenades to kill the terrorists. (M, V, chase) One lives but he is wounded. Danny grabs him, forces him to talk. (M, V, interrogation) He says there are 20 terrorists holding 300 people in the Hall. (M, reveal)
Danny runs back downstairs to the second floor balcony. (chase) Sees men aiming guns at cowering hostages. Can’t shoot. Drops smoke bombs. (M, twist)
Terrorists surprised. They try to escape. (evade) They grab hostages. (V, danger)
Danny and crew shoot a dozen men. (M, V, shootout)
Several men escape but are captured. (M)
Danny and men head downstairs.
Pipe sleeping gas into the Hall. (M, twist)
Everyone in the room falls asleep.
Danny and men run into the Hall. Handcuff the terrorists. (M)
Hostages are freed.
Danny relieved.
RESOLUTION: Papers found in the terrorists homes showing bribes paid to art dealers and to the director of Christies. (M, reveal)
Danny interviews (M, interrogation) the director who confesses and asks for clemency.
Danny interviews (M, interrogation) the mayor who doesn’t.
The mayor is arrested.(M)
The director is given probation. (M)
The tablet goes back to the museum in Iraq. (M)
Danny and his wife attend the Christie’s auction. (M)
They clink flutes with the director.
THE END.
-
Linda’s Story Map
What I learned doing this assignment is combining the tracks helped to outline the story with impactful scenes.
Opening
A1: The commissioner surprises his parents with a visit.
V1: Terrorists approach the property, send a young girl to get their attention.
A2: The commish searches the property. Takes the girl in, feed her, etc.
V2: Terrorists steal transportation and take off.
A3: The commish takes the girl to the border for processing. Is appalled by the conditions. Barks orders. Demands they take care of the girl and keep him updated on her status. His family will take her in if they don’t find her parents.
Inciting Incident
A4: Skirmish at the border. The little girl is killed.
A5: Commish chases terrorists on water with SAFE boats. But lead terrorist makes it into the US.
V3: Wants to know why the commish is at the border and why didn’t he know about it. Learns his minions left a girl at his parents’ house and stole transportation.
A6: Orders the terrorist whose plan it was to choose that house killed. Wants to know where the house is.
M1: The commish grills the terrorist in Arabic.
End of First Act – TP
M2: The commish learns enough to suspect a terrorist plot.
A7: Orders all the resources he can to the border to lock it down.
M3: On a hunt to find the terrorists who got through.
V4: Lead terrorists orders the remaining men he needs to get to the border.
A8: Terrorists captured at the border.
M4: The commish thinks he tracked them down, kills them. But it is different terrorists, more details of the plan emerge.
V5: Lead terrorist incites thousands to overwhelm the border so terrorists can slip into the US. Use women and children to get them through, then kill them.
A9: Shootout and chase. Many terrorists killed.
M5: The commish calls POTUS, needs more resources. POTUS says Commish needs to get back to DC, not how this should be handled.
Mid-Point
M6: Tracks terrorists to his parents’ house.
V6: Commish’s parents and ex are ambushed and killed. They take his son, leave a threatening note – relax the border or his son dies.
M7: The commish calls on retired military operatives.
M8: Tells POTUS to stick it, he’s not going back to DC until he finishes this.
A10: The commish and military operatives find a cell of terrorists. Torture them to find his son. They don’t know about that, but he gets out of them the plot to bomb 50 cities across America.
V7: Orders the final step of the plot into action.
M9: Barks orders at the people who used to work for him and the acting commissioner.
A11: Bombs are set.
A12: Surround the stash house where they believe his son is being held.
A13: Breach the stash house. Son not there.
End of Act 3 – TP
A14: Bomb goes off in a shed behind the stash house.
V8: Before one of the terrorists dies he implies the lead terrorist has a personal vendetta against the commish and “one of his son’s is dead.”
Crisis
M10: Time is running out. Pushes his rogue teams in 50 states to move faster, torture and kill every terrorist they find. No mercy, they show none.
A15: Tracks down the lead terrorist. Learns he is the son he never knew he had to a woman in the middle east. She was killed by terrorist org and they took her son and indoctrinated him.
Climax
V16: The lead terrorist holds a gun to the commish’s other son’s head. His half brother.
Resolution
M11: Kills his terrorist son to save his other son and millions of Americans.
Log in to reply.