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Scene Map 60
# PG SLUGLINE
1 2
INT SCOTTISH HIGHLANDS - FOREST EDGE DAY
2 3
INT THE STAG'S HEAD PUB EVENING
3 5
INT UK MILITARY BASE DAY
4 9
EXT TIRANA MARKET - ALBANIA DAY
5 10
INT DAN'S APARTMENT - TIRANA - NIGHT (FLASHBACK - SEVEN
6 10
EXT TIRANA STREET - BUS STOP - DAY (FLASHBACK - 4 MONTHS
7 11
INT TIRANA POLICE STATION DAY
8 13
INT SMALL APARTMENT NIGHT
9 14
EXT SCOTTISH HIGHLANDS - FOREST DAY
10 15
INT GAMEKEEPER'S CABIN NIGHT
11 16
INT GAMEKEEPER'S CABIN - FOLLOWING NIGHT
12 19
EXT AFGHAN DESERT - RURAL OUTPOST DAY
13 21
INT MILITARY BASE - COMMAND TENT NIGHT
14 23
EXT LOCAL VILLAGE NIGHT
15 24
EXT ABANDONED COMPOUND NIGHT
16 25
INT COMPOUND - SIDE ROOM CONTINUOUS
17 26
INT COMPOUND - HOLDING ROOM CONTINUOUS
18 27
EXT COMPOUND CONTINUOUS
19 27
INT MILITARY BASE - MEDICAL TENT DAY
20 29
EXT GLASGOW - INDUSTRIAL DISTRICT - DAY - ONE WEEK LATER
21 30
INT WAREHOUSE CONTINUOUS
22 31
EXT INDUSTRIAL DISTRICT CONTINUOUS
23 32
EXT GLASGOW STREETS CONTINUOUS
24 32
INT POLICE STATION DAY
25 34
INT GAMEKEEPER'S CABIN NIGHT
26 36
EXT ESTATE LAND DAY
27 38
EXT FOREST NEAR FARMHOUSE NIGHT
28 39
INT GAMEKEEPER'S CABIN - NIGHT LATER
29 40
EXT KOSOVO VILLAGE - RURAL ROAD - DAY (FLASHBACK - 10 YEARS
30 41
INT ABANDONED FARMHOUSE - KOSOVO CONTINUOUS
31 42
EXT KOSOVO FARMHOUSE CONTINUOUS
32 43
EXT REMOTE HIGHLAND LOCATION DAY
33 44
EXT FOREST NEAR FARMHOUSE NIGHT
34 46
EXT INVERNESS TRAIN STATION MORNING
35 47
INT GAMEKEEPER'S CABIN DAY
36 50
INT POLICE STATION - MAEVE'S DESK NIGHT
37 52
INT LOCKED ROOM - FARMHOUSE NIGHT
38 54
EXT FOREST EDGE - NEAR FARMHOUSE NIGHT
39 55
INT GAMEKEEPER'S CABIN NIGHT
40 57
EXT SCOTTISH HIGHLANDS - RIDGE OVERLOOKING VALLEY DAWN
41 58
INT GAMEKEEPER'S CABIN DAY
42 64
EXT SCOTTISH HIGHLANDS - DUSK TO NIGHT (WEEK 8)
43 67
EXT FOREST - FIBER CABLE LOCATION NIGHT
44 67
INT FARMHOUSE - MAIN ROOM SAME TIME
45 68
EXT FOREST - PERIMETER NIGHT
46 69
EXT FARMHOUSE - PERIMETER NIGHT
47 70
INT FARMHOUSE - SIDE CORRIDOR CONTINUOUS
48 71
INT FARMHOUSE - VARIOUS ROOMS NIGHT
49 73
INT LOCKED ROOM NIGHT
50 75
INT FARMHOUSE - UPSTAIRS HALLWAY NIGHT
51 76
INT FARMHOUSE - MAIN ROOM CONTINUOUS
52 78
INT FARMHOUSE - KITCHEN NIGHT
53 80
INT FARMHOUSE - LOCKED ROOM NIGHT
54 81
EXT FOREST TO VAN NIGHT
55 82
EXT HIGHLAND ROAD NIGHT
56 83
EXT POLICE STATION NIGHT
57 83
INT POLICE STATION NIGHT
58 85
INT GAMEKEEPER'S CABIN NIGHT
59 90
INT POLICE STATION - MAEVE'S OFFICE DAY
60 90
EXT FOREST - TRAIL CAMERA POV DAY
Scene Map
60
# PG SLUGLINE
1 2
INT SCOTTISH HIGHLANDS - FOREST EDGE DAY
INT. SCOTTISH HIGHLANDS - FOREST EDGE - DAY
INT. SCOTTISH HIGHLANDS - FOREST EDGE - DAY Dense pine forest meets open moorland. Morning mist clings to the heather. DAN MORRISON (late 30s, weathered, military bearing) moves through the undergrowth with practiced silence.
2 3
INT THE STAG'S HEAD PUB EVENING
INT. THE STAG'S HEAD PUB - EVENING
INT. THE STAG'S HEAD PUB - EVENING Dan sits in his usual spot, nursing a pint. The pub is busier tonight. A darts game in the corner. Laughter. Detective Sergeant Maeve Kerr, red hair, late 30's enters,
3 5
INT UK MILITARY BASE DAY
INT. UK MILITARY BASE - DAY (FLASHBACK)
INT. UK MILITARY BASE - DAY (FLASHBACK) A sparse office. CALLUM, black, slim build mid 40s, sharp- eyed, intelligence officer. He sits at his computer monitor. He uses an encypted channel to call Dan in Albania. A file sits on the desk. Callum hasn't opened it yet.
4 9
EXT TIRANA MARKET - ALBANIA DAY
EXT. TIRANA MARKET - ALBANIA -DAY (FLASHBACK - 8 YEARS AGO)
EXT. TIRANA MARKET - ALBANIA -DAY (FLASHBACK - 8 YEARS AGO) A bustling open-air market. Dan, cleaner-shaven, more relaxed, browses vegetable stalls. ELIRA (late 20s, Albanian, warm smile) runs a small produce stand. Dan approaches, attempts Albanian.
5 10
INT DAN'S APARTMENT - TIRANA - NIGHT (FLASHBACK - SEVEN
INT. DAN'S APARTMENT - TIRANA - NIGHT (FLASHBACK - SEVEN
INT. DAN'S APARTMENT - TIRANA - NIGHT (FLASHBACK - SEVEN YEARS AGO) A modest apartment. Dan assembles a wooden crib, instruction manual spread out. He's terrible at it. ELIRA, visibly pregnant, watches from the doorway, amused.
6 10
EXT TIRANA STREET - BUS STOP - DAY (FLASHBACK - 4 MONTHS
EXT. TIRANA STREET - BUS STOP - DAY (FLASHBACK - 4 MONTHS
EXT. TIRANA STREET - BUS STOP - DAY (FLASHBACK - 4 MONTHS AGO) A busy street corner. Buses rumble past. Pedestrians jostle. Elira stands with ARIA, now 7 years old, bright-eyed,
7 11
INT TIRANA POLICE STATION DAY
INT. TIRANA POLICE STATION - DAY (FLASHBACK)
INT. TIRANA POLICE STATION - DAY (FLASHBACK) A cramped, bureaucratic space. Flickering fluorescent lights. Peeling paint. Dan and Elira sit across from a POLICE OFFICER, 50s, weary, filling out forms by hand.
8 13
INT SMALL APARTMENT NIGHT
INT. SMALL APARTMENT - NIGHT (FLASHBACK)
INT. SMALL APARTMENT - NIGHT (FLASHBACK) The same cozy apartment, now suffocating. Silence. Elira sits on an armchair, holding the doll, rocking slightly. Dan sits at the small table, a notebook open in front of
9 14
EXT SCOTTISH HIGHLANDS - FOREST DAY
EXT. SCOTTISH HIGHLANDS - FOREST - DAY (PRESENT)
EXT. SCOTTISH HIGHLANDS - FOREST - DAY (PRESENT) Dan moves through dense forest, following the track where the white van disappeared. He's in full reconnaissance mode—silent, alert. He spots something: a BLACK FIBER OPTIC CABLE running along
10 15
INT GAMEKEEPER'S CABIN NIGHT
INT. GAMEKEEPER'S CABIN - NIGHT (WEEK 8)
INT. GAMEKEEPER'S CABIN - NIGHT (WEEK 8) The map wall dominates the small space. Surveillance photos pinned in clusters. String connecting sightings. The shaded 'dead zone' at the center. Dan sits at his laptop, SD card inserted. On screen: trail
11 16
INT GAMEKEEPER'S CABIN - FOLLOWING NIGHT
INT. GAMEKEEPER'S CABIN - FOLLOWING NIGHT
INT. GAMEKEEPER'S CABIN - FOLLOWING NIGHT 2100 hours. Dan sits at his laptop. A secure video call connects. The screen shows CALLUM in a nondescript room. CALLUM Good to see you mate.
12 19
EXT AFGHAN DESERT - RURAL OUTPOST DAY
EXT. AFGHAN DESERT - RURAL OUTPOST - DAY (9 YEARS AGO)
EXT. AFGHAN DESERT - RURAL OUTPOST - DAY (9 YEARS AGO) SUPER: "HELMAND PROVINCE, AFGHANISTAN Harsh sunlight. Dust and heat shimmer over a barren landscape. A British Army patrol of eight soldiers moves through a narrow valley between mud-brick compounds.
13 21
INT MILITARY BASE - COMMAND TENT NIGHT
INT. MILITARY BASE - COMMAND TENT - NIGHT
INT. MILITARY BASE - COMMAND TENT - NIGHT Harsh fluorescent lights. Maps on tables. Radio chatter in background. Dan stands before MAJOR THORNTON (50s, hard face, regulation haircut). Harris stands nearby. Dan's uniform is still
14 23
EXT LOCAL VILLAGE NIGHT
EXT. LOCAL VILLAGE - NIGHT
EXT. LOCAL VILLAGE - NIGHT A small village, three kilometers from base. Dan, in civilian clothes but wearing a sidearm, moves through narrow alleys. He reaches a modest house. Knocks quietly.
15 24
EXT ABANDONED COMPOUND NIGHT
EXT. ABANDONED COMPOUND - NIGHT
EXT. ABANDONED COMPOUND - NIGHT 0200 hours. Moonless night. A crumbling mud-brick compound in the desert. Dan approaches from the north, moving like a shadow. Full tactical gear: night vision goggles, suppressed pistol,
16 25
INT COMPOUND - SIDE ROOM CONTINUOUS
INT. COMPOUND - SIDE ROOM - CONTINUOUS
INT. COMPOUND - SIDE ROOM - CONTINUOUS Dan enters. Empty room. Supplies stacked against walls—ammo crates, RPG rounds. He moves toward the room where Callum is held. But—
17 26
INT COMPOUND - HOLDING ROOM CONTINUOUS
INT. COMPOUND - HOLDING ROOM - CONTINUOUS
INT. COMPOUND - HOLDING ROOM - CONTINUOUS Callum looks up—eyes widening in disbelief. CALLUM Dan? What the hell— DAN
18 27
EXT COMPOUND CONTINUOUS
EXT. COMPOUND - CONTINUOUS
EXT. COMPOUND - CONTINUOUS Dan half-drags, half-carries Callum into the courtyard. Callum's bleeding heavily, barely conscious. CALLUM You... you disobeyed orders.
19 27
INT MILITARY BASE - MEDICAL TENT DAY
INT. MILITARY BASE - MEDICAL TENT - DAY
INT. MILITARY BASE - MEDICAL TENT - DAY Callum lies on a cot, leg bandaged, IV in his arm. He's alive. Battered, but alive. Dan stands nearby, clean uniform, exhausted. Major Thornton enters, face like stone.
20 29
EXT GLASGOW - INDUSTRIAL DISTRICT - DAY - ONE WEEK LATER
EXT. GLASGOW - INDUSTRIAL DISTRICT - DAY - ONE WEEK LATER
EXT. GLASGOW - INDUSTRIAL DISTRICT - DAY - ONE WEEK LATER A grey, rain-slicked industrial area. Warehouses, shipping containers, chain-link fences. Dan's Land Rover pulls into an empty lot. He parks, scans the area. Quiet. Too quiet.
21 30
INT WAREHOUSE CONTINUOUS
INT. WAREHOUSE - CONTINUOUS
INT. WAREHOUSE - CONTINUOUS Sparse. A workbench. Crates. A single overhead light. On the bench: a black case. MacLeod opens it. Inside: the SENTINEL-4 JAMMER. Compact, matte black, military-spec.
22 31
EXT INDUSTRIAL DISTRICT CONTINUOUS
EXT. INDUSTRIAL DISTRICT - CONTINUOUS
EXT. INDUSTRIAL DISTRICT - CONTINUOUS Dan crosses the lot toward his Land Rover. Slides the case onto the passenger seat. He starts the engine—then freezes. In his rear view mirror: a DARK SUV with tinted windows has
23 32
EXT GLASGOW STREETS CONTINUOUS
EXT. GLASGOW STREETS - CONTINUOUS
EXT. GLASGOW STREETS - CONTINUOUS A high-speed pursuit. Dan weaves through narrow streets, takes a corner hard. The SUV stays close. Dan's jaw is set, focused. He knows these aren't cops. He accelerates through a red light, barely misses a bus. The
24 32
INT POLICE STATION DAY
INT. POLICE STATION - DAY (WEEK 5)
INT. POLICE STATION - DAY (WEEK 5) A small station. Desks cluttered with files. Maeve sits across from the ESTATE MANAGER (50s, efficient, annoyed). ESTATE MANAGER I'm telling you, something's not
25 34
INT GAMEKEEPER'S CABIN NIGHT
INT. GAMEKEEPER'S CABIN - NIGHT (WEEK 5)
INT. GAMEKEEPER'S CABIN - NIGHT (WEEK 5) Dan sits at the table, the jammer case open in front of him. He tests the switches. Red. Green. Familiarizes himself with it. His burner phone buzzes. A number he recognizes.
26 36
EXT ESTATE LAND DAY
EXT. ESTATE LAND - DAY (WEEK 5)
EXT. ESTATE LAND - DAY (WEEK 5) Dan is repairing a fence post, hammer in hand. Focused, methodical. A car approaches. Maeve's unmarked police vehicle. Dan sees it, doesn't stop working. But his posture
27 38
EXT FOREST NEAR FARMHOUSE NIGHT
EXT. FOREST NEAR FARMHOUSE - NIGHT (WEEK 6)
EXT. FOREST NEAR FARMHOUSE - NIGHT (WEEK 6) Dan lies in cover, 150 meters from the farmhouse. Night vision goggles on. The jammer case beside him—still inactive. The farmhouse is lit. Activity inside. Shadows moving past
28 39
INT GAMEKEEPER'S CABIN - NIGHT LATER
INT. GAMEKEEPER'S CABIN - NIGHT - LATER
INT. GAMEKEEPER'S CABIN - NIGHT - LATER Dan sits at his table, the weight of what he heard pressing down on him. He opens his laptop, types a message to Callum:
29 40
EXT KOSOVO VILLAGE - RURAL ROAD - DAY (FLASHBACK - 10 YEARS
EXT. KOSOVO VILLAGE - RURAL ROAD - DAY (FLASHBACK - 10 YEARS
EXT. KOSOVO VILLAGE - RURAL ROAD - DAY (FLASHBACK - 10 YEARS AGO) A dirt road cuts through barren hills. Grey sky. Wind-bent trees. Three MILITARY HUMVEES roll to a stop. Dust settles.
30 41
INT ABANDONED FARMHOUSE - KOSOVO CONTINUOUS
INT. ABANDONED FARMHOUSE - KOSOVO - CONTINUOUS
INT. ABANDONED FARMHOUSE - KOSOVO - CONTINUOUS The team enters. Weapons up. Flashlights cutting through dim light. Empty. But signs of recent occupation. - Mattresses on the floor, stained and thin.
31 42
EXT KOSOVO FARMHOUSE CONTINUOUS
EXT. KOSOVO FARMHOUSE - CONTINUOUS
EXT. KOSOVO FARMHOUSE - CONTINUOUS A LOCAL WOMAN, 50s, wrapped in a shawl, stands at a distance. One of the soldiers tries to approach, but she backs away. Dan steps out. Raises a hand in peace.
32 43
EXT REMOTE HIGHLAND LOCATION DAY
EXT. REMOTE HIGHLAND LOCATION - DAY (WEEK 7 - PRESENT)
EXT. REMOTE HIGHLAND LOCATION - DAY (WEEK 7 - PRESENT) A desolate stretch of moorland. No roads. No people. Just heather and rock. Dan stands beside his Land Rover, the Sentinel-4 jammer on the hood. He's wearing tactical gloves.
33 44
EXT FOREST NEAR FARMHOUSE NIGHT
EXT. FOREST NEAR FARMHOUSE - NIGHT (WEEK 7)
EXT. FOREST NEAR FARMHOUSE - NIGHT (WEEK 7) Dan moves through the trees like a shadow. Full camouflage. Face paint. Night vision monocular. He's 200 meters from the farmhouse perimeter. Closer than before.
34 46
EXT INVERNESS TRAIN STATION MORNING
EXT. INVERNESS TRAIN STATION - MORNING (WEEK 7)
EXT. INVERNESS TRAIN STATION - MORNING (WEEK 7) Grey sky. Rain misting down. The Highland Line train pulls in with a hiss. Passengers disembark. Locals with shopping bags. Tourists with backpacks.
35 47
INT GAMEKEEPER'S CABIN DAY
INT. GAMEKEEPER'S CABIN - DAY
INT. GAMEKEEPER'S CABIN - DAY Elira enters. Stops. Stares. The map wall. The surveillance photos. The strings connecting sightings. And in the center: ARIA'S PHOTO. The one from Tirana. Her
36 50
INT POLICE STATION - MAEVE'S DESK NIGHT
INT. POLICE STATION - MAEVE'S DESK - NIGHT (WEEK 7)
INT. POLICE STATION - MAEVE'S DESK - NIGHT (WEEK 7) Maeve sits at her desk, surrounded by files. Computer screen glowing. She's digging. And she's found something. On her screen: MILITARY RECORDS. Partially redacted. But
37 52
INT LOCKED ROOM - FARMHOUSE NIGHT
INT. LOCKED ROOM - FARMHOUSE - NIGHT (WEEK 7)
INT. LOCKED ROOM - FARMHOUSE - NIGHT (WEEK 7) Six children. Huddled on thin mattresses. Cold. Frightened. ARIA (8 years old, dark hair, hollow eyes) sits with her back against the wall. She's the oldest. The longest held. Beside her: A YOUNG BOY, 5, trembling. Albanian.
38 54
EXT FOREST EDGE - NEAR FARMHOUSE NIGHT
EXT. FOREST EDGE - NEAR FARMHOUSE - NIGHT (WEEK 7)
EXT. FOREST EDGE - NEAR FARMHOUSE - NIGHT (WEEK 7) Dan moves through the forest. Quiet. Careful. He's doing one last recon. Final measurements. Confirming his entry point. He reaches the fence line. 150 meters from the farmhouse.
39 55
INT GAMEKEEPER'S CABIN NIGHT
INT. GAMEKEEPER'S CABIN - NIGHT (WEEK 7)
INT. GAMEKEEPER'S CABIN - NIGHT (WEEK 7) The cabin is lit by a single lamp. Elira sleeps on the couch, wrapped in a blanket. Exhausted. Dan sits at the table. Gear spread before him.
40 57
EXT SCOTTISH HIGHLANDS - RIDGE OVERLOOKING VALLEY DAWN
EXT. SCOTTISH HIGHLANDS - RIDGE OVERLOOKING VALLEY - DAWN
EXT. SCOTTISH HIGHLANDS - RIDGE OVERLOOKING VALLEY - DAWN (WEEK 7) Dan stands on a high ridge. Wind whipping. The valley below shrouded in mist. Somewhere in that mist: the farmhouse. Aria. The end of
41 58
INT GAMEKEEPER'S CABIN DAY
INT. GAMEKEEPER'S CABIN - DAY (WEEK 7)
INT. GAMEKEEPER'S CABIN - DAY (WEEK 7) The day of the raid. Afternoon light filters through the small windows, casting long shadows across the worn wooden floor. The cabin is quiet, oppressively so. The kind of silence that precedes
42 64
EXT SCOTTISH HIGHLANDS - DUSK TO NIGHT (WEEK 8)
EXT. SCOTTISH HIGHLANDS - DUSK TO NIGHT (WEEK 8)
EXT. SCOTTISH HIGHLANDS - DUSK TO NIGHT (WEEK 8) RAID NIGHT. The sky bleeds from purple to indigo to black. The sun sinks behind distant mountains, leaving only a thin line of fire on the horizon. Then even that fades, consumed by night.
43 67
EXT FOREST - FIBER CABLE LOCATION NIGHT
EXT. FOREST - FIBER CABLE LOCATION - NIGHT (2200 HOURS)
EXT. FOREST - FIBER CABLE LOCATION - NIGHT (2200 HOURS) Full darkness now. The forest is black, silent except for wind in the branches. Somewhere distant, an owl calls. Dan kneels beside the exposed fiber optic cable. He found this location three weeks ago, mapped it, planned for this
44 67
INT FARMHOUSE - MAIN ROOM SAME TIME
INT. FARMHOUSE - MAIN ROOM - SAME TIME
INT. FARMHOUSE - MAIN ROOM - SAME TIME A large room transformed into a makeshift command center. Laptops on tables. Servers humming. Security monitors. Blackout curtains. The air thick with cigarette smoke and tension.
45 68
EXT FOREST - PERIMETER NIGHT
EXT. FOREST - PERIMETER - NIGHT (2202 HOURS)
EXT. FOREST - PERIMETER - NIGHT (2202 HOURS) Dan crouches behind a fallen tree, watching the two guards emerge from the farmhouse. Flashlights sweeping. Heading toward the cable location. He takes out the Sentinel-4 jammer. Black box, military-
46 69
EXT FARMHOUSE - PERIMETER NIGHT
EXT. FARMHOUSE - PERIMETER - NIGHT (2205 HOURS)
EXT. FARMHOUSE - PERIMETER - NIGHT (2205 HOURS) Dan approaches from the east side. Low. Silent. Using every piece of cover. He reaches the first motion sensor he mapped during recon. A
47 70
INT FARMHOUSE - SIDE CORRIDOR CONTINUOUS
INT. FARMHOUSE - SIDE CORRIDOR - CONTINUOUS
INT. FARMHOUSE - SIDE CORRIDOR - CONTINUOUS Dan slips inside. Closes the door silently behind him. A narrow corridor. Dim lighting. Peeling wallpaper. The smell of cigarettes, mold, fear. Voices from deeper in the building. Russian. Angry.
48 71
INT FARMHOUSE - VARIOUS ROOMS NIGHT
INT. FARMHOUSE - VARIOUS ROOMS - NIGHT (2210 HOURS)
INT. FARMHOUSE - VARIOUS ROOMS - NIGHT (2210 HOURS) Dan moves through the building like a ghost. Room by room. Methodical. He finds the SERVER ROOM. Computers dark. Useless without internet. Hard drives stacked. Ledgers. Evidence.
49 73
INT LOCKED ROOM NIGHT
INT. LOCKED ROOM - NIGHT (2217 HOURS)
INT. LOCKED ROOM - NIGHT (2217 HOURS) A small, windowless room. Six children huddled together on thin mattresses. Two boys (6, 7 years old). Three girls (5, 6, 8 years old). Terrified. Traumatized. And ARIA (8 years old). Standing in front of the others.
50 75
INT FARMHOUSE - UPSTAIRS HALLWAY NIGHT
INT. FARMHOUSE - UPSTAIRS HALLWAY - NIGHT (2220 HOURS)
INT. FARMHOUSE - UPSTAIRS HALLWAY - NIGHT (2220 HOURS) Dan moves down the hallway toward Dmitri and Alexei. They see him. DMITRI There!
51 76
INT FARMHOUSE - MAIN ROOM CONTINUOUS
INT. FARMHOUSE - MAIN ROOM - CONTINUOUS
INT. FARMHOUSE - MAIN ROOM - CONTINUOUS A large room. Furniture overturned. Laptops smashed on the floor. The buyers have fled. Chaos. Viktor stands in the center. Pistol in hand. Calm. Dangerous. He's older, scarred, gray at the temples. A
52 78
INT FARMHOUSE - KITCHEN NIGHT
INT. FARMHOUSE - KITCHEN - NIGHT (2222 HOURS)
INT. FARMHOUSE - KITCHEN - NIGHT (2222 HOURS) A large, industrial kitchen. Stainless steel counters. Pots hanging from hooks. Knives on magnetic strips. Weapons everywhere.Dan picks up a large frying pan, using it as a shield.
53 80
INT FARMHOUSE - LOCKED ROOM NIGHT
INT. FARMHOUSE - LOCKED ROOM - NIGHT (2225 HOURS)
INT. FARMHOUSE - LOCKED ROOM - NIGHT (2225 HOURS) Dan opens the door. The children look up. Terrified by the gunfire. Aria sees him. Runs to him. ARIA
54 81
EXT FOREST TO VAN NIGHT
EXT. FOREST TO VAN - NIGHT (2230 HOURS)
EXT. FOREST TO VAN - NIGHT (2230 HOURS) Dan leads the children through darkness. They stumble. Cry. But they keep moving. Dan's breathing is labored. Pain radiating from his wounds. His vision blurring.
55 82
EXT HIGHLAND ROAD NIGHT
EXT. HIGHLAND ROAD - NIGHT (2235 HOURS)
EXT. HIGHLAND ROAD - NIGHT (2235 HOURS) The van speeds down a narrow road. Headlights cutting through darkness. Dan's hands grip the wheel. White-knuckled. Blood soaking through his shirt.
56 83
EXT POLICE STATION NIGHT
EXT. POLICE STATION - NIGHT (2245 HOURS)
EXT. POLICE STATION - NIGHT (2245 HOURS) A small Highland police station. Lights on. Quiet. Dan's van pulls up to the entrance. Engine running. Dan gets out. Opens the back door. The five children look at him. Confused. Scared.
57 83
INT POLICE STATION NIGHT
INT. POLICE STATION - NIGHT (2250 HOURS)
INT. POLICE STATION - NIGHT (2250 HOURS) The five children sit wrapped in blankets. Drinking hot chocolate. Officers swarm around them. Questions. Confusion. Detective MAEVE KERR arrives. She sees the children. Her
58 85
INT GAMEKEEPER'S CABIN NIGHT
INT. GAMEKEEPER'S CABIN - NIGHT (2315 HOURS)
INT. GAMEKEEPER'S CABIN - NIGHT (2315 HOURS) The cabin door bursts open. Dan enters with Aria beside him. Elira stands by the window. She's been pacing for hours. Terrified. Exhausted. She turns at the sound. Time stops.
59 90
INT POLICE STATION - MAEVE'S OFFICE DAY
INT. POLICE STATION - MAEVE'S OFFICE - DAY (LATER)
INT. POLICE STATION - MAEVE'S OFFICE - DAY (LATER) Maeve sits at her desk, surrounded by reports. Colleagues suggest putting out a strong bulletin: armed, dangerous, wanted for multiple homicides. Maeve hesitates.
60 90
EXT FOREST - TRAIL CAMERA POV DAY
EXT. FOREST - TRAIL CAMERA POV - DAY
EXT. FOREST - TRAIL CAMERA POV - DAY A trail camera strapped to a tree. One of Dan's cameras he never took down. The IR LED blinks. Motion detected.

The Gamekeeper

A former British soldier posing as a gamekeeper in the Scottish Highlands uncovers a child trafficking ring and launches a rogue rescue mission to save his kidnapped daughter before an underground auction seals her fate.

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Overview

Poster
Unique Selling Point

This script distinguishes itself by grounding a high-concept thriller in the specific, methodical skillset of a gamekeeper—a profession rarely explored in the genre. The unique Scottish Highlands setting becomes both character and tactical landscape, while the procedural detail of surveillance and rural infiltration feels fresh and authentic. Unlike many revenge thrillers, it maintains a tight focus on the protagonist's specific military training and the emotional reality of parental desperation, avoiding gratuitous violence in favor of strategic, purposeful action.

AI Verdict & Suggestions

Ratings are subjective. So you get different engines' ratings to compare.

Hover over verdict cards for Executive Summaries

GPT5
 Recommend
Grok
 Recommend
Claude
 Recommend
Gemini
 Recommend
DeepSeek
 Recommend
Average Score: 8.2
Key Takeaways
For the Writer:
To strengthen your script, focus on reducing heavy-handed expository dialogue by integrating key information more organically through visual elements, actions, and subtle subtext, particularly in flashback and briefing scenes. Additionally, clarify the legal and emotional aftermath of the raid to add depth and realism, ensuring character arcs and plot consequences feel fully resolved and impactful, which will elevate the story's emotional authenticity and pacing.
For Executives:
This script offers solid commercial value as a high-stakes thriller with emotional depth and timely themes like human trafficking, appealing to audiences who enjoy films like Taken, but it carries risks from familiar genre tropes, underdeveloped secondary characters, and unresolved logistical elements that could undermine believability. Market perception may view it as derivative without polish, potentially limiting its appeal in competitive festivals or sales unless refined to highlight its unique procedural details and moral complexity.
Story Facts
Genres:
Action 25% Crime 30% Drama 40% Thriller 35% War 15%

Setting: Present day, Scottish Highlands and Tirana, Albania

Themes: Familial Love and Protection, The Pursuit of Justice (Vigilantism), Sacrifice and Determination, Moral Ambiguity, The Cyclical Nature of Trauma and Trauma's Impact, Hope and Resilience, The Pervasiveness of Evil and Organized Crime

Conflict & Stakes: Dan's struggle to rescue his daughter Aria from a child trafficking network while evading law enforcement and dealing with his own moral dilemmas.

Mood: Tense and suspenseful, with moments of emotional depth.

Standout Features:

  • Unique Hook: The story revolves around a father's desperate and illegal quest to rescue his daughter from a child trafficking ring, blending action with emotional stakes.
  • Major Twist: The revelation of the extent of the trafficking network and the involvement of local authorities adds layers of complexity to the narrative.
  • Distinctive Setting: The contrasting settings of the misty Scottish Highlands and the urban landscape of Tirana provide a rich backdrop for the story.
  • Innovative Ideas: The use of surveillance and tactical planning in the narrative showcases a modern approach to storytelling in the thriller genre.

Comparable Scripts: Taken, The Equalizer, Prisoners, The Girl with the Dragon Tattoo, The Punisher, The Brave One, A History of Violence, The Accountant, The Night Manager

Script Level Analysis

Writer Exec

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

Screenplay Insights

Breaks down your script along various categories.

Overall Score: 8.05
Key Suggestions:
The script's strengths lie in its compelling character arcs and emotional depth, particularly with Dan's journey, but improvements are needed in dialogue authenticity and antagonist development to enhance emotional resonance and conflict. Refining pacing in dialogue-heavy scenes and adding sensory details can make the narrative more immersive and engaging, ultimately elevating the overall craft.
Story Critique

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

Key Suggestions:
The script's core strength lies in its emotional depth and character-driven narrative, but to enhance its craft, focus on making dialogue more natural and less stilted to better reflect real human interactions, which will boost authenticity and engagement. Additionally, incorporating unexpected twists and refining pacing, especially in action and reflective scenes, can reduce predictability and deepen emotional resonance, making the story more compelling and immersive for audiences.
Characters

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

Key Suggestions:
The character analysis highlights strong foundations for all key characters, but to elevate the script's craft, focus on deepening emotional depth and backstories, particularly for Dan and Elira, to make their internal conflicts more vivid. Enhancing dialogue with subtext and exploring character arcs more explicitly will create a more immersive narrative, ensuring themes of family, justice, and resilience resonate powerfully with audiences. This approach can transform potentially formulaic scenes into emotionally charged moments that drive the story forward.
Emotional Analysis

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

Key Suggestions:
To elevate the script's emotional depth and engagement, focus on achieving a better balance in emotional variety by incorporating more positive and relieving moments amidst the intense suspense and fear. Deepen empathy for supporting characters like Maeve and Elira by giving them greater agency and personal stakes earlier on, and refine emotional pacing through smoother transitions and intensity valleys to avoid audience fatigue. These craft enhancements, drawn from the analysis, will create a more nuanced, relatable, and impactful narrative that sustains viewer investment without overwhelming them.
Goals and Philosophical Conflict

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

Key Suggestions:
The script's strength lies in its well-defined internal and external goals for Dan, which drive a compelling character arc and thematic depth, particularly in exploring justice versus personal morality. To enhance the craft, focus on amplifying subtle moments of internal conflict, such as through more introspective scenes or dialogue that reveals Dan's emotional turmoil, ensuring the philosophical elements feel organic and not overly expository, which could make the story more relatable and impactful for audiences.
Themes

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

Key Suggestions:
The script excels in weaving emotional depth with high-stakes action, particularly through themes of familial love and justice, but could benefit from refining moments of moral ambiguity to add layers to Dan's character. Consider incorporating more subtle internal conflicts or dialogue exchanges, such as with Maeve, to enhance character development and thematic resonance, ensuring the primary theme remains the emotional anchor without being overshadowed by secondary elements like trauma or vigilantism.
Logic & Inconsistencies

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

Key Suggestions:
The script's core strength lies in its gripping narrative and emotional depth, but inconsistencies in character development, timeline clarity, and plot logistics undermine its potential. To improve, focus on crafting smoother transitions for character arcs, such as Dan's shift from stoic soldier to driven father, and tighten the pacing by clarifying the surveillance timeline and resolving plot holes like the acquisition of military gear. Streamlining redundant flashbacks and ensuring authentic dialogue will enhance overall craft, making the story more immersive and believable for audiences.

Scene Analysis

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

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

Other Analyses

Writer Exec

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

Unique Voice

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

Key Suggestions:
The writer's voice is a strength in building suspense and emotional depth through concise, impactful elements, but to enhance the script's craft, focus on ensuring that this conciseness doesn't overshadow opportunities for subtle character development or thematic exploration in quieter moments. By expanding on subtext in dialogue and varying pacing slightly in emotional scenes, the script can achieve even greater resonance, drawing from the effective blend seen in the best scene to maintain tension while allowing for deeper audience connection.
Writer's Craft

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

Key Suggestions:
The screenplay excels in character development and thematic depth, particularly in exploring moral dilemmas and emotional stakes, but it requires focused improvements in dialogue and pacing to enhance authenticity and maintain engagement. By refining dialogue to add subtext and emotional layers, and by mastering pacing techniques to balance action and introspection, the writer can create a more compelling narrative that deeply resonates with audiences. Utilizing the suggested resources and exercises will help address these craft elements effectively.
Memorable Lines
Spotlights standout dialogue lines with emotional or thematic power.
Tropes
Highlights common or genre-specific tropes found in the script.
World Building

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

Key Suggestions:
The script's world-building is a strong asset, effectively creating an immersive and dynamic environment that supports character development and thematic depth, but it could be refined by focusing on more nuanced dialogue integration to better reflect cultural elements and avoid exposition overload, ensuring that the diverse settings enhance rather than overshadow the emotional core of the story and improve overall pacing and authenticity for a more compelling narrative.
Correlations

Identifies patterns in scene scores.

Key Suggestions:
The scenepatterns analysis highlights the script's strengths in emotional impact and rising stakes, but identifies opportunities for improvement in dialogue and pacing, particularly in low-conflict and transitional scenes. To enhance the craft, focus on adding subtext, wit, and subtle character revelations to quieter moments, ensuring they complement the high-emotional beats and maintain momentum, which will make the script more polished and engaging for competition.
Loglines
Presents logline variations based on theme, genre, and hook.

Comparison with Previous Draft

See how your script has evolved from the previous version. This section highlights improvements, regressions, and changes across all major categories, helping you understand what revisions are working and what may need more attention.

Version Comparison Analysis
Summary of Changes
Improvements (4)
  • Character Complexity - antagonistDevelopment: 6.0 → 7.0 +1.0
  • Premise - premiseDepth: 8.5 → 9.0 +0.5
  • Character Complexity - characterRelatability: 9.0 → 9.5 +0.5
  • Premise - premiseClarity: 8.0 → 8.5 +0.5
Areas to Review (1)
  • Character Complexity - characterConsistency: 9.0 → 8.5 -0.5