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Collection of agent skills for SLICC and Tessl-compatible runtimes — productivity, creative, document, and integration skills.

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beat-sheet.mdskills/save-the-cat/references/

The Blake Snyder Beat Sheet (BS2) - Detailed Guide

The BS2 is a 15-beat blueprint for a ~110-page screenplay. Use it as a pacing and story logic test, not a straightjacket.

Timing Targets (110-page script)

  • Act One: pages 1-25
  • Act Two A (Fun & Games): pages 25-55
  • Act Two B (Bad Guys Close In): pages 55-85
  • Act Three: pages 85-110

If your beat is late, the audience feels it even if they cannot explain why.


Beat-by-Beat

1) Opening Image (p. 1)

Purpose: The "before" snapshot of the hero and world.

Must show:

  • Tone, genre, and scope
  • Hero at their starting point (flaw visible)
  • A visual that can be inverted later

Deliverable: One image that tells us who this person is right now.

Common miss: Starting with action that does not reveal the hero.

Check: Is the Final Image the visual opposite?


2) Theme Stated (p. 5)

Purpose: Someone (not the hero) states the movie's lesson.

Must show:

  • A line that hints at the hero's need
  • The hero dismisses or misunderstands it

Deliverable: A simple sentence that can be proven true by the ending.

Common miss: Theme stated by the hero or too on-the-nose.


3) Set-Up (p. 1-10)

Purpose: Build the normal world and the hero's flaw.

Must include:

  • All major characters
  • The "Six Things That Need Fixing"
  • Stakes and relationships

Deliverable: A clear baseline for change.

Common miss: Too much backstory without present conflict.

Check: Can you list the six things that must be fixed by the end?


4) Catalyst (p. 12)

Purpose: The event that knocks over the status quo.

Must show:

  • Irreversible news or disruption
  • The thing that makes Act Two inevitable

Deliverable: A clear, life-changing moment.

Common miss: A weak catalyst that can be ignored.


5) Debate (p. 12-25)

Purpose: The hero wrestles with the choice.

Must show:

  • The question: "Should I go?"
  • Stakes, obstacles, or doubts

Deliverable: A decision that makes the leap meaningful.

Common miss: Skipping the debate to get to Act Two.


6) Break into Two (p. 25)

Purpose: The hero chooses to enter the new world.

Must show:

  • An active decision, not a push
  • A clear threshold crossing

Deliverable: A choice that defines the rest of the movie.

Common miss: Hero gets lured, tricked, or dragged.


7) B Story (p. 30)

Purpose: The thematic subplot (often love).

Must show:

  • New relationship or perspective
  • The place where theme is discussed

Deliverable: A character or thread that helps the hero learn the lesson.

Common miss: B story that does not carry the theme.


8) Fun and Games (p. 30-55)

Purpose: Promise of the premise.

Must show:

  • Set pieces that sell the idea
  • The hero exploring the new world

Deliverable: The "trailer moments."

Common miss: Plot-only scenes with no premise payoff.

Check: If you cut this section, does the poster still make sense?


9) Midpoint (p. 55)

Purpose: A major turning point that changes the stakes.

Two types:

  • False Victory (up)
  • False Defeat (down)

Must show:

  • Stakes raised (want -> need)
  • A ticking clock or new urgency

Deliverable: A clear flip in momentum.

Common miss: A midpoint that feels like just another scene.


10) Bad Guys Close In (p. 55-75)

Purpose: Pressure mounts externally and internally.

Must show:

  • External forces regroup and intensify
  • Internal doubt, jealousy, or fracture

Deliverable: A squeeze that makes failure feel likely.

Common miss: Flat sequences with no escalation.


11) All Is Lost (p. 75)

Purpose: Rock-bottom moment.

Must show:

  • The inverse of the Midpoint
  • The "whiff of death" (literal or symbolic)

Deliverable: The lowest point emotionally and/or materially.

Common miss: A setback that does not feel final.


12) Dark Night of the Soul (p. 75-85)

Purpose: The hero absorbs the loss.

Must show:

  • Stillness, grief, or despair
  • The hero knows they are beaten

Deliverable: A quiet beat that earns the breakthrough.

Common miss: Rushing into Act Three without emotional fallout.


13) Break into Three (p. 85)

Purpose: The solution emerges from the theme.

Must show:

  • A and B stories merge
  • The hero understands the theme

Deliverable: A new plan rooted in growth.

Common miss: A plan that appears without thematic cause.


14) Finale (p. 85-110)

Purpose: Execute the new plan and prove change.

Structure (this five-part framework comes from the broader Save the Cat methodology, not just the original 2005 book):

  1. Rally the allies
  2. Launch the plan
  3. The unexpected twist at the top
  4. Reach for the deepest reserves
  5. Launch the revised plan

Must show:

  • Bad guys dispatched (henchmen -> boss)
  • Hero uses lessons learned
  • "Six Things That Need Fixing" are fixed

Deliverable: A victory that comes from change.

Common miss: Winning with old behavior or luck.


15) Final Image (p. 110)

Purpose: The "after" snapshot.

Must show:

  • Visual proof of change
  • The inverted echo of the Opening Image

Deliverable: A final picture that nails the theme.

Common miss: Ending on plot, not transformation.


Structural Relationships (Quick Checks)

  • Opening Image vs. Final Image: opposites
  • Midpoint vs. All Is Lost: inverses
  • A Story + B Story: merge at Break into Three

Beat Sheet Troubleshooting

  • Beat late? Tighten the preceding sequence.
  • Beat unclear? Write a one-sentence description of it.
  • No emotional change? Add a +/- shift in each beat.
  • No conflict? Add >< pressure or opposition.

skills

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