Save the Cat rankings

BROKEN ARROW script analysis

BROKEN ARROW script - Save the Cat beat sheet analysis

Special forces pilots Deakins and Hale spar and then embark on a nuclear mission that goes disastrously wrong. Hale survives an attempted murder, allies with environmental scientist Terry, and together they race through the Utah desert and an abandoned mine to stop Deakins from detonating stolen nukes, culminating in a final showdown on a moving train.

80 Save the Cat fit score 90% analysis confidence / 39 parsed scenes

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1

Opening Image

Scene 1 / Page 1 / 1% target

85%

Introduces the rhythmic, philosophical boxing spar between Hale and Deakins, establishing their dynamic and stakes.

You know what happened there?
2

Theme Stated

Scene 1 / Page 1 / 5% target

80%

Early dialogue (“You know what happened there?”) hints at fighting for something larger than themselves, foreshadowing moral choices.

You know what happened there?
3

Set-Up

Scenes 2-4 / Pages 1-10 / 10% target

90%

We see Hale and Deakins preparing for a secret nuclear mission at Whiteman AFB and learn of their differing attitudes.

4

Catalyst

Scene 4 / Pages 10-12 / 12% target

88%

General Boone reveals they are carrying live nuclear weapons, raising the stakes.

No, actually, it's a little unusual. You're carrying a couple of nukes tonight, fellas.
5

Debate

Scenes 8-10 / Pages 12-20 / 20% target

87%

In the cockpit, Hale grapples with Deakins’s betrayal as Deakins ejects him and drops the nukes.

Jesus. You are such a pussy. You never fight for anything.
6

Break into Two

Scenes 14-15 / Pages 20-25 / 25% target

90%

Hale wakes in the canyon, meets Terry, and commits to stopping Deakins and recovering the nukes.

There were nuclear weapons on that plane. The guy I was flying with is trying to steal them.
7

B Story

Scenes 15-17 / Pages 25-30 / 30% target

85%

Hale’s alliance with Terry deepens, introducing the environmental subplot and her expertise.

Don't walk there. On that black stuff. That's cryptogamic soil. It's very fragile. One footprint takes centuries to...
8

Fun and Games

Scenes 16-23 / Pages 30-45 / 40% target

92%

A series of escapes, ambushes in the desert, mine infiltration, and bomb‐disarming tension showcase the genre thrills.

These nukes have security codes. If you enter the wrong code three times, the nuke goes dead --...
9

Midpoint

Scenes 23-27 / Pages 45-55 / 50% target

88%

Discovering the mine’s security codes and unloading the nukes marks a false victory before Deakins’s arrival.

These nukes have security codes. If you enter the wrong code three times, the nuke goes dead --...
10

Bad Guys Close In

Scenes 26-28 / Pages 55-60 / 65% target

90%

Deakins’s mercenaries close in on the mine and wait by the elevator, tightening the trap.

I can't wait to see how this fits into your plan.
11

All Is Lost

Scene 31 / Pages 60-65 / 75% target

85%

Hale is grounded in Wilkins’s helicopter while Deakins prepares his next strike, making escape seem impossible.

12

Dark Night of the Soul

Scene 31 / Pages 65-68 / 80% target

86%

Hale reflects on personal stakes and how far he’ll go to stop Deakins, doubting his ability to prevail.

13

Break into Three

Scene 33 / Pages 68-70 / 85% target

88%

Hale seizes control of the helicopter, deciding to directly pursue Deakins to the train.

14

Finale

Scenes 34-38 / Pages 70-90 / 95% target

92%

A climactic battle unfolds on the train and inside the nuke car, with Hale outwitting Deakins and disarming the bomb.

If it's over and you beat me, you disarm it.
15

Final Image

Scene 39 / Pages 90-92 / 99% target

90%

Hale and Terry reunite amid train wreckage, mirroring the initial spar but now bonded as heroes.