castle crossing©
Comicbooks / Graphic Novel — written by Terry John Barto
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Comicbooks / Graphic Novel — written by Terry John Barto
A castle manipulates best friends into a video game maze that leads to a miniature city with action-figure citizens and an ancient evil toy.
WGAw registration:
2271579
Sai's family is from India but has lived in America for five years. His dad, Ashish, works in Nassau, Florida.
Sai and his best friend, Sterling, are playing a video game remotely. The first scene cuts from being inside the action, with a gorilla in pursuit, to a parallel chase in the real world.
Ashish is driving like a madman. Sai's mom, Maya, freaks out at what she sees behind them. Ashish swerves to miss another car then skids around a corner. Sai looks back to see an ominous all-black sedan chasing them. He unconsciously grabs his grandma's necklace and tucks it into his shirt.
The black sedan closes in from behind, and an SUV slides in front, forcing Ashish to stop. A large man brings Ashish to the SUV and takes off. Maya tells Sai to get out of the car. Another man gets into the car and drives away. Maya struggles with the man, and the vehicle loses control, sending it into a building. Sai looks on from the street, and the car explodes.
In the game, Sai's car crashes into a building, and Sterling races past the finish line.
In the living room, Sterling clowns on Sai for losing and, after no reply, becomes concerned. He removes his headset and enters the dining room to tell his parents, Barbara and Anthony.
After a while, there's a knock at the door. Anthony opens it, and a policewoman explains that Ashish lost control of the car. She says Sai insisted they were being chased but dismissed that as a kid with an overactive imagination who played too many video games. Another policewoman brings Sai forward. Sai says, "I have nowhere to go." Barbara escorts him into the house.
At the dining room table, Anthony and Barbara reminisce about their two families together. Barbara says, "I can't shake the feeling she knew this would happen. Why else would Maya give us this?" She places her hand on a document that says, "Guardianship Agreement." They're concerned that whoever chased Ashish and Maya might still come after Sai. Anthony pulls out a letter from a law firm notifying him about inheriting his great uncle's estate in Wicklow, Ireland. He suggests rethinking the move.
During a bullying scene on the school bus, Sai is called Yoga, and the audience is introduced to the magic of Sterling's favorite action figure, Adaptor. Sai surmises that going to Ireland might be a good idea, but Sterling resists.
The boys are playing a game in the living room when Anthony interrupts. Barbara tells them the adoption has been finalized! Sai goes from excitement to sadness about his parents. Anthony tries to convince the boys about the move to Ireland.
Adaptor and other action figures are on the shelf in Sterling's room. The boys talk about rearranging the furniture and getting bunk beds. Sterling says there's plenty of room, insinuating that he doesn't want to move to Ireland. As Sai crawls into a sleeping bag on the floor, he says, " I don't know, maybe our own wing of a castle would be nice." Sai asks about Adaptor. Sterling takes Adaptor, holding him in admiration, and says his dad's uncle from Ireland sent him.
Shadows jump everywhere inside the castle as a wicked thunderstorm tears through the night. The viewer moves from room to room and ends up in the kitchen. On the far side, there's a door that's slightly ajar. A flash of lightning shows stairs descending behind the door.
Adaptor is in the dungeon in Ireland, running for his life. He looks over his shoulder at something chasing him. Everything goes dark as the lightning subsides. A loud slam follows the sound of shuffling and scrambling. Flashes of lightning show Adaptor diving into the castle's kitchen from the dungeon door as it slams. He gets up, leans against a cabinet momentarily, and then runs back to press against the door to ensure whatever is chasing him doesn't come through.
Anthony's uncle comes into the kitchen, muttering about noisy storms, and finds Adaptor pushing against the door. He picks Adaptor up and mumbles about meddling kids. He sets Adaptor on the counter and goes to the study. Everything goes dark as thunder roars.
The following day, the sun shines through the windows, and the skies are clear. Anthony's uncle is puttering through the house. He goes into the kitchen and sees Adaptor pressing on the door again. He mutters, "Those eejit kids!" I told them to stay out of here when I'm not about!"
Sai dozed off in the sleeping bag while Sterling told him about his uncle finding Adaptor. Sterling fell asleep with Adaptor in his hand. They get ready for school. Sai refers to the story, and Sterling says, "Yeah, who knows? My dad's uncle is kooky."
At lunchtime, Sterling sits against a tree at school, reading a fantasy novel. Sai is nearby doing yoga. The bullies intercept, and one grabs Adaptor, breaks his arm off, and throws him on the ground. Sterling picks Adaptor up in dismay and leaves with Sai. The bullies follow and start chasing. Sai and Sterling run through an overgrown field behind the school, lose the bullies, and end up at an abandoned ice skating rink.
Later, Barbara talks to the school principal while the boys wait outside the office. She exits and reprimands them for missing their afternoon classes. As they drive home, Barbara thinks a car is following them, casually moving in and around other vehicles in the distance. She asks Sai if the car is the same one that chased his family that night; he's unsure.
Barbara rushes into Anthony's home office and is freaked out. Anthony mentions his uncle has a friend who is the Chief of Police in Wicklow who will keep them safe. Barbara agrees to the move.
Moments later, Sterling busts into Anthony's office. He has Adaptor in hand and is looking for super glue. Sterling asks his dad about moving to Ireland and thinks we should do it.
The landscape is full of dead plants and brown grass, a fountain without water, and fog that has cleared enough to reveal the castle.
Sterling and Sai take off inside excitedly. They race from room to room and pick two bedrooms across the hall from each other. Sterling holds Adaptor up, says, "Happy to be home, Adaptor?" and sets him on a shelf.
The boys make their way to the kitchen and open the fridge, but it's empty. They look around for the pantry and open a door. They are taken aback yet inquisitive, staring into a dark, spooky, and dramatic dungeon.
Back in Sterling's room, Adaptor, whose eyes are suddenly alive, has a look of alarm lighting up his face.
Anthony and Barbara are outside talking to a local police officer. They are informed that Cillian, the Chief of Police, went missing the night Anthony's uncle died. As the castle looms in the background, Barbara looks at him with dread.
Inside the castle, they're moving in boxes. Anthony is organizing things in his new office. Barbara is in the foyer directing the movers where to take furniture. Sterling and Sai run up the grand staircase and down a long hall to their "wing" of the castle.
Sterling goes into his room to unpack boxes. Sai says he's gonna keep looking around and goes down the hall to a library. After a short time, Sterling races after him. He comes to the library, but Sai is nowhere to be found.
Sai is moving through a secret passageway behind the library bookcases. A series of stairs seemingly travels outside the castle's walls, leading to a tight spiral of downward stairs. Finally, Sai reaches the bottom, where a door stands before him, and two side hallways extend on either side. He steps toward the door and collides with Sterling, who is coming from one of the halls. Behind Sterling, a staircase leads up to this hallway, indicating that Sterling has climbed the stairs. The boys look at each other, confused. Sai leans against a wall as Sterling presses against it to catch his breath — it spins to reveal the library where they started.
Little by little, the boys discover something unique about the castle. Anthony is drawn to it and thinks he will fix it. But memories are there, and the castle doesn't want to be fixed. It's more powerful and will fix them.
There is something different about the video games the kids play now. As the story progresses, Sai and Sterling realize the castle has taken control of them. They become figures in the game who are being manipulated.
Inside the game, they run down a stone corridor while the wall behind chases them, gaining ground. The boys zig and zag, dodging the wall just as it's about to squash them. They open a door on the side wall and jump through as the chasing wall flies past. They turn around, and this room looks like the castle's kitchen. There's a flash, and the game jumps back to the Menu screen as if it has glitched. They both remove their headsets and ask, "Did you see that?"
Anthony looks in from the doorway and says, "Hey, boys, you should have the internet working tomorrow so you can play." Sterling replies that they were just playing. Anthony says, "Love that imagination of yours," then leaves. Both boys put the headsets back on, only to see a screen that says, "No network connection. Please connect to the internet to play."
The next day, Sterling and Sai decide to look around town. It's a lovely little storybook village like the Dingle Peninsula. The boys saunter into a coffee shop where kids can play video games, thinking they will show the Irish how it's done. They meet a lass, a rascal gamer named Colleen; she's tough and intelligent. She challenges them to a game, and the boys laugh it off because she's a girl. They play a game, and she kicks their butts.
Colleen leads the boys to an ice cream parlor, where she buys them dessert and tells them about the eerie legends of Donohoe Castle.
That night, the internet is working. The boys go to the Drawing Room and start to play. On the game selection screen, they pick MID.evil but are taken to the Sci-Fi Ship. Sai gets on Sterling for choosing the wrong game; Sterling swears he picked MID.evil.
Unbeknownst to them, a shadowy image floats by the window. Sterling pulls his headset off to check it because he's confused about why it went into the wrong game. He sees the shadow in a mirror's reflection and turns to look. It looks like the Dullahan is walking down some steps.
They go outside and look toward the second-floor window; no stairs exist. Barbara comes out to see what they're doing. The boys share a bothered glance and go back inside.
Sai fingers his necklace and remembers his grandma telling him of its destiny and how his mom emphasized its importance. "At the time, I just blew it off as some dumb old fairy tale, but maybe it wasn't?"
Sai and Sterling stop by a pond and skip rocks across the water. They talk about the future, heaven, aliens, and other existential things. Sterling mentions what he saw last night. "Was it a ghost, a cryptid, or does Ireland even have a Bigfoot?"
Clouds drift in, then fog. It's darker now. The boys discuss childlike fears. A noise behind them interrupts the moment. They scramble to get up and turn to see only trees and fog. They hear another sound and see the Dullahan partially obscured by shadows. The boys look at each other in terror and look back to where the Dullahan was; there are only branches in its shape.
The boys start walking faster and faster, then hear another noise. This time, the Dullahan is charging at them. They panic and run!
The Dullahan closes in on them. They cut onto a narrow path through the trees, thinking he would be too big to follow. But further into the woods, the Dullahan is coming right at them! A ghostly clawed hand reaches out for them.
The boys backpedal until Sterling's foot hits a hole. He yelps and falls down it. Sai grabs a nearby tree branch and takes Sterling's hand with his other hand. He glances back where the Dullahan was, but it's as if it was never there.
Their hands slowly slip apart. Sterling falls into the blackness of the hole. Sai lunges to grab him, losing his grip on the tree, overextending, and falls into the hole. Sai tumbles down a dark slope and lands in total darkness. He opens his eyes and can see Sterling in a faint light.
The fall deposited them in the catacombs under the castle. The boys argue about whether to call it a dungeon or a basement. They start moving in the direction Sterling thinks will lead to the castle. Along the way, they notice something familiar. It reminds them of level seven in MID.evil.
The path twists and turns in ways that don't make sense, like going around in circles but not getting back where they started. As they move along, the corridor hits a T. One direction has a faint glow they move toward. The glow is from small "veins" in the walls of different colored gems, each putting off various colors.
The glow gets brighter, and the veins become numerous, larger, and more frequent. They finally step into a room almost blindingly brightly lit by the most significant and numerous of the gem veins in the walls and ceiling.
As their eyes adjust, they see a miniature city in the center of a room full of maps. Alone in the town square is an ancient wooden statue about the size of an action figure. It's Darknel, but they don't know that yet. They geek out about bringing their action figures down here and how this can be their secret base.
A door like the one in the castle's kitchen is on the other side of the room. Sterling says, "This has to be the way out!" Sai replies, "I sure hope so." After ascending the stairs between the two doors, the boys emerge from the kitchen door.
He hears a Sirens' song, gets up, and follows the sound down the stairs, into the kitchen, through the door, and towards the glow of the Map Room. He disappears in an explosive flash of multi-colored light.
The following day, the boys and Barbara are eating breakfast. She asks them if they have seen Dad. Sterling and Sai glance at each other and then at the dungeon door.
Several months go by, and Anthony is still missing. The boys have returned to the map room several times. This time, they're setting up a scenario with the action figures in Miniature City. Behind them, Darknel and Adaptor start fighting. The boys see an object fly out of the city, and a Rubicube falls to the floor. Sterling picks up something akin to a Rubik's Cube, but each face is a rare gemstone. He slides the Cube's faces to "solve it." After several turns, it clicks into position and triggers a beam of multi-colored light that hits Sterling and Sai
A moment later, the boys stand beside action figures. Darknel is gone. It takes them a few seconds to realize they are in the town square of the miniature city.
As they get their bearings, a mischievous monkey rushes in, snatches the Rubicube, and runs. Sterling points at the monkey, "Don't let him get away!" Sai gives chase, and two action figures go with him. They chase the monkey down several streets and through back alleys. Before long, he jumps through a window, shrinking in size, and Sai follows. The action figures catch up to the area where Sai and the monkey are headed but can't figure out where they went.
Sai chases the mischievous monkey to a surreal place. There, he meets the daughter of mythological legends and undergoes an epic battle to keep the essential artifact. Sterling stays in Miniature City to search for clues for his missing father.
Terry John Barto is the award-winning author and screenwriter of Nickerbacher. His story is being adapted for an animated feature film at Arx Anima, an international studio in Vienna, Frankfurt, Madrid, and Gran Canaria.
He is an accomplished creative director and show director with consistent professional results. AEA, SAG-AFTRA, SDC
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