
Long Time Dead
A group of British students enbark on summoning spirits on a Ouija board after a night of clubbing. But someone breaks the link before they have finished and now a demon is trapped in their world and the only way to banish it, is for all the people who summoned it to die.
The film earned $13.1M at the global box office.
Plot Structure
Story beats plotted across runtime


Narrative Arc
Emotional journey through the story's key moments
Story Circle
Blueprint 15-beat structure
Arcplot Score Breakdown
Weighted: Precision (70%) + Arc (15%) + Theme (15%)
Long Time Dead (2002) exhibits meticulously timed story structure, characteristic of Marcus Adams's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 34 minutes. With an Arcplot score of 7.1, the film balances conventional beats with creative variation.
Structural Analysis
The Status Quo at 1 minutes (1% through the runtime) establishes Group of college students partying in London, living carefree lives focused on drugs, sex, and clubbing. Rob and his friends represent youthful recklessness without consequences.. Notably, this early placement immediately immerses viewers in the story world.
The inciting incident occurs at 11 minutes when During a drug-fueled party, the group conducts a Ouija board séance. They contact a malevolent spirit (the Djinn) who refuses to say goodbye, becoming unleashed into their world.. At 11% through the film, this Disruption aligns precisely with traditional story structure. This beat shifts the emotional landscape, launching the protagonist into the central conflict.
The First Threshold at 23 minutes marks the transition into Act II, occurring at 25% of the runtime. This demonstrates the protagonist's commitment to After another friend dies mysteriously, Rob actively chooses to investigate the connection to the Ouija board session. The group commits to uncovering the truth rather than running away., moving from reaction to action.
At 46 minutes, the Midpoint arrives at 49% of the runtime—precisely centered, creating perfect narrative symmetry. Notably, this crucial beat False defeat: They discover the Djinn is specifically targeting those who participated in the séance and cannot be easily stopped. The entity kills another friend despite their precautions, raising the stakes significantly., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.
The Collapse moment at 69 minutes (73% through) represents the emotional nadir. Here, The Djinn kills Annie, their only knowledgeable guide, leaving the survivors without hope or expertise. Rob realizes his reckless actions directly caused his friends' deaths—his innocence and old identity die., shows the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.
The Second Threshold at 74 minutes initiates the final act resolution at 79% of the runtime. Rob synthesizes Annie's occult knowledge with his own desperation and realizes the only way to stop the Djinn: completing the séance properly by forcing it to say goodbye, requiring a sacrifice., demonstrating the transformation achieved throughout the journey.
Emotional Journey
Long Time Dead's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.
Narrative Framework
This structural analysis employs structural analysis methodology used to understand storytelling architecture. By mapping Long Time Dead against these established plot points, we can identify how Marcus Adams utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Long Time Dead within the horror genre.
Comparative Analysis
Additional horror films include Lake Placid, A Nightmare on Elm Street and Cat's Eye.
Plot Points by Act
Act I
SetupStatus Quo
Group of college students partying in London, living carefree lives focused on drugs, sex, and clubbing. Rob and his friends represent youthful recklessness without consequences.
Theme
Someone warns "Don't mess with things you don't understand" regarding the Ouija board, establishing the theme of consequences for reckless actions and respecting forces beyond human control.
Worldbuilding
Establishing the friend group dynamics, relationships, and party lifestyle. Introduction of Rob as protagonist, his attraction to Stella, and the group's nihilistic worldview. The Ouija board is introduced as party entertainment.
Disruption
During a drug-fueled party, the group conducts a Ouija board séance. They contact a malevolent spirit (the Djinn) who refuses to say goodbye, becoming unleashed into their world.
Resistance
Initial deaths occur but are dismissed as accidents or suicide. The group debates whether the séance caused anything real. Rob and others resist believing in supernatural explanations, clinging to rational worldview.
Act II
ConfrontationFirst Threshold
After another friend dies mysteriously, Rob actively chooses to investigate the connection to the Ouija board session. The group commits to uncovering the truth rather than running away.
Mirror World
Introduction of Annie, an occult expert who represents knowledge and respect for spiritual forces—the opposite of the group's reckless ignorance. She becomes their guide to understanding the Djinn.
Premise
The horror premise plays out: the group tries to survive and understand the Djinn while being hunted. They learn the rules of the entity and attempt various methods to protect themselves and banish it.
Midpoint
False defeat: They discover the Djinn is specifically targeting those who participated in the séance and cannot be easily stopped. The entity kills another friend despite their precautions, raising the stakes significantly.
Opposition
The Djinn intensifies its attacks. Paranoia grows within the group as they turn on each other. Their attempts to fight back fail repeatedly. The entity seems unstoppable and always one step ahead.
Collapse
The Djinn kills Annie, their only knowledgeable guide, leaving the survivors without hope or expertise. Rob realizes his reckless actions directly caused his friends' deaths—his innocence and old identity die.
Crisis
Rob experiences dark night of the soul, confronting guilt and hopelessness. The few remaining survivors face despair, knowing they cannot win but must continue fighting for survival.
Act III
ResolutionSecond Threshold
Rob synthesizes Annie's occult knowledge with his own desperation and realizes the only way to stop the Djinn: completing the séance properly by forcing it to say goodbye, requiring a sacrifice.
Synthesis
Final confrontation with the Djinn. Rob and remaining survivors attempt the ritual to banish the entity. Climactic sequence where Rob must face the consequences of his actions and make the ultimate sacrifice.
Transformation
Final image shows the sole survivor traumatized, having lost their entire friend group. The carefree party lifestyle is replaced with haunted awareness—transformation through tragedy and loss.




