Tremors: Shrieker Island

Tremors: Shrieker Island

Year: 2020

Runtime: 102 mins

Language: English

Director: Don Michael Paul

Echo Score: 61
ActionHorror

When a group of hunters genetically modify Graboid eggs, they face an all-out war against the larger, terrifyingly intelligent creatures, and swiftly multiplying Shriekers!

Warning: spoilers below!

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Timeline – Tremors: Shrieker Island (2020)

Trace every key event in Tremors: Shrieker Island (2020) with our detailed, chronological timeline. Perfect for unpacking nonlinear stories, spotting hidden connections, and understanding how each scene builds toward the film’s climax. Whether you're revisiting or decoding for the first time, this timeline gives you the full picture.

1

Bill's Dark Island hunt begins

Bill, owner of Avex-Bio Tech, leads a hunting party to Dark Island to hunt the Graboids. He has built a private operation with wealthy participants and has cut off communications to avoid interruptions. Anna, his top hunter, joins the expedition.

Day 1, morning Dark Island
2

Jas and Jimmy detect seismic activity

Dr. Jas Welker and her colleague Jimmy monitor unusual seismic vibrations near Dark Island. They discover a dead Graboid, signaling that the creatures may be breeding and evolving. The finding raises concerns about the true danger of the hunt.

Day 1, afternoon Research site near Dark Island
3

Discovery of genetic breeding and communications blackout

Jas visits Bill's camp and learns that he has genetically bred the Graboids on the island and intends to keep the operation secret. He has also cut off all communications to prevent interference. This revelation confirms a new level of threat beyond ordinary Graboids.

Day 1, evening Bill's camp
4

Burt Gummer's isolation and reluctance

Jimmy seeks Burt Gummer's help, learning that Burt has lived in isolation as a survivalist, content to stay away from Graboids. Travis is unavailable due to legal trouble in Mexico. Burt initially refuses to get involved.

Day 2, morning Burt's isolated residence
5

Jimmy convinces Burt to join the mission

Jimmy pleads with Burt to join the effort, appealing to old battles against the Graboids. Burt agrees to come along despite lingering doubts and past tensions with Jas. The team factories begin to assemble in preparation for the dangerous expedition.

Day 2, afternoon From Burt's residence to Dark Island route
6

The crew meets Bill; tension rises

Burt meets the hunting crew, and Bill arrives to intimidate him and push him off the hunt. Burt stands his ground, showing he won't be easily cowed. The confrontation foreshadows the conflicts ahead.

Day 2, afternoon Dark Island camp
7

Bunker of weapons revealed

As they prepare, Burt discovers they have no firearms to defend themselves, only a World War II bunker with machetes, two flamethrowers, and unstable dynamite. He realizes they will rely on improvised tools and traps. The group steels themselves for the upcoming confrontation.

Day 2, afternoon World War II bunker
8

Shriekers attack; Burt arrives to help

On Dark Island, the Shriekers—superior to the original Graboids—use their sonic screams to pick off Bill's hunting party. Burt and the others arrive and manage to kill the Shriekers and one Graboid, leaving two Graboids still active. The survivors regroup and brace for the queenly threat.

Day 3, morning Dark Island
9

The Queen signals new danger

A Graboid reaches Jas's research site, and the lead predator is dubbed 'The Queen' for its superiority. Burt warns Bill to call off the hunt and restore communications, but Bill refuses to halt the operation. The hunt now has a much higher personal risk.

Day 3, afternoon Jas's research site
10

Burt and others trapped in the bunker

Bill tranquilizes Burt and locks him and the others in the bunker to continue the hunt unchallenged. Anna ultimately quits the hunt, citing Bill's reckless obsession as too dangerous. The group waits out the escalating danger from outside.

Day 3, afternoon Bunker
11

Anna frees the group; a Graboid attack ends

Anna frees Burt and the others, but they are soon attacked by a Graboid. They use dynamite to blow it up, but The Queen remains at large and continues to threaten the group. The survivors brace for a final showdown.

Day 3, evening Near the research site
12

Bill dies; Burt becomes Alpha

The Queen finds the group and devours Bill, eliminating the hunter-leader. With Bill gone, Burt is revealed to be the Alpha, and he decides to guide the survivors toward a final plan to stop The Queen. The team steels themselves for the deadly trap ahead.

Day 3, night Dark Island research site
13

Plan to lure The Queen to Devil's Punchbowl

Burt and Jimmy rally the team to lure The Queen toward Devil's Punchbowl, an inactive volcano. They set the stage for a trap, hoping the treacherous terrain and dynamite will end the threat. Jas and the others prepare to execute the plan.

Day 4, morning Devil's Punchbowl
14

Final sacrifice and The Queen's demise

As The Queen is driven toward the trap, Burt pushes Jimmy aside to ensure the plan works and sacrifices himself by allowing himself to be swallowed. The Queen dies from the dynamite and spikes, ending the immediate threat. The team mourns Burt's loss but survives.

Day 4, afternoon Devil's Punchbowl
15

Memorial for Burt

The survivors hold a memorial for Burt, leaving behind his hat and sunglasses as a tribute to his sacrifice. They reflect on the losses and the lessons learned from the dangerous mission, honoring Burt's memory as they move forward.

Day 4, evening Memorial site

Last Updated: October 14, 2025 at 04:07

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Characters, Settings & Themes in Tremors: Shrieker Island

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