
Bushwhacked
As Max is on the job making a delivery, he finds out that the guy who hired him was using him to move money around--and that he is dead. Afraid that the police will think he is the killer, Max flees, and gets forced to pose as a Scout leader for a bunch of kids hiking through the mountains as the police pursue him.
The film earned $7.9M 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%)
Bushwhacked (1995) reveals strategically placed narrative design, characteristic of Greg Beeman's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 30 minutes. With an Arcplot score of 7.0, the film balances conventional beats with creative variation.
Characters
Cast & narrative archetypes
Max Grabelski
FBI Agent Palmer
Miss Knatz
Ives
Kelsey
Ralph
Gordy
Main Cast & Characters
Max Grabelski
Played by Daniel Stern
A bumbling delivery driver wrongly accused of murder who goes on the run and poses as a scout leader to evade capture.
FBI Agent Palmer
Played by Jon Polito
A determined FBI agent pursuing Max, convinced he is a dangerous criminal.
Miss Knatz
Played by Brad Sullivan
The earnest, caring den mother who accompanies the scouts on their wilderness trip.
Ives
Played by Tom Wood
The actual murderer and jewel thief who framed Max for his crimes.
Kelsey
Played by Blake Bashoff
An enthusiastic and resourceful scout who becomes close to Max during the wilderness adventure.
Ralph
Played by Corey Carrier
A smart, analytical scout with a skeptical attitude toward Max initially.
Gordy
Played by Anthony Heald
An overweight, food-loving scout who provides comic relief.
Structural Analysis
The Status Quo at 1 minutes (1% through the runtime) establishes Max Grabelski is a bumbling delivery driver in Chicago, living a directionless life as a loser with no prospects, making mistakes and barely getting by in his dead-end job.. Notably, this early placement immediately immerses viewers in the story world.
The inciting incident occurs at 12 minutes when Max discovers his boss has been murdered and realizes he's been framed for both the murder and embezzlement by Bragden. His entire life collapses as he becomes a fugitive hunted by both police and criminals.. At 13% through the film, this Disruption is delayed, allowing extended setup of the story world. This beat shifts the emotional landscape, launching the protagonist into the central conflict.
The First Threshold at 22 minutes marks the transition into Act II, occurring at 24% of the runtime. This reveals the protagonist's commitment to Max actively chooses to impersonate the wilderness ranger and lead a group of juvenile delinquent scouts into the wilderness, fully committing to the deception despite having zero outdoor skills or qualifications., moving from reaction to action.
At 45 minutes, the Midpoint arrives at 50% of the runtime—precisely centered, creating perfect narrative symmetry. Structural examination shows that this crucial beat False victory: Max genuinely bonds with the kids and accepts real responsibility for their safety, transforming from using them as cover to actually caring about their wellbeing. He finds purpose and direction he never had before., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.
The Collapse moment at 67 minutes (74% through) represents the emotional nadir. Here, The kids learn the full truth about Max being a fraud and fugitive. His credibility dies, and it seems the kids will abandon him. The criminals are nearly upon them, and Max appears to have lost everything - both his cover and the genuine relationships he'd built., shows the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.
The Second Threshold at 72 minutes initiates the final act resolution at 80% of the runtime. The kids choose to trust and help Max despite his deception, showing him that authenticity matters more than competence. Max realizes he must use his street smarts (his real skills) rather than fake wilderness expertise to protect them and prove his innocence., demonstrating the transformation achieved throughout the journey.
Emotional Journey
Bushwhacked's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.
Narrative Framework
This structural analysis employs systematic plot point analysis that identifies crucial turning points. By mapping Bushwhacked against these established plot points, we can identify how Greg Beeman utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Bushwhacked within the adventure genre.
Comparative Analysis
Additional adventure films include The Black Stallion, The Bad Guys and Puss in Boots.
Plot Points by Act
Act I
SetupStatus Quo
Max Grabelski is a bumbling delivery driver in Chicago, living a directionless life as a loser with no prospects, making mistakes and barely getting by in his dead-end job.
Theme
A character mentions that people aren't always what they appear to be, foreshadowing Max's journey of becoming the person he pretends to be through taking responsibility for others.
Worldbuilding
Establishment of Max's ordinary world as a delivery driver, introduction of his workplace, his boss, and the corrupt executive Reinhard Bragden who is embezzling from the company. Max's incompetence and cowardice are on full display.
Disruption
Max discovers his boss has been murdered and realizes he's been framed for both the murder and embezzlement by Bragden. His entire life collapses as he becomes a fugitive hunted by both police and criminals.
Resistance
Max flees from authorities and criminals, debating his options. Through a series of mishaps and coincidences, he encounters a wilderness ranger and inadvertently assumes the ranger's identity, realizing this could be his escape from Chicago.
Act II
ConfrontationFirst Threshold
Max actively chooses to impersonate the wilderness ranger and lead a group of juvenile delinquent scouts into the wilderness, fully committing to the deception despite having zero outdoor skills or qualifications.
Mirror World
Max meets the misfit scout troop - troubled kids who mirror his own outsider status. They represent what he could become if he takes responsibility: people who need guidance and can grow through authentic connection.
Premise
The "fish out of water" comedy unfolds as urban Max hilariously fails at wilderness survival - unable to set up camp, read maps, or perform basic outdoor tasks. The kids mock him while Max desperately maintains his cover, but small moments of connection begin to emerge.
Midpoint
False victory: Max genuinely bonds with the kids and accepts real responsibility for their safety, transforming from using them as cover to actually caring about their wellbeing. He finds purpose and direction he never had before.
Opposition
The criminals track Max into the wilderness, closing in on him and the kids. Max's deception is discovered by the scouts, threatening to destroy the trust he's built. His cowardice and selfishness threaten to resurface as danger intensifies.
Collapse
The kids learn the full truth about Max being a fraud and fugitive. His credibility dies, and it seems the kids will abandon him. The criminals are nearly upon them, and Max appears to have lost everything - both his cover and the genuine relationships he'd built.
Crisis
Max wallows in his failure and contemplates running away alone to save himself. He processes the loss of the kids' trust and faces his core flaw: his cowardice and inability to take responsibility when things get hard.
Act III
ResolutionSecond Threshold
The kids choose to trust and help Max despite his deception, showing him that authenticity matters more than competence. Max realizes he must use his street smarts (his real skills) rather than fake wilderness expertise to protect them and prove his innocence.
Synthesis
Max and the kids work together to outsmart the criminals using urban cunning combined with wilderness resourcefulness. Max embraces his authentic self while demonstrating genuine courage. They defeat the villains, clear Max's name, and prove his transformation is real.
Transformation
Max, no longer a directionless coward, has become a genuine mentor and hero. He stands with the kids as someone who found purpose through responsibility, transformed from what he pretended to be into something real and valuable.