
Cloak & Dagger
A young boy and his imaginary friend end up on the run while in possession of a top-secret spy gadget.
The film earned $9.7M 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%)
Cloak & Dagger (1984) exhibits carefully calibrated narrative architecture, characteristic of Richard Franklin's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 41 minutes. With an Arcplot score of 7.3, the film balances conventional beats with creative variation.
Characters
Cast & narrative archetypes
Davey Osborne
Jack Flack
Hal Osborne
Kim Gardener
Rice
George MacCready
Main Cast & Characters
Davey Osborne
Played by Henry Thomas
An imaginative 11-year-old boy who blurs fantasy and reality while caught up in a real espionage plot.
Jack Flack
Played by Dabney Coleman
Davey's imaginary secret agent hero who guides him through dangerous situations with spy expertise.
Hal Osborne
Played by Dabney Coleman
Davey's widowed father, an Air Force pilot who struggles to connect with his son after his wife's death.
Kim Gardener
Played by Christina Nigra
Davey's friend and neighbor, a practical girl who gets reluctantly drawn into his spy adventure.
Rice
Played by Michael Murphy
A ruthless assassin and spy who pursues Davey to recover stolen secrets hidden in a video game cartridge.
George MacCready
Played by John McIntire
An elderly man who gives Davey an Atari cartridge containing stolen military secrets before being murdered.
Structural Analysis
The Status Quo at 1 minutes (1% through the runtime) establishes Davey Osborne plays the Cloak & Dagger spy game alone, immersed in his imagination with his hero Jack Flack. He's a lonely boy who escapes into fantasy because his widowed father is emotionally distant.. Of particular interest, this early placement immediately immerses viewers in the story world.
The inciting incident occurs at 13 minutes when Davey witnesses the murder of an FBI agent named George MacReady in the alley behind the bookstore. The dying man gives Davey an Atari game cartridge containing secret military information, thrusting him into real danger.. 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 25 minutes marks the transition into Act II, occurring at 25% of the runtime. This illustrates the protagonist's commitment to Davey makes the active choice to investigate on his own when the killers come after him at his house. He realizes no adult will help him and he must become the spy he's always pretended to be. He enters the world of real espionage., moving from reaction to action.
At 51 minutes, the Midpoint arrives at 50% of the runtime—precisely centered, creating perfect narrative symmetry. Notably, this crucial beat False defeat: The spies corner Davey and Kim at Alamo Tower. Davey realizes the game cartridge everyone is after could get them killed, and the stakes become viscerally real. The fun is over; this is life and death., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.
The Collapse moment at 76 minutes (75% through) represents the emotional nadir. Here, Kim is kidnapped by the spies and held hostage. Davey is alone, his best friend is in mortal danger because of him, and he must face the truth that his imagination can't save her. The whiff of death: Kim could die because of his fantasy games., shows the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.
The Second Threshold at 81 minutes initiates the final act resolution at 81% of the runtime. Davey synthesizes fantasy and reality: he'll use the tactics Jack Flack taught him, but with real courage and real stakes. He finally gets through to his father, who believes him and joins the fight. Davey crosses into Act 3 with adult support and inner strength., demonstrating the transformation achieved throughout the journey.
Emotional Journey
Cloak & Dagger'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 Cloak & Dagger against these established plot points, we can identify how Richard Franklin utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Cloak & Dagger within the action genre.
Richard Franklin's Structural Approach
Among the 2 Richard Franklin films analyzed on Arcplot, the average structural score is 7.3, reflecting strong command of classical structure. Cloak & Dagger takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Richard Franklin filmography.
Comparative Analysis
Additional action films include The Bad Guys, Puss in Boots and Venom: The Last Dance. For more Richard Franklin analyses, see F/X2.
Plot Points by Act
Act I
SetupStatus Quo
Davey Osborne plays the Cloak & Dagger spy game alone, immersed in his imagination with his hero Jack Flack. He's a lonely boy who escapes into fantasy because his widowed father is emotionally distant.
Theme
Davey's friend Kim tells him he needs to "stop living in a fantasy world" and deal with reality. This establishes the central theme: the balance between imagination and reality, and growing up without losing wonder.
Worldbuilding
Establishment of Davey's world: his imaginative spy games, his friendship with Kim, his strained relationship with his practical father Hal, his isolation at school, and his obsession with the Cloak & Dagger game and comic books.
Disruption
Davey witnesses the murder of an FBI agent named George MacReady in the alley behind the bookstore. The dying man gives Davey an Atari game cartridge containing secret military information, thrusting him into real danger.
Resistance
Davey tries to convince adults (his father, the police) about the murder, but no one believes him because he's known for his wild imagination. Jack Flack appears as his imaginary mentor, guiding him through the danger. Davey debates whether to pursue this alone.
Act II
ConfrontationFirst Threshold
Davey makes the active choice to investigate on his own when the killers come after him at his house. He realizes no adult will help him and he must become the spy he's always pretended to be. He enters the world of real espionage.
Mirror World
Davey teams up with Kim, who represents the "real world" counterpoint to his fantasy. Their partnership becomes the B-story exploring trust, friendship, and the value of imagination tempered with practical action.
Premise
The "fun and games" of being a real spy: Davey and Kim evade the villains, decode clues, use spy tactics from the game, and navigate dangerous situations. Davey gets to live out his fantasy while learning that real danger has real consequences.
Midpoint
False defeat: The spies corner Davey and Kim at Alamo Tower. Davey realizes the game cartridge everyone is after could get them killed, and the stakes become viscerally real. The fun is over; this is life and death.
Opposition
The bad guys close in from all sides. Davey and Kim are pursued relentlessly, his father still doesn't believe him, and the danger escalates. Davey's fantasy tactics aren't enough anymore. The line between Jack Flack's advice and reality blurs dangerously.
Collapse
Kim is kidnapped by the spies and held hostage. Davey is alone, his best friend is in mortal danger because of him, and he must face the truth that his imagination can't save her. The whiff of death: Kim could die because of his fantasy games.
Crisis
Davey's dark night: he confronts his reliance on Jack Flack and his fantasy world. He must find the courage within himself, not his imaginary hero. He processes the weight of real consequences and prepares to act for real.
Act III
ResolutionSecond Threshold
Davey synthesizes fantasy and reality: he'll use the tactics Jack Flack taught him, but with real courage and real stakes. He finally gets through to his father, who believes him and joins the fight. Davey crosses into Act 3 with adult support and inner strength.
Synthesis
The finale: Davey and his father execute the rescue plan at the airport. Davey uses spy skills with real bravery, confronts the villains, saves Kim, and stops the espionage plot. Father and son work together, bridging the emotional gap between them.
Transformation
Davey says goodbye to Jack Flack, no longer needing the imaginary hero. He's found real courage and reconnected with his father. The closing image shows Davey at peace, having integrated imagination with reality and emerged more mature but still himself.




