
Holes
After being wrongfully convicted for stealing a pair of shoes, Stanley Yelnats is sent away to Camp Green Lake, a boys detention facility where inmates are forced to dig holes all day in the hot desert sun as a form of character building. But Stanley and the other boys start to unravel a mystery, linked with the camps tough-as-nails warden —and possibly Stanley’s family itself.
Despite a respectable budget of $20.0M, Holes became a financial success, earning $71.4M worldwide—a 257% return.
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%)
Holes (2003) showcases meticulously timed narrative design, characteristic of Andrew Davis's storytelling approach. This structural analysis examines how the film's 12-point plot structure maps to proven narrative frameworks across 1 hour and 57 minutes. With an Arcplot score of 5.7, the film takes an unconventional approach to traditional narrative frameworks.
Structural Analysis
The Status Quo at 2 minutes (1% through the runtime) establishes Stanley Yelnats walks home alone from school, a friendless, unlucky kid in a family plagued by a supposed curse. He's bullied, invisible, and resigned to his bad luck.. Structural examination shows that this early placement immediately immerses viewers in the story world.
The inciting incident occurs at 13 minutes when Stanley is convicted of stealing the shoes and given a choice: jail or Camp Green Lake. His ordinary life is shattered by this false accusation.. At 12% 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 29 minutes marks the transition into Act II, occurring at 25% of the runtime. This illustrates the protagonist's commitment to Stanley digs his first hole. He commits to surviving this ordeal, accepting his new reality at Camp Green Lake. This is his entry into Act 2., moving from reaction to action.
The Collapse moment at 87 minutes (74% through) represents the emotional nadir. Here, Zero has been gone for days. Everyone assumes he's dead in the desert. Stanley is consumed with guilt, realizing his friend is dying because of the situation he helped create. The "whiff of death" is literal., demonstrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.
The Synthesis at 93 minutes initiates the final act resolution at 80% of the runtime. Stanley finds Zero barely alive. They survive on "sploosh," climb God's Thumb together (Stanley carries Zero up the mountain, unknowingly fulfilling his great-great-grandfather's broken promise to Madame Zeroni). They return to camp, dig up the treasure chest, and confront the Warden. The truth comes out: Stanley is innocent, Zero is the heir to the Zeroni fortune, and the curse is broken., demonstrating the transformation achieved throughout the journey.
Emotional Journey
Holes's emotional architecture traces a deliberate progression across 12 carefully calibrated beats.
Narrative Framework
This structural analysis employs a 15-point narrative structure framework that maps key story moments. By mapping Holes against these established plot points, we can identify how Andrew Davis utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Holes within the adventure genre.
Andrew Davis's Structural Approach
Among the 8 Andrew Davis films analyzed on Arcplot, the average structural score is 6.9, demonstrating varied approaches to story architecture. Holes takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Andrew Davis filmography.
Comparative Analysis
Additional adventure films include Harry Potter and the Philosopher's Stone, The Bad Guys and Zoom. For more Andrew Davis analyses, see Code of Silence, Chain Reaction and Collateral Damage.
Plot Points by Act
Act I
SetupStatus Quo
Stanley Yelnats walks home alone from school, a friendless, unlucky kid in a family plagued by a supposed curse. He's bullied, invisible, and resigned to his bad luck.
Theme
Stanley's father explains the family curse: "Our family has always been unlucky... ever since our great-great-grandfather didn't carry Madame Zeroni up the mountain." The theme of breaking cycles and honoring promises is stated.
Worldbuilding
Introduction to Stanley's world: his struggling inventor father, the family's bad luck, Stanley's loneliness at school, and the fateful moment when Clyde Livingston's shoes fall from the sky and Stanley is arrested for stealing them.
Disruption
Stanley is convicted of stealing the shoes and given a choice: jail or Camp Green Lake. His ordinary life is shattered by this false accusation.
Resistance
Stanley travels to Camp Green Lake, meets Mr. Sir and Mr. Pendanski, learns the brutal reality of the camp (digging holes every day), and receives guidance from his tentmates. He debates whether he can survive this harsh new world.
Act II
ConfrontationFirst Threshold
Stanley digs his first hole. He commits to surviving this ordeal, accepting his new reality at Camp Green Lake. This is his entry into Act 2.
Mirror World
Stanley begins to notice Zero, the smallest and quietest kid at camp, who everyone dismisses as stupid. Their developing friendship will teach Stanley about loyalty, breaking curses, and keeping promises.
Premise
Stanley learns to survive camp life, bonds with his tentmates (Squid, Magnet, Armpit, X-Ray), begins teaching Zero to read in exchange for help digging, and uncovers clues that the Warden is searching for something buried in the lake. The parallel stories of Kate Barlow and Elya Yelnats are revealed.
Opposition
The Warden becomes obsessed with finding Kate Barlow's treasure, forcing the boys to dig massive holes. The pressure intensifies. Zero is humiliated by Mr. Pendanski, and when Stanley defends him, tensions explode. Zero hits Mr. Pendanski and runs away into the desert.
Collapse
Zero has been gone for days. Everyone assumes he's dead in the desert. Stanley is consumed with guilt, realizing his friend is dying because of the situation he helped create. The "whiff of death" is literal.
Crisis
Stanley processes the devastating loss, contemplates his options, and realizes he can't live with abandoning Zero. He faces his darkest moment but begins to find resolve.
Act III
ResolutionSynthesis
Stanley finds Zero barely alive. They survive on "sploosh," climb God's Thumb together (Stanley carries Zero up the mountain, unknowingly fulfilling his great-great-grandfather's broken promise to Madame Zeroni). They return to camp, dig up the treasure chest, and confront the Warden. The truth comes out: Stanley is innocent, Zero is the heir to the Zeroni fortune, and the curse is broken.





