
Maze Runner: The Scorch Trials
Thomas and his fellow Gladers face their greatest challenge yet: searching for clues about the mysterious and powerful organization known as WCKD. Their journey takes them to the Scorch, a desolate landscape filled with unimaginable obstacles. Teaming up with resistance fighters, the Gladers take on WCKD’s vastly superior forces and uncover its shocking plans for them all.
Despite a mid-range budget of $61.0M, Maze Runner: The Scorch Trials became a solid performer, earning $312.3M worldwide—a 412% 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%)
Maze Runner: The Scorch Trials (2015) showcases meticulously timed narrative design, characteristic of Wes Ball's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 2 hours and 11 minutes. With an Arcplot score of 6.6, the film balances conventional beats with creative variation.
Structural Analysis
The Status Quo at 1 minutes (1% through the runtime) establishes Thomas and the Gladers are rescued from the Maze and brought to a seemingly safe facility run by Mr. Janson. They believe they've escaped WCKD and are finally secure with beds, food, and other rescued kids.. Significantly, this early placement immediately immerses viewers in the story world.
The inciting incident occurs at 15 minutes when Thomas and Aris discover the facility is actually run by WCKD. They find bodies of harvested kids hanging in a secret laboratory. The "rescue" was a lie—they're still being experimented on.. 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 32 minutes marks the transition into Act II, occurring at 25% of the runtime. This illustrates the protagonist's commitment to The Gladers make the active choice to escape the facility, crawling through vents and running through corridors. They break out into the Scorch—a vast, post-apocalyptic desert wasteland. No turning back now., moving from reaction to action.
At 65 minutes, the Midpoint arrives at 50% of the runtime—precisely centered, creating perfect narrative symmetry. The analysis reveals that this crucial beat Thomas and Brenda find Marcus, who reveals the location of the Right Arm. False victory: they have a destination and hope. But Brenda is infected, WCKD is closing in, and the group is still separated., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.
The Collapse moment at 98 minutes (75% through) represents the emotional nadir. Here, Teresa betrays Thomas, revealing she's been working with WCKD. She signals their location. WCKD attacks the Right Arm camp with Berg aircraft, capturing the immune kids. Minho is taken. Mary Cooper (the doctor helping them) is killed., demonstrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.
The Second Threshold at 104 minutes initiates the final act resolution at 80% of the runtime. Thomas has a realization: he won't run anymore. Instead of escaping, he'll fight back. He rallies the remaining Gladers and the Right Arm to storm WCKD's headquarters and rescue their friends. The hunted becomes the hunter., demonstrating the transformation achieved throughout the journey.
Emotional Journey
Maze Runner: The Scorch Trials's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.
Narrative Framework
This structural analysis employs a 15-point narrative structure framework that maps key story moments. By mapping Maze Runner: The Scorch Trials against these established plot points, we can identify how Wes Ball utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Maze Runner: The Scorch Trials within the science fiction genre.
Wes Ball's Structural Approach
Among the 3 Wes Ball films analyzed on Arcplot, the average structural score is 6.8, demonstrating varied approaches to story architecture. Maze Runner: The Scorch Trials takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Wes Ball filmography.
Comparative Analysis
Additional science fiction films include Lake Placid, The Postman and Oblivion. For more Wes Ball analyses, see Maze Runner: The Death Cure, The Maze Runner.
Plot Points by Act
Act I
SetupStatus Quo
Thomas and the Gladers are rescued from the Maze and brought to a seemingly safe facility run by Mr. Janson. They believe they've escaped WCKD and are finally secure with beds, food, and other rescued kids.
Theme
Aris warns Thomas that "WCKD is still out there" and questions whether their new situation is what it seems. The thematic question: Can you trust those who claim to protect you, or must you think for yourself?
Worldbuilding
The facility appears safe but suspicious. Thomas explores, meets other survivors, bonds with Teresa, and begins noticing inconsistencies. Aris shares his suspicions about the people running the compound and the disappearances of kids.
Disruption
Thomas and Aris discover the facility is actually run by WCKD. They find bodies of harvested kids hanging in a secret laboratory. The "rescue" was a lie—they're still being experimented on.
Resistance
Thomas tries to convince the others they need to escape immediately. The group debates whether to trust Thomas or stay put. They plan their escape route through the ventilation system while WCKD prepares to harvest them.
Act II
ConfrontationFirst Threshold
The Gladers make the active choice to escape the facility, crawling through vents and running through corridors. They break out into the Scorch—a vast, post-apocalyptic desert wasteland. No turning back now.
Mirror World
The group encounters their first Cranks (zombie-like infected humans) in an abandoned mall. They meet Brenda and Jorge, survivors who operate outside WCKD's control and represent an alternative way of living in this world.
Premise
The promise of the premise: surviving the Scorch. The group navigates the wasteland, encounters Cranks, gets separated during a storm in an underground city, and Thomas bonds with Brenda while searching for the Right Arm resistance.
Midpoint
Thomas and Brenda find Marcus, who reveals the location of the Right Arm. False victory: they have a destination and hope. But Brenda is infected, WCKD is closing in, and the group is still separated.
Opposition
The group reunites and reaches the Right Arm, but tensions rise. WCKD forces close in, led by Ava Paige and Janson. Teresa's loyalty becomes questionable. The safe haven is revealed to be under surveillance. Trust breaks down within the group.
Collapse
Teresa betrays Thomas, revealing she's been working with WCKD. She signals their location. WCKD attacks the Right Arm camp with Berg aircraft, capturing the immune kids. Minho is taken. Mary Cooper (the doctor helping them) is killed.
Crisis
Thomas processes the betrayal and loss. The Right Arm camp is in ruins. His friends are captured. He faces the emotional darkness of losing Minho and being betrayed by Teresa, whom he trusted and cared for.
Act III
ResolutionSecond Threshold
Thomas has a realization: he won't run anymore. Instead of escaping, he'll fight back. He rallies the remaining Gladers and the Right Arm to storm WCKD's headquarters and rescue their friends. The hunted becomes the hunter.
Synthesis
The finale assault on WCKD. The Right Arm and Gladers attack the transport train, fighting WCKD soldiers. They free some of the captured kids but Minho and others are airlifted away. Thomas confronts Ava Paige, who escapes. The group commits to continuing the fight.
Transformation
Thomas and the surviving Gladers join the Right Arm at their new mountain camp. Unlike the passive, confused boy at the start, Thomas is now a determined resistance fighter. He vows to rescue Minho and take down WCKD, accepting his role as a leader in the war.






