
Sleuth
A man who loves games and theater invites his wife's lover to meet him, setting up a battle of wits with potentially deadly results.
Working with a modest budget of $3.5M, the film achieved a modest success with $5.8M in global revenue (+64% profit margin).
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%)
Sleuth (1972) exhibits meticulously timed narrative design, characteristic of Joseph L. Mankiewicz's storytelling approach. This structural analysis examines how the film's 14-point plot structure maps to proven narrative frameworks across 2 hours and 18 minutes. With an Arcplot score of 7.2, the film balances conventional beats with creative variation.
Structural Analysis
The Status Quo at 2 minutes (1% through the runtime) establishes Andrew Wyke, a wealthy mystery writer, enjoys his elaborate games and mannequins in his lavish manor, embodying a world of theatrical control and aristocratic superiority.. Of particular interest, this early placement immediately immerses viewers in the story world.
The inciting incident occurs at 18 minutes when Andrew proposes the elaborate game: Milo should fake a burglary to steal jewels so Andrew can collect insurance and Milo can support Andrew's wife. The civilized meeting becomes a dangerous proposition.. 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 35 minutes marks the transition into Act II, occurring at 25% of the runtime. This illustrates the protagonist's commitment to Milo, dressed as a clown burglar, breaks into the safe and takes the jewels. He crosses the threshold into Andrew's deadly game, having committed a crime that Andrew has documented., moving from reaction to action.
The Collapse moment at 104 minutes (75% through) represents the emotional nadir. Here, Doppler reveals he is Milo in disguise - the shooting was staged with blanks. Andrew's complete victory collapses into total defeat. His control and superiority die, replaced by humiliation and terror of legal consequences., illustrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.
The Second Threshold at 110 minutes initiates the final act resolution at 80% of the runtime. Andrew realizes Milo has no actual evidence without a body. He synthesizes a new understanding: the game isn't over. He can still strike back by revealing he knows there's no real crime to prosecute., demonstrating the transformation achieved throughout the journey.
Emotional Journey
Sleuth's emotional architecture traces a deliberate progression across 14 carefully calibrated beats.
Narrative Framework
This structural analysis employs systematic plot point analysis that identifies crucial turning points. By mapping Sleuth against these established plot points, we can identify how Joseph L. Mankiewicz utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Sleuth within the thriller genre.
Joseph L. Mankiewicz's Structural Approach
Among the 5 Joseph L. Mankiewicz films analyzed on Arcplot, the average structural score is 6.8, demonstrating varied approaches to story architecture. Sleuth represents one of the director's most structurally precise works. For comparative analysis, explore the complete Joseph L. Mankiewicz filmography.
Comparative Analysis
Additional thriller films include Eye for an Eye, Lake Placid and Operation Finale. For more Joseph L. Mankiewicz analyses, see Cleopatra, Suddenly, Last Summer and All About Eve.
Plot Points by Act
Act I
SetupStatus Quo
Andrew Wyke, a wealthy mystery writer, enjoys his elaborate games and mannequins in his lavish manor, embodying a world of theatrical control and aristocratic superiority.
Theme
Milo states the central theme about games and class: "You and I are both players, aren't we?" establishing the film's exploration of artifice, performance, and the deadly nature of games.
Worldbuilding
Andrew's manor is established as a stage for psychological warfare. He receives Milo Tindle, his wife's lover, with calculated civility. The class differences and power dynamics are set up through their verbal sparring.
Disruption
Andrew proposes the elaborate game: Milo should fake a burglary to steal jewels so Andrew can collect insurance and Milo can support Andrew's wife. The civilized meeting becomes a dangerous proposition.
Resistance
Andrew walks Milo through the "burglary" plan in detail. Milo hesitates and debates, sensing danger but also seeing opportunity. Andrew guides him through costume changes and preparations, increasing commitment.
Act II
ConfrontationFirst Threshold
Milo, dressed as a clown burglar, breaks into the safe and takes the jewels. He crosses the threshold into Andrew's deadly game, having committed a crime that Andrew has documented.
Mirror World
Andrew reveals the true game: he pulls a gun on Milo, revealing this was never about insurance but about humiliation and murder. The mirror world of deadly game-playing fully emerges.
Premise
Andrew torments Milo psychologically, forces him through elaborate humiliations, and ultimately appears to shoot him dead. The "fun and games" of psychological torture reach their apex with apparent murder.
Opposition
Inspector Doppler arrives to investigate Milo's disappearance. He interrogates Andrew with increasing pressure, revealing evidence and finding inconsistencies. The tables turn as Andrew becomes the prey.
Collapse
Doppler reveals he is Milo in disguise - the shooting was staged with blanks. Andrew's complete victory collapses into total defeat. His control and superiority die, replaced by humiliation and terror of legal consequences.
Crisis
Andrew processes his devastation. Milo savors his revenge, having recorded Andrew's confession. Andrew confronts the darkness of his own cruelty reflected back at him and the destruction of his carefully constructed superiority.
Act III
ResolutionSecond Threshold
Andrew realizes Milo has no actual evidence without a body. He synthesizes a new understanding: the game isn't over. He can still strike back by revealing he knows there's no real crime to prosecute.
Synthesis
The final confrontation escalates. Andrew and Milo engage in their deadliest game yet. Andrew appears to discover Milo's real affair partner and shoots Milo again - but is it real this time or another game?
Transformation
Andrew calls the police as Milo may be truly dying. The games have spiraled beyond control into potential actual murder. The final image shows Andrew destroyed by his own game-playing, unable to distinguish reality from artifice.