The League of Extraordinary Gentlemen poster
6.5
Arcplot Score
Unverified

The League of Extraordinary Gentlemen

2003110 minPG-13

Renowned adventurer Allan Quatermain leads a team of extraordinary figures with legendary powers to battle the technological terror of a madman known as "The Fantom". This "League" comprises seafarer and inventor Captain Nemo, vampire Mina Harker, an invisible man named Rodney Skinner, American Secret Service Agent Tom Sawyer, the ageless and invincible Dorian Gray, and the dangerous split personality of Dr. Jekyll and Mr. Hyde.

Revenue$179.3M
Budget$78.0M
Profit
+101.3M
+130%

Despite a significant budget of $78.0M, The League of Extraordinary Gentlemen became a box office success, earning $179.3M worldwide—a 130% return.

Awards

12 nominations

Where to Watch
fuboTVGoogle Play MoviesYouTubeAmazon VideoFandango At HomeApple TV

Plot Structure

Story beats plotted across runtime

Act ISetupAct IIConfrontationAct IIIResolutionWorldbuilding3Resistance5Premise8Opposition10Crisis12Synthesis14124679111315
Color Timeline
Color timeline
Sound Timeline
Sound timeline
Threshold
Section
Plot Point

Narrative Arc

Emotional journey through the story's key moments

+20-2
0m27m54m81m109m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Flexible
8.2/10
3.5/10
1.5/10
Overall Score6.5/10

Weighted: Precision (70%) + Arc (15%) + Theme (15%)

The League of Extraordinary Gentlemen (2003) exhibits precise narrative architecture, characteristic of Stephen Norrington's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 50 minutes. With an Arcplot score of 6.5, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Allan Quatermain sits alone in a Kenyan bar, retired and haunted, having turned his back on adventure after losing his son. He is a shadow of the legendary hero he once was.. Of particular interest, this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 14 minutes when The Phantom's forces attack the bar where Quatermain is meeting with M, killing several people and forcing Quatermain to take up arms again to survive. His retirement is shattered.. 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 28 minutes marks the transition into Act II, occurring at 26% of the runtime. This shows the protagonist's commitment to The League boards the Nautilus and sets sail for Venice, fully committing to stop the Phantom. Quatermain accepts his role as leader and they enter the adventure together as a team., moving from reaction to action.

At 56 minutes, the Midpoint arrives at 51% of the runtime—precisely centered, creating perfect narrative symmetry. Notably, this crucial beat The League discovers they've been betrayed from within—one of them is a traitor working for the Phantom. The mission in Venice was a trap to steal samples of their powers. Stakes raise enormously; they can't trust each other., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 82 minutes (75% through) represents the emotional nadir. Here, The Nautilus is sabotaged and begins sinking in frozen waters. Nemo's beloved ship—and the League's only means of reaching Moriarty—is dying. The team is scattered, defeated, and has lost their advantage. All seems lost., shows the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Second Threshold at 88 minutes initiates the final act resolution at 80% of the runtime. The team repairs the Nautilus and chooses to continue. Quatermain realizes his legacy isn't about living forever but about passing the torch to the next generation. United by renewed purpose, they storm Moriarty's fortress in Mongolia., demonstrating the transformation achieved throughout the journey.

Emotional Journey

The League of Extraordinary Gentlemen'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 The League of Extraordinary Gentlemen against these established plot points, we can identify how Stephen Norrington utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish The League of Extraordinary Gentlemen within the action genre.

Stephen Norrington's Structural Approach

Among the 2 Stephen Norrington films analyzed on Arcplot, the average structural score is 6.5, demonstrating varied approaches to story architecture. The League of Extraordinary Gentlemen exemplifies the director's characteristic narrative technique. For comparative analysis, explore the complete Stephen Norrington filmography.

Comparative Analysis

Additional action films include The Ministry of Ungentlemanly Warfare, The Bad Guys and Lake Placid. For more Stephen Norrington analyses, see Blade.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.2%0 tone

Allan Quatermain sits alone in a Kenyan bar, retired and haunted, having turned his back on adventure after losing his son. He is a shadow of the legendary hero he once was.

2

Theme

6 min5.4%0 tone

M tells Quatermain, "The world is changing. There are darker days ahead of us than even I can see." The theme: whether heroes can adapt to a changing world or become obsolete.

3

Worldbuilding

1 min1.2%0 tone

Introduction to the world of 1899 where legendary characters are real. We meet Quatermain in retirement, see the Phantom terrorizing Europe, and learn of a conspiracy threatening world war. M recruits extraordinary individuals with unique abilities.

4

Disruption

14 min12.3%-1 tone

The Phantom's forces attack the bar where Quatermain is meeting with M, killing several people and forcing Quatermain to take up arms again to survive. His retirement is shattered.

5

Resistance

14 min12.3%-1 tone

Quatermain reluctantly agrees to lead the League. The team assembles: Mina Harker, Captain Nemo, Rodney Skinner, Dr. Jekyll/Mr. Hyde, and Dorian Gray. Tom Sawyer joins as an American agent. They debate the mission and clash over methods and trust.

Act II

Confrontation
6

First Threshold

28 min25.7%0 tone

The League boards the Nautilus and sets sail for Venice, fully committing to stop the Phantom. Quatermain accepts his role as leader and they enter the adventure together as a team.

7

Mirror World

33 min30.1%+1 tone

Quatermain takes Tom Sawyer under his wing, seeing in the young American agent echoes of his lost son. Their mentor-student relationship becomes the emotional core that will teach Quatermain about legacy and redemption.

8

Premise

28 min25.7%0 tone

The League in action: racing through Venice's canals to prevent bombings, using their unique powers in spectacular fashion. They work together despite conflicts, combining Victorian literature's greatest characters in pulp adventure glory.

9

Midpoint

56 min50.5%0 tone

The League discovers they've been betrayed from within—one of them is a traitor working for the Phantom. The mission in Venice was a trap to steal samples of their powers. Stakes raise enormously; they can't trust each other.

10

Opposition

56 min50.5%0 tone

The League fractures under suspicion and betrayal. Dorian Gray is revealed as the traitor. The Phantom's true identity emerges: M himself, actually Professor Moriarty. The villains stay ahead, having stolen their powers to create an army of super-soldiers.

11

Collapse

82 min74.8%-1 tone

The Nautilus is sabotaged and begins sinking in frozen waters. Nemo's beloved ship—and the League's only means of reaching Moriarty—is dying. The team is scattered, defeated, and has lost their advantage. All seems lost.

12

Crisis

82 min74.8%-1 tone

The League faces their darkest moment in the frozen wreckage. They must decide whether to give up or push forward despite impossible odds. Quatermain confronts his fear of failing another "son" in Tom Sawyer.

Act III

Resolution
13

Second Threshold

88 min79.8%0 tone

The team repairs the Nautilus and chooses to continue. Quatermain realizes his legacy isn't about living forever but about passing the torch to the next generation. United by renewed purpose, they storm Moriarty's fortress in Mongolia.

14

Synthesis

88 min79.8%0 tone

The League assaults Moriarty's compound in coordinated action. Each member uses their abilities to overcome obstacles. Quatermain faces Moriarty while Tom proves himself. The factory is destroyed, preventing world war. Quatermain is mortally wounded but passes his rifle to Tom.

15

Transformation

109 min98.7%+1 tone

Tom Sawyer stands at Quatermain's grave in Kenya, now a confident hero carrying his mentor's legacy. Where we began with a broken, retired Quatermain hiding from the world, we end with youth inspired to heroism. The torch is passed.