
The Mortal Instruments: City of Bones
In New York City, Clary Fray, a seemingly ordinary teenager, learns that she is descended from a line of Shadowhunters — half-angel warriors who protect humanity from evil forces. After her mother disappears, Clary joins forces with a group of Shadowhunters and enters Downworld, an alternate realm filled with demons, vampires, and a host of other creatures. Clary and her companions must find and protect an ancient cup that holds the key to her mother's future.
Working with a moderate budget of $60.0M, the film achieved a respectable showing with $95.4M in global revenue (+59% 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%)
The Mortal Instruments: City of Bones (2013) exemplifies meticulously timed dramatic framework, characteristic of Harald Zwart's storytelling approach. This structural analysis examines how the film's 10-point plot structure maps to proven narrative frameworks across 2 hours and 10 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 Clary Fray is an ordinary Brooklyn teenager, sketching runes she doesn't understand while living with her mother Jocelyn, unaware of the hidden world around her.. Significantly, this early placement immediately immerses viewers in the story world.
The inciting incident occurs at 16 minutes when At the Pandemonium Club, Clary sees Jace and other Shadowhunters kill a demon - a sight invisible to mundanes. She realizes she can see things others cannot, disrupting her understanding of reality.. 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 Collapse moment at 98 minutes (75% through) represents the emotional nadir. Here, Hodge betrays them, stealing the Mortal Cup and delivering it to Valentine. Jace is taken, and the revelation that Valentine may be both Jace and Clary's father threatens their budding romance with incest., indicates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.
The Synthesis at 104 minutes initiates the final act resolution at 80% of the runtime. The final battle at Valentine's lair: Clary, Simon, Isabelle, and Alec fight Valentine's forces; Clary uses her rune-creation ability to defeat enemies; she confronts Valentine and saves Jace., demonstrating the transformation achieved throughout the journey.
Emotional Journey
The Mortal Instruments: City of Bones's emotional architecture traces a deliberate progression across 10 carefully calibrated beats.
Narrative Framework
This structural analysis employs systematic plot point analysis that identifies crucial turning points. By mapping The Mortal Instruments: City of Bones against these established plot points, we can identify how Harald Zwart utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish The Mortal Instruments: City of Bones within the fantasy genre.
Harald Zwart's Structural Approach
Among the 6 Harald Zwart films analyzed on Arcplot, the average structural score is 7.0, demonstrating varied approaches to story architecture. The Mortal Instruments: City of Bones takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Harald Zwart filmography.
Comparative Analysis
Additional fantasy films include Harry Potter and the Philosopher's Stone, Conan the Barbarian and Batman Forever. For more Harald Zwart analyses, see Agent Cody Banks, One Night at McCool's and The Pink Panther 2.
Plot Points by Act
Act I
SetupStatus Quo
Clary Fray is an ordinary Brooklyn teenager, sketching runes she doesn't understand while living with her mother Jocelyn, unaware of the hidden world around her.
Theme
Jocelyn tells Clary "Nothing is what it seems" - hinting at the hidden truth about identity, heritage, and the supernatural world concealed within the mundane.
Worldbuilding
Establishing Clary's ordinary life: her friendship with Simon, 18th birthday approaching, her mother's protective behavior, and Clary's mysterious visions of strange symbols.
Disruption
At the Pandemonium Club, Clary sees Jace and other Shadowhunters kill a demon - a sight invisible to mundanes. She realizes she can see things others cannot, disrupting her understanding of reality.
Resistance
Clary debates what she saw; her mother frantically tries to hide her, mentioning "Valentine"; Jocelyn is kidnapped; demons attack; Jace saves Clary and begins explaining the Shadow World.
Act II
ConfrontationPremise
Clary explores the Shadow World: training as a Shadowhunter, visiting the Silent City, meeting Magnus Bane, discovering the Mortal Cup's importance, and uncovering her mother's secrets.
Opposition
Valentine's forces intensify their pursuit; the group seeks the Cup in Clary's apartment; werewolves complicate matters; Hodge's betrayal is revealed; Valentine captures Jace, claiming to be his father.
Collapse
Hodge betrays them, stealing the Mortal Cup and delivering it to Valentine. Jace is taken, and the revelation that Valentine may be both Jace and Clary's father threatens their budding romance with incest.
Crisis
Clary processes the devastating losses and revelations. She must confront the possibility that her connection to Jace is forbidden, while grappling with her father being the greatest villain.
Act III
ResolutionSynthesis
The final battle at Valentine's lair: Clary, Simon, Isabelle, and Alec fight Valentine's forces; Clary uses her rune-creation ability to defeat enemies; she confronts Valentine and saves Jace.





