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12 Stages of a Hero's Archetypal Journey
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Ordinary World
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Stage 1: creates contrast with strange new world; the problem is waiting to be activated; hero lacks something; a search for completeness.
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Terms in this set (12)
Ordinary World
Stage 1: creates contrast with strange new world; the problem is waiting to be activated; hero lacks something; a search for completeness.
Call to Adventure
Stage 2: a problem is presented as a challenge or adventure, objects are revealed as clues.
Refusing the Call
Stage 3; he refuses call because of fear, the greatest fear is because of the unknown, not fully committed, may 'return back' and needs convincing.
Mentor
Stage 4: where hero is encouraged by mentor, function of mentor is to prepare hero to face unknown, give advice, and give equipment.
Crossing the First Threshold
Stage 5: hero commits to the adventure, fully enters the special world, begins to face consequences of the problem