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12 Stages of a Hero's Archetypal Journey
Terms in this set (12)
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.
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
Test Allies and Enemies
Stage 6:Where hero faces challenges and learns rules of special world, learns who allies are and who enemies are.
Fall and Descend
Stage 7: last edge of dangerous place, where object of quest is hidden, hero crosses the second major threshold, hero pauses to plan next move, usually at enemies headquarters.
Stage 8: hero hits bottom, faces greatest fear, brought to the brink in battle with hostile force, may have a dark moment
Stage 9: hero takes magic weapon, has survived and won, usually is experienced and had knowledge, earns title of hero by taking risk.
Stage 10: hero deals with consequences of facing dark forces in the ordeal
Stage 11: hero is reborn and cleansed, meets final test, moments of death and rebirth are complete
Return home with elixer of life
Stage 12: turns back to ordinary world with treasure, heals land.