Stages of the Hero's Journey
Enviado por SuricataAnonima • 1 de Octubre de 2014 • 1.342 Palabras (6 Páginas) • 378 Visitas
The Hero’s Journey:
1. Heroes are introduced in the ORDINARY WORLD, where
2. they receive the CALL TO ADVENTURE.
3. They are RELUCTANT at first or REFUSE THE CALL, but
4. are encouraged by a MENTOR to
5. CROSS THE FIRST THRESHOLD and enter the Special World, where
6. they encounter TESTS, ALLIES, AND ENEMIES.
7. They APPROACH THE INMOST CAVE, crossing a second threshold
8. where they endure the ORDEAL.
9. They take possession of their REWARD and
10. are pursued on THE ROAD BACK to the Ordinary World.
11. They cross the third threshold, experience a RESURRECTION, and are transformed
by the experience.
12. They RETURN WITH THE ELIXIR, a boon or treasure to benefit the Ordinary
World.
The Seven Archetypes:
1. Hero: “The Hero is the protagonist or central character, whose primary purpose is to
separate from the ordinary world and sacrifice himself for the service of the Journey at
hand - to answer the challenge, complete the quest and restore the Ordinary World’s
balance. We experience the Journey through the eyes of the Hero.”
2. Mentor: “The Mentor provides motivation, insights and training to help the Hero.”
3. Threshold Guardian: “Threshold Guardians protect the Special World and its secrets
from the Hero, and provide essential tests to prove a Hero’s commitment and worth.”
4. Herald: “Herald characters issue challenges and announce the coming of significant
change. They can make their appearance anytime during a Journey, but often appear
at the beginning of the Journey to announce a Call to Adventure. A character may
wear the Herald’s mask to make an announcement or judgment, report a news flash,
or simply deliver a message.”
5. Shapeshifter: “The Shapeshifter’s mask misleads the Hero by hiding a character’s
intentions and loyalties.”
6. Shadow: “The Shadow can represent our darkest desires, our untapped resources, or
even rejected qualities. It can also symbolize our greatest fears and phobias. Shadows
may not be all bad, and may reveal admirable, even redeeming qualities. The Hero’s
enemies and villains often wear the Shadow mask. This physical force is determined to
destroy the Hero and his cause.”
7. Trickster: “Tricksters relish the disruption of the status quo, turning the Ordinary World
into chaos with their quick turns of phrase and physical antics. Although they may not
change during the course of their Journeys, their world and its inhabitants are
transformed by their antics. The Trickster uses laughter [and ridicule] to make
characters see the absurdity of the situation, and perhaps force a change.”
The Twelve Stages of the Journey
1. Ordinary World: “The Hero’s home, the safe haven upon which the Special World
and the Journey’s outcome must be compared.” The Journey begins in the Ordinary
World, travels to the Special World, and returns to the Ordinary World.
2. Call to Adventure: The Call to Adventure sets the story rolling by disrupting the
comfort of the Hero’s Ordinary World, presenting a challenge or quest that must be
undertaken.
3. Refusal of the Call: “A Hero often refuses [or is reluctant] to take on the Journey
because of fears and insecurities that have surfaced from the Call to Adventure. The
Hero may not be willing to make changes, preferring the safe haven of the Ordinary
World. This becomes an essential stage that communicates the risks involved in the
Journey that lies ahead. Without risks and danger or the likelihood of failure, the
audience will not be compelled to be a part of the Hero’s Journey.”
4. Meeting with the Mentor: “The Hero meets a Mentor to gain confidence, insight,
advice, training, or magical gifts to overcome the initial fears and face the Threshold of
the adventure. The Mentor may be a physical person, or an object such as a map, a
logbook, or other writing.”
5. Crossing the Threshold: “Crossing the threshold signifies that the Hero has finally
committed to the Journey. He is prepared to cross the gateway that separates the
Ordinary World from the Special World.”
6. Tests, Allies, Enemies: “Having crossed the threshold, the Hero faces Tests, encounters
Allies, confronts Enemies, and learns the rules of this Special World. The Hero needs
to find out who can be trusted. Allies are earned, a Sidekick may join up, or an entire
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