Students were also given a handout that describes the different stages of the Hero's Journey. They then wrote a sentence summarizing each stage.
- 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.
- 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.
- 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."
- 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."
- 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."
- 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 Hero
Team forged. The Hero must prepare himself for the greater Ordeals yet to
come and needs this stage to test his skills and powers, or perhaps seek
further training from the Mentor. This Initiation into this Special World
also tests the Hero's commitment to the Journey, and questions whether he
can succeed."
- Approach to the Inmost Cave: "The Hero must make
the preparations needed to approach the Inmost Cave that leads to the
Journey's heart, or central Ordeal. Maps may be reviewed, attacks planned,
a reconnaissance launched, and possibly the enemies forces whittled down
before the Hero can face his greatest fear, or the supreme danger lurking
in the Special World." The Approach may be a time for some romance or
a few jokes before the battle, or it may signal a ticking clock or a
heightening of the stakes.
- Ordeal: "The Hero engages in the Ordeal, the
central life-or-death crisis, during which he faces his greatest fear,
confronts his most difficult challenge, and experiences "death".
His Journey teeters on the brink of failure. The Ordeal is the central
magical Stage of any Journey. Only through "death" can the Hero
be reborn, experiencing a resurrection that grants greater power or
insight to see the Journey to the end."
- Reward (Seizing the Sword): "The Hero has
survived death, overcome his greatest fear, slain the dragon, or weathered
the crisis of the heart, and now earns the Reward that he has sought. The
Hero's Reward comes in many forms: a magical sword, an elixir, greater
knowledge or insight, reconciliation with a lover. Whatever the treasure,
the Hero has earned the right to celebrate. The Hero may have earned the
Reward outright, or the Hero may have seen no option but to steal it. The
Hero may rationalize this Elixir theft, having paid for it with the tests
and ordeals thus far. But the consequences of the theft must be confronted
as the Shadow forces race to reclaim the Elixir that must not see the light
of the Ordinary World."
- The Road Back: "The Hero must
finally recommit to completing the Journey and accept the Road Back to the
Ordinary World. A Hero's success in the Special World may make it
difficult to return. Like Crossing the Threshold, The Road Back needs an
event that will push the Hero through the Threshold, back into the
Ordinary World. The Event should re-establish the Central Dramatic
Question, pushing the Hero to action and heightening the stakes. The Road
Back may be a moment when the Hero must choose between the Journey of a
Higher Cause verses the personal Journey of the Heart."
- Resurrection: "The Hero faces the
Resurrection, his most dangerous meeting with death. This final
life-or-death Ordeal shows that the Hero has maintained and can apply all
that he has brought back to the Ordinary World. This Ordeal and
Resurrection can represent a "cleansing" or purification that
must occur now that the Hero has emerged from the land of the dead. The
Hero is reborn or transformed with the attributes of the Ordinary self in
addition to the lessons and insights from the characters he has met along
the road. The Resurrection may be a physical Ordeal, or final showdown
between the Hero and the Shadow. This battle is for much more than the
Hero's life. Other lives, or an entire world may be at stake and the Hero
must now prove that he has achieved Heroic status and willingly accept his
sacrifice for the benefit of the Ordinary World. Other Allies may come to
the last minute rescue to lend assistance, but in the end the Hero must
rise to the sacrifice at hand. He must deliver the blow that destroys the
Death Star (Star Wars), or offer his hand and accept the
"magic" elixir of love."
- Return with the Elixir: "The Return with the
Elixir is the final Reward earned on the Hero's Journey. The Hero has been
resurrected, purified and has earned the right to be accepted back into
the Ordinary World and share the Elixir of the Journey. The true Hero
returns with an Elixir to share with others or heal a wounded land. The
Elixir can be a great treasure or magic potion. It could be love, wisdom,
or simply the experience of having survived the Special World. Even the
tragic end of a Hero's Journey can yield the best elixir of all, granting
the audience greater awareness of us and our world (Citizen Kane).
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