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The Hero’s Journey

Joseph Campbell’s. The Hero’s Journey. Overview. Ordinary World. The hero’s “normal” world, before the adventure Sometimes at the very beginning, but sometimes shown throughout the first part of the movie. Call to Adventure. The herald arrives, presenting the hero with adventure.

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The Hero’s Journey

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  1. Joseph Campbell’s The Hero’s Journey

  2. Overview

  3. Ordinary World • The hero’s “normal” world, before the adventure • Sometimes at the very beginning, but sometimes shown throughout the first part of the movie

  4. Call to Adventure • The herald arrives, presenting the hero with adventure

  5. Refusal of the Call • Often, the hero will turn down the adventure • Fear and uncertainty • Even if a hero is willing, the audience understands the high stakes

  6. Meeting the Mentor • Traditionally, grandparent or godparent figure • May be anyone, including friends • Usually happens at beginning, but may happen more than once

  7. Overview

  8. Crossing the Threshold • Venturing into a new, unexplored land • May be a literal new place, or may be a new experience • Often guarded by threshold guardians

  9. Tests, Enemies, Allies • This is where most of the story lies • Hero faces more conflicts, threshold guardians • Hero may also gain some allies along the way

  10. Ordeal • A major crisis for the hero • Often includes a death or a brush with death. • This can be figurative—death of reputation, death of love • Hero’s adventure appears doomed • NOT the climax

  11. Reward • After the crisis comes the reward. • The reward might be an object • More often it’s a celebration or knowledge gained

  12. Overview

  13. The Road Back • The hero must recommit to her adventure • The journey starts its return to the ordinary world

  14. Resurrection • Climax of the story! • The hero defeats his faults and defeats the shadow. • Often affects more people than just the hero • Sacrifice often plays an important role here • The hero is permanently changed

  15. Return with the Elixir • Hero returns home with an “elixir”—an important lesson, a reward, or a cure for others • Sometimes the hero isn’t necessarily happier

  16. How does it work with…

  17. Ordinary World

  18. Call to Adventure

  19. Refusal of the Call • Napoleon Dynamite doesn’t have one. Then again, what has he got to lose? Nothing.

  20. Meeting the Mentor

  21. Overview

  22. Crossing the Threshold

  23. Tests, Enemies, Allies

  24. Ordeal

  25. Reward

  26. The Road Back

  27. Overview

  28. Resurrection

  29. Return with the Elixir

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