ARCHETYPE DEFINITION Joseph Campbell was heavily influenced by the Swiss Psychiatrist Carl Jung whose theory of the collective unconscious involved archetypesrecurring images patterns and ideas from dreams and myths across various cultures Below are several archetypes often found in myths ID: 647840
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Slide1
Journey of
the HeroSlide2
ARCHETYPE DEFINITION
Joseph Campbell was heavily influenced by the Swiss Psychiatrist Carl Jung whose theory of the collective unconscious involved archetypes—recurring images, patterns, and ideas from dreams and myths across various cultures. Below are several archetypes often found in myths.Slide3
The Hero
learns a lesson or changes during the journey.
sacrifices for a cause or others as the audience identifies with him/her
l
eaves the familiar to enter an unfamiliar and challenging world.
pursues the goal of the journey that leads to a confrontation with deathSlide4
The Mentor
guides
the
hero on
the
journey
by
provid
ing
motivation, insights
,
and training
.
teache
s
or trains the hero
in a positive way.
often
former heroes who have survived life’s trials and now pass on their gift or wisdom.
can provide magical equipment for the Hero’s journey.Slide5
MENTOR IMAGESlide6
MENTOR Image Connection
The picture shows Obi Wan Kanobe, the older man in the background, as Luke swings the light saber. Obi had given Luke this “magical equipment” and “taught” him how to use it, thereby fulfilling two traits of the definition of the Mentor. Slide7
SHADOW
The main Villain or antagonist of the Hero
The Shadow represents the dark or evil side of human nature.
The Shadow or Villain usually provides the Hero’s greatest challenge to accomplish the goal of the journey in a life and death battle.
The more evil the Villain, the better is the story.Slide8
SHAPESHIFTER
Serves the dramatic function of bringing doubt and suspense into the story.
Shifts his/her shape, sometimes literally like the Genie in
Aladdin
, to provide aid for the Hero or add an obstacle of suspense.
To find this character, ask yourself, “Is he/she an ally, an enemy, or both?” Slide9
TRICKSTER
Tricksters like to upset the status quo with their quick turns of phrase and physical antics.
They can provide comic relief when the Hero experiences scary confrontations.
They can challenge the Hero’s dedication to the cause of completing the journey.
They can cut big egos down to size, too.
They can be clowns or sidekicks.Slide10
Herald
Issue challenges and announce the coming of significant change.
Usually appears at the beginning of the Journey to get the story rolling. The Herald might make an announcement or judgment, report a news flash, or simply deliver a message.
A herald can be an event like a tornado or a dream. Slide11
THRESHOLD GUARDIAN
Provide
tests
or obstacles for the Hero on
the journey.
Could be a dragon that protects the entrance of a cave possessing a treasure, an impenetrable metal door, or a soldier at a castle’s gate.
Usually, they are not the main Villain or Shadow.Slide12
Vocabulary
Hero
= usually the main character in a literary work, the one who “learns the lesson” of the story and is changed by it.Slide13
The most common of all is the story of the
Hero
.
It has been told and retold the world over in infinite variety - and it is always a journey.Slide14
The hero leaves her comfortable surroundings to venture into an unfamiliar world.
It may be an outward physical journey to an actual place, or an inward journey of the mind, heart, or spirit.Slide15
The Hero’s Journey
has
12 Basic StagesSlide16
Act 1
1. The Ordinary World
2. The Call to Adventure
3. Refusal of the Call
4. Meeting with the Mentor
5. Crossing the ThresholdSlide17
Act 2
6. Tests, Allies, and Enemies
7. Approach to the Inmost Cave
8. Supreme Ordeal
9. RewardSlide18
Act 3
10. The Road Back
11. Resurrection
12. Return with the ElixirSlide19
1. The Ordinary World
This stage shows the hero in his
natural world, before going into an unnatural world or different place than he is used to.
This creates a vivid contrast.
Slide20
2. The Call to Adventure
The hero is presented with a problem, challenge, or adventure.
The Call establishes the stakes
of the game and the hero's goal. The goal might be to win the treasure, to rescue someone, to get
revenge, or to achieve a dream.
Slide21
3. Refusal of the Call
The hero is unsure of going on this journey. The hero has not yet fully committed and may still be thinking of turning back.
Some further infIuence is required, like the encouragement of a mentor.
Slide22
4. Meeting With the Mentor
The mentor is a teacher, very often a wise old man, who prepares the hero to face the unknown.
They may give advice, guidance or magical equipment.
The mentor can only go so far with the hero. Eventually she must face the challenge alone. Slide23
5. Crossing the 1st Threshold
The hero commits to the adventure and starts off on the journey.
He agrees to face the consequences of dealing with the problem or challenge posed in the Call to Adventure.
This is when the story really takes off and the adventure starts. There is no turning back.
Slide24
6. Tests, Allies, Enemies
Once across the threshold, the hero encounters new challenges and
tests, makes allies, and meets enemies.
This often continues throughout the journey, not just once.Slide25
7. Approach to the Inmost Cave
This is the critical moment in any story. The hero comes to the edge of a
dangerous place where the object of the quest is hidden.
The hero often pauses here to prepare and plan their next move. Slide26
8. Supreme Ordeal
This is the major battle or challenge that the hero has to face, often with the possibility of death.
Slide27
9. Reward
The hero has survived death and takes possession of the treasure or reward.
Sometimes it is a physical treasure.
Sometimes it is a person the hero wanted to rescue.
Sometimes it is knowledge and experience.Slide28
10. The Road Back
The hero heads home, but meets more challenges along the way.Slide29
11. Resurrection
This is often a second life-and-death moment, almost a replay of the Supreme Ordeal.
Slide30
12. Return With the Elixir
The hero returns to the ordinary world, and
he brings back an elixir, treasure, or lesson from the journey.
The elixir might be knowledge or experience that could benefit the community, or it may be love, freedom, or wisdom.
Slide31
Recap
I. 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...Slide32
Recap
6. they encounter
Tests, Allies, and Enemies
.
7. They
Approach the Inmost Cave
, crossing a second threshold...
8. where they endure the
Supreme Ordeal
.
9. They take possession of their
Reward
and...Slide33
Recap
10. are pursued on
The Road Back
to the Ordinary World.
11. They cross the 3rd 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.