define archetype
The root words are archein, which means "original or old"; and typos, which means "pattern, model or type".
The combined meaning is an "original pattern" of which all other similar persons, objects, or concepts are derived, copied, modeled, or emulated.
sets the story rolling by disrupting the comfort of the Hero’s Ordinary World, presenting a challenge or quest that must be undertaken
The Call or The Call to Adventure
The h___ is the audience’s personal tour guide on the adventure that is the story. It’s critical that the audience can relate to them, because they experience the story through their eyes. During the journey, the h___ will leave the world they are familiar with and enter a new one. This new world will be so different that whatever skills the h___ used previously will no longer be sufficient. Together, the h___ and the audience will master the rules of the new world, and save the day.
hero
A Hero Refuses the Journey because of fears and insecurities that have surfaced from the Call to Adventure. The Hero is not willing to make changes, preferring the safe haven of the Ordinary World.
Refusal of the Call
The hero has to learn how to survive in the new world incredibly fast, so the ___ appears to give them a fighting chance. This ___ will describe how the new world operates, and instruct the hero in using any innate abilities they possess. The ___ will also gift the hero with equipment, because a level one hero never has any decent weapons or armor.
mentor
The Hero Meets a _______ to gain confidence, insight, advice, training, or magical gifts to overcome the initial fears and face the threshold of the adventure. A Hero may not wish to rush into a Special World blindly and, therefore, seeks the experience and wisdom of someone who has been there before.
Meeting the Mentor
The hero will have some great challenges ahead; too great for one person to face them alone. They’ll need someone to distract the guards, hack into the mainframe, or carry their gear. Plus, the journey could get a little dull without another character to interact with.
Allies
The Hero engages in the ____, the central life-or-death crisis, during which they face their greatest fear, confronts this most difficult challenge, and experiences “death”. Their Journey teeters on the brink of failure. The ____ is the central, essential, and magical Stage of any Journey.
The Ordeal
The forces that stand in the way at important turning points, including jealous enemies, professional gatekeepers, or even the hero’s own fears and doubts. The ____ tests the hero before they face great challenges. They can appear at any stage of the story, but they always block an entrance or border of some kind. Their message to the hero is clear: “go home and forget your quest.” They also have a message for the audience: “this way lies danger.” Then the hero must prove their worth by answering a riddle, sneaking past, or defeating the ____ in combat.
Guardian / Threshold Guardian
The Hero has survived death, overcome their greatest fear, slain the dragon, or weathered the Crisis of the Heart, and now earns the Reward that he sought. Following the Reward comes the _____. The Hero must finally recommit to completing the Journey and accept the ___ ___ to the Ordinary World. A Hero’s success in the Special World may make it difficult to return. Like Crossing the Threshold, ___ ___ ___, needs an event that will push the Hero through the Threshold, back into the Ordinary World.
The Road Back