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ROUGH LANDING

Heroes don't always land gently. They may crash in the other world, literally or figuratively. The leap of faith may turn into a crisis of faith as romantic illusions about the Special World are shattered by first contact with it. A bruised hero make pick herself up and ask, "Is that all there is?" The passage to the Special World may be exhausting, frustrating, or disorienting.

THE WIZARD OF OZ

A tremendous natural force rises up to hurl Dorothy over the First Threshold. She is trying to get home but the tornado sends her on a detour to a Special World where she will learn what "home" really means. Dorothy's last name, Gale, is a wordplay that links her to the storm. In symbolic language, it's her own stirred-up emotions that have generated this twister. Her old idea of home, the house, is wrenched up by the tornado and carried to a far-off land where a new personality structure can be built.

As she passes through the transition zone, Dorothy sees familiar sights but in unfamiliar circumstances. Cows fly through the air, men row a boat through the storm, and Miss Gulch on her bicycle turns into the Wicked Witch. Dorothy has nothing she can count on now but Toto — her instincts.

The house comes down with a crash. Dorothy emerges to find a world startlingly different from Kansas, populated by the Little Men and Women of fairy tales. A Mentor appears magically when Glinda floats onto the scene in a transparent bubble. She begins to teach Dorothy about the strange ways of the new land, and points out that the crash of Dorothy's house has killed a bad witch. Dorothy's old personality has been shattered by the uprooting of her old notion of home.

Glinda gives a mentor's gifts, the ruby slippers, and new direction for the quest. To get home, Dorothy must first see the Wizard, that is, get in touch with her own higher Self. Glinda gives a specific path, the Yellow Brick Road, and sends her over another threshold, knowing she will have to make friends, confront foes, and be tested before she can reach her ultimate goal.

The First Threshold is the turning point at which the adventure begins in earnest, at the end of Act One. According to a corporate metaphor in use at Disney, a story is like an airplane flight, and Act One is the process of loading, fueling, taxiing, and rumbling down the runway towards takeoff. The First Threshold is the moment the wheels leave the ground and the plane begins to fly. If you've never flown before, it may take awhile to adjust to being in the air. We'll describe that process of adjustment in the next phase of the Hero's Journey: Tests, Allies, Enemies.

QUESTIONING THE JOURNEY

1. What is the First Threshold of City Slickers? Rain Man? Dances with Wolves? How does the audience know we've gone from one world to another? How does the energy of the story feel different?

2. Is your hero willing to enter the adventure or not? How does this affect the Threshold Crossing?

3. Are there guardian forces at the Threshold and how do they make the hero's leap of faith more difficult?

4. How does the hero deal with Threshold Guardians? What does the hero learn by Crossing the Threshold?

5. What have been the Thresholds in your own life? How did you experience them? Were you even aware you were crossing a threshold into a Special World at the time?

6. By Crossing a Threshold, what options is a hero giving up? Will these unexplored options come back to haunt the hero later?

Now the hero fully enters the mysterious, exciting Special World which Joseph Campbell called "a dream landscape of curiously fluid, ambiguous forms, where he must survive a succession of trials." It's a new and sometimes frightening experience for the hero. No matter how many schools he has been through, he's a freshman all over again in this new world.

We Seekers are in shock — this new world is so different from the home we've always known. Not only are the terrain and the local residents different, the rules of this place are strange as they can be. Different things are valued here and we have a lot to learn about the local currency, customs, and language. Strange creatures jump out at you! Think fast! Don't eat that, it could be poison!

Exhausted by the journey across the desolate threshold zone, we're running out of time and energy. Remember our people back in the Home Tribe are counting on us. Enough sightseeing, let's concentrate on the goal. We must go where the food and game and information are to be found. There our skills will be tested, and we'll come one step closer to what we seek.

CONTRAST

The audience's first impressions of the Special World should strike a sharp contrast with the Ordinary World. Think of Eddie Murphy's first look at the Special World of Beverly Hills Cop, which makes such a drastic contrast to his former world of Detroit. Even if the hero remains physically in the same place throughout the story, there is movement and change as new emotional territory is explored. A Special World, even a figurative one, has a different feel, a different rhythm, different priorities and values, and different rules. In Father of the Bride or Guess Who's Coming to Dinner, while there is no physical threshold, there's definitely a crossing into a Special World with new conditions.

When a submarine dives, a wagon train leaves St. Louis, or the starship Enterprise leaves the earth, the conditions and rules of survival change. Things are often more dangerous, and the price of mistakes is higher.

TESTING

The most important function of this period of adjustment to the Special World is testing. Storytellers use this phase to test the hero, putting her through a series of trials and challenges that are meant to prepare her for greater ordeals ahead.

Joseph Campbell illustrates this stage with the tale of Psyche, who is put through a fairy-tale-like series of Tests before winning back her lost love, Cupid (Eros). This tale has been wisely interpreted by Robert A. Johnson in his book on feminine psychology, She. Psyche is given three seemingly impossible tasks by Cupid's jealous mother Venus and passes the Tests with the help of beings to whom she has been kind along the way. She has made Allies.

The Tests at the beginning of Act Two are often difficult obstacles, but they don't have the maximum life-and-death quality of later events. If the adventure were a college learning experience, Act One would be a series of entrance exams, and the Test stage of Act Two would be a series of pop quizzes, meant to sharpen the hero's skill in specific areas and prepare her for the more rigorous midterm and final exams coming up.

The Tests may be a continuation of the Mentor's training. Many Mentors accompany their heroes this far into the adventure, coaching them for the big rounds ahead.

The Tests may also be built into the architecture or landscape of the Special World. This world is usually dominated by a villain or Shadow who is careful to surround his world with traps, barricades, and checkpoints. It's common for heroes to fall into traps here or trip the Shadows security alarms. How the hero deals with these traps is part of the Testing.

ALLIES AND ENEMIES

Another function of this stage is the making of Allies or Enemies. It's natural for heroes just arriving in the Special World to spend some time figuring out who can be trusted and relied upon for special services, and who is not to be trusted. This too is a kind of Test, examining if the hero is a good judge of character.

ALLIES

Heroes may walk into the Test stage looking for information, but they may walk out with new friends or Allies. In Shane, a shaky partnership between the gunfighter Shane (Alan Ladd) and the farmer (Van Heflin) is cemented into a real friendship by the shared ordeal of a saloon-shattering brawl. When John Dunbar in Dances with Wolves crosses the threshold into the Special World of the frontier, he gradually makes alliances with Kicking Bear (Graham Greene) and the wolf he names Two Socks.