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Sword, but after experiencing their Reward fully, heroes must turn back to the quest.

There are more Ordeals ahead, and it's time to pack up and face them, on the next

stage of the Hero's Journey: The Road Back.

QUESTIONING THE JOURNEY

1. What is the modern equivalent of a campfire scene in Thelma & Louise? Sister Act? Ghost?

2. What do the heroes of your stories learn by observing death? By causing death? By experiencing death?

3. What do the heroes of your story take possession of after facing death or their greatest fears? What is the aftermath, the consequence, of the major event of Act Two? Have your heroes absorbed any negative qualities from the Shadow or villain?

4. Does the story change direction? Is a new goal or agenda revealed in the Reward phase?

5. Is the aftermath of the Ordeal in your story an opportunity for a love scene?

6. Do your heroes realize they have changed? Is there self-examination or realization of wider consciousness? Have they learned to deal with their inner flaws?

that is, be happy inside herself wherever she is. But he agrees to try and orders a big hot-air balloon to be built by the citizens of Oz. The heroes have seized everything except the elusive prize of Home, which must be sought in Act Three.

Once the lessons and Rewards of the great Ordeal have been celebrated and absorbed, heroes face a choice: whether to remain in the Special World or begin the journey home to the Ordinary World. Although the Special World may have its charms, few heroes elect to stay. Most take The Road Back, returning to the starting point or continuing on the journey to a totally new locale or ultimate destination.

This is a time when the story's energy, which may have ebbed a little in the quiet moments of Seizing the Sword, is now revved up again. If we look at the Hero's Journey as a circle with the beginning at the top, we are still down in the basement and it will take some push to get us back up into the light.

Wake up, Seekers! Shake off the effects of our feast and celebration and remember why we came out here in the first place! People back home are starving and it's urgent, now that we've recovered from the ordeal, to load up our backpacks with food and treasure and head for home. Besides, there's no telling what dangers still lurk on the edge of the hunting grounds. You pause at the edge of camp to look back. They'll never believe this back home. How to tell them? Something bright on the ground catches your eye. You bend to pick it up — a beautiful smooth stone with an inner glow. Suddenly a dark shape darts out at you, all fangs. Run! Run for your life!

In psychological terms this stage represents the resolve of the hero to return to the Ordinary World and implement the lessons learned in the Special World. This can be far from easy. The hero has reason to fear that the wisdom and magic of the Ordeal may evaporate in the harsh light of common day. No one may believe the hero's miraculous escape from death. The adventures may be rationalized away by skeptics. But most heroes determine to try. Like the Boddhisattvas of Buddhist belief, they have seen the eternal plan but return to the world of the living to tell others about it and share the elixir they have won.

MOTIVATION

The Road Back marks a time when heroes rededicate themselves to the adventure. A plateau of comfort has been reached and heroes must be pried off that plateau, either by their own inner resolve or by an external force.

Inner resolve might be represented by a scene of a tired commander rallying dispirited troops after a battle, or a parent pulling a family together after a death or tragedy. An external force might be an alarm going off, a clock ticking, or a renewed threat by a villain. The heroes may be reminded of the ultimate goal of the adventure.

The Road Back is a turning point, another threshold crossing which marks the passage from Act Two to Act Three. Like crossing the First Threshold, it may cause a change in the aim of the story. A story about achieving some goal becomes a story of escape; a focus on physical danger shifts to emotional risks. The propellant that boosts the story out of the depths of the Special World may be a new development or piece of information that drastically redirects the story. In effect, The Road Back causes the third act. It can be another moment of crisis that sets the hero on a new and final road of trials.

The rocket fuel may be fear of retaliation or pursuit. Often heroes are motivated to hit The Road Back when the forces they have defied in the Ordeal now rally and strike back at them. If the elixir was stolen from the central forces rather than given freely, there may be dangerous repercussions.

RETALIATION

An important lesson of martial arts is Finish your opponent. Heroes often learn that villains or Shadows who are not completely defeated in the crisis can rise up stronger than before. The ogre or villain that the hero confronted in the Ordeal may pull himself together and strike a counterblow. A parent who has been challenged for dominance in the family may get over the initial shock and unleash a devastating retaliation. A martial arts opponent knocked off balance may recover his center and deliver a surprise attack. In the Tiananmen Square incident, the Chinese government rallied after several days of confusion to launch a crushing response that drove the students and their Goddess of Liberty from the Square.

One of the most vivid examples of this retaliatory movement in films is in Red River, when Tom Dunson has been toppled from his throne by his foster-son, Matthew Garth, in a central Supreme Ordeal. In the Reward stage, while Matt and his men are celebrating in the town where they've sold the cattle, Dunson is busy recruiting a small army of gunmen. In The Road Back phase, he comes riding after Matt with the force of a railroad train and the stated intention of killing his adopted son. What had been a story of overcoming obstacles on a cattle drive now becomes a story of a parent stalking his child to get revenge.

The peculiar force of this passage is carried in John Wayne's physical acting. He lurches toward the showdown with Montgomery Clift like a zombie, with the unstoppable energy of a machine, flicking cattle out of his path and shrugging off a bullet from a secondary character who tries to deflect him from his intent. He is the living image of the angry parental energy that can be roused by challenging a Shadow.

The psychological meaning of such counterattacks is that neuroses, flaws, habits, desires, or addictions we have challenged may retreat for a time, but can rebound in a last-ditch defense or a desperate attack before being vanquished forever. Neuroses have a powerful life force of their own and will strike back when threatened. Addicts who have made a first effort at recovery may fall off the wagon with a vengeance as their addiction fights back for its life.

Retaliation can take other forms. If you're hunting bear or killing dragons, you may find that the monster you killed in the Ordeal has a mate who comes chasing after you. A villain's lieutenant may survive him to pursue you, or you may find you have only killed an underling in the Ordeal. There may be a bigger Mr. Big who wants revenge for the loss of his servant.

An avenging force may strike a costly blow to the hero's fortunes, wounding him or killing one of his cohorts. This is when Expendable Friends come in handy. The villain might also steal back the elixir or kidnap one of the hero's friends in retaliation. This could lead to a rescue or chase, or both.

CHASE SCENES

In many cases heroes leave the Special World only because they are running for their lives. Chases may occur in any part of the story, but the end of Act Two is one of the most popular places. Chases are useful for torquing up a story's energy. Audiences may get sleepy at this point, and you have to wake them up with some action or conflict. In the theatre, this stage is called "racing for the curtain," a time when you want to pick up the pace and build momentum for the finish.