Across the maps
Same job, six names
Plot functions do not line up perfectly — that is the point. Read across a row when you are stuck: if Vogler’s Ordeal is not firing, Harmon’s Find or Murdock’s Aridity may be the scene you actually need.
| Function | Campbell | Vogler | Harmon | Murdock | Hudson | Snyder |
|---|---|---|---|---|---|---|
| The life beforeStatus quo, incomplete. Campbell assumes it; everyone else stages it. | Implied Not a named station | Ordinary World | You | Separation from the Feminine | Dependent World | Opening Image / Set-up |
| The claim on the lifeSomething knocks. Desire or danger makes stasis a choice. | Call to Adventure | Call to Adventure | Need | Identification with the Masculine | Opportunity to Shine | Catalyst |
| The flinchFear makes the call expensive. Debate, stall, or a proxy who refuses. | Refusal of the Call | Refusal of the Call | Inside Need / Go Often folded | Inside Separation Refusal of the mother-world | Price of Conformity | Debate |
| Help on the roadA teacher, talisman, or witness. Equipment, not a substitute hero. | Supernatural Aid | Meeting the Mentor | — Helpers appear in Search | Gathering of Allies | Dresses the Part | B Story |
| The doorIrreversible entry into a world with new physics. | First Threshold | Crossing the Threshold | Go | Road of Trials | Secret World | Break into Two |
| SwallowedThe old self cannot survive the crossing. Death-and-rebirth as image. | Belly of the Whale | Threshold / Tests Often the first special-world shock | Search (start) | — Later: aridity is the true swallow | Secret World deepens | — Tone of Fun and Games’ first danger |
| The schoolingTests, allies, enemies, practice. Competence is earned in public or in secret. | Road of Trials | Tests, Allies, Enemies | Search | Ogres and Dragons | Secret World | Fun and Games |
| The inmost approachDread and preparation. The cave is named before it is entered. | Meeting with the Goddess | Approach to the Inmost Cave | End of Search Toward Find | Boon of Success | No Longer Fits | Late Fun and Games Toward midpoint |
| The crisis at the centerWant fulfilled or death brushed. The story becomes what it is about. | Atonement with the Father | The Ordeal | Find | Boon of Success | Caught Shining | Midpoint |
| The billPayment, temptation, aridity. Getting it costs the self that wanted it. | Temptation | Reward | Take | Spiritual Aridity | Gives Up What Kept Her Stuck | Bad Guys Close In |
| The near-deathA second, deeper unmaking — public, costly, past the midpoint. | Apotheosis | Resurrection | Take (peak cost) | Descent to the Goddess | Wilderness | All Is Lost |
| The giftBoon, elixir, light, plan. It must travel home. | The Ultimate Boon | Seizing the Sword | Find | What the descent returns | Chooses Her Light | Break into Three |
| The road homeFlight, pursuit, or a chosen return. The gift is now at risk. | Magic Flight | The Road Back | Return | Yearning to Reconnect | Kingdom in Chaos | Into the finale |
| The provingThe new self acts where the old self would have failed. | Master of Two Worlds | Resurrection | Change | Integration | Chooses Her Light | Finale |
| The life afterFreedom, elixir, a brighter kingdom. The opening image, answered. | Freedom to Live | Return with the Elixir | Change (lived) | A whole ordinary day | The Kingdom Is Brighter | Final Image |