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.

FunctionCampbellVoglerHarmonMurdockHudsonSnyder
The life beforeStatus quo, incomplete. Campbell assumes it; everyone else stages it.Implied

Not a named station

Ordinary WorldYouSeparation from the FeminineDependent WorldOpening Image / Set-up
The claim on the lifeSomething knocks. Desire or danger makes stasis a choice.Call to AdventureCall to AdventureNeedIdentification with the MasculineOpportunity to ShineCatalyst
The flinchFear makes the call expensive. Debate, stall, or a proxy who refuses.Refusal of the CallRefusal of the CallInside Need / Go

Often folded

Inside Separation

Refusal of the mother-world

Price of ConformityDebate
Help on the roadA teacher, talisman, or witness. Equipment, not a substitute hero.Supernatural AidMeeting the Mentor—

Helpers appear in Search

Gathering of AlliesDresses the PartB Story
The doorIrreversible entry into a world with new physics.First ThresholdCrossing the ThresholdGoRoad of TrialsSecret WorldBreak into Two
SwallowedThe old self cannot survive the crossing. Death-and-rebirth as image.Belly of the WhaleThreshold / 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 TrialsTests, Allies, EnemiesSearchOgres and DragonsSecret WorldFun and Games
The inmost approachDread and preparation. The cave is named before it is entered.Meeting with the GoddessApproach to the Inmost CaveEnd of Search

Toward Find

Boon of SuccessNo Longer FitsLate Fun and Games

Toward midpoint

The crisis at the centerWant fulfilled or death brushed. The story becomes what it is about.Atonement with the FatherThe OrdealFindBoon of SuccessCaught ShiningMidpoint
The billPayment, temptation, aridity. Getting it costs the self that wanted it.TemptationRewardTakeSpiritual AridityGives Up What Kept Her StuckBad Guys Close In
The near-deathA second, deeper unmaking — public, costly, past the midpoint.ApotheosisResurrectionTake (peak cost)Descent to the GoddessWildernessAll Is Lost
The giftBoon, elixir, light, plan. It must travel home.The Ultimate BoonSeizing the SwordFindWhat the descent returnsChooses Her LightBreak into Three
The road homeFlight, pursuit, or a chosen return. The gift is now at risk.Magic FlightThe Road BackReturnYearning to ReconnectKingdom in ChaosInto the finale
The provingThe new self acts where the old self would have failed.Master of Two WorldsResurrectionChangeIntegrationChooses Her LightFinale
The life afterFreedom, elixir, a brighter kingdom. The opening image, answered.Freedom to LiveReturn with the ElixirChange (lived)A whole ordinary dayThe Kingdom Is BrighterFinal Image