Beatrice travels to the Dauntless compound with other initiates and renames herself Tris. The initiates are told that only 10 of them will succeed, the others will become factionless or homeless with no place in society. Tris befriends Christina and Al from Candor and Will from Erudite. Peter, Drew and Molly, three others in their group, bully her.
Tris is more careful but still excels at training, getting through her simulations faster than anyone else. By the end of stage two, she is ranked first among the initiates. Other initiates become jealous, and three of them, including her friend Al, kidnap her and try to kill her. Four saves Tris before she is thrown over a ledge.
The Initiate A Divergent Story 12
Four explains to Tris that they must keep their relationship a secret or other initiates will think her rank is based on favoritism and not merit. He also tells her that he got into the Dauntless computer system and found war plans from the Erudite. They realize that the Erudite want to use the Dauntless as soldiers in a war against Abnegation.
Tris sees two initiates kissing in the dining room. She is embarrassed because Abnegation does not condone public displays of affection. Al likes Tris and tries to put his arm around her, but she rebuffs him.
Tris comes out of the shower wearing only a towel and encounters Peter, Molly and Drew in the dormitory. She barely has time to grab her dress before Peter pulls her towel away. Although she is able to hold the dress in front of her, they see her naked body from the back and laugh at her. After Tris is ranked first, other initiates kidnap her. They blindfold her and grope her before attempting to throw her over a ledge into the rapids.
After Tris is declared first among the initiates, she and Four kiss in front of everyone in the dining hall. In the train ride on the way to the Amity headquarters, Four tells Tris that he loves her, and he kisses her.
Alcohol: Four is seen with a bottle in his hand and appears tipsy. Alcohol is present at a wake where some of the initiates drink. People are drunk at dinner and at various celebrations.
They approach the fence, and Four explains that if they aren't in the top five at the end of initiation, they'll probably end up as fence guards. After inquiring, they learned that Four was ranked first in his initiate class, and even though he could have gotten a government job, he chose not to. Tris thinks about the very few options available to Dauntless members where jobs are concerned, and realizes that because her rank is so terrible she'll probably have last pick even if she makes it past initiation.
They tell the rest of their team where to look for the other flag, and they go running off to get it; when Tris and Christina reach for the flag at the same time, Tris allows Christina to take it and have some of the glory - though it is extremely difficult for her. Basking in their victory on the way back to the compound, Tris officially meets Marlene and Uriah, two Dauntless-born initiates, who compliment her strategy.
Tris's encounter with Robert accentuates the faction divisions that are ever-present; though all children from all factions were allowed to attend school together before Choosing Day, as initiates and official faction members they are kept apart. A good question to keep in mind while continuing to read is whether the factions have always been this divided, or whether friction has magnified over the years, just like Dauntless's gradual shift towards a more ruthless kind of bravery. That Tris isn't even allowed to exchange a few words with a childhood friend without falling under scrutiny shows how heavily present these divisions are, and how absolute that choice they made on Choosing Day is.
Chapter 12 is an integral part of the story; here, Tris finally starts to become Dauntless in a way that she hasn't before. Though she may not yet have the strength and fighting skill she will need to develop if she's going to make it through initiation, she has the intelligence and resourcefulness necessary for strategizing in dangerous or demanding situations, the likes of which Dauntless are often thrown into. The praise she receives from even the Dauntless-born initiates shows that she is truly beginning to fit in; she may have made the right choice after all.
And then, of course, her feelings for Four are beginning to blossom. Up on top of the ferris wheel, away from the stress and pressure of initiation where he is her leader, she finally begins to realize that being around him makes her feel like she's going to "burst into flames". This is the first time she really allows herself to notice her feelings. It's clear Tris and Four share a bond beyond instructor and initiate, but there may be some danger for both of them. Harboring feelings for her initiation leader may be a distraction, and Four is clearly struggling against Dauntless leadership. At this point, she can't afford to have anything get in her way, but Tris is also a young woman. This plot ushers in another coming-of-age for Tris - her "initiation" into romantic relationships.
Okay, so the team is now aware the 12 Monkeys are a threat, but didn't it seem a little too convenient the way Jones spotted Jennifer (and the monkey head) in the newspaper? I know I know, they only have 42 minutes to tell the story. I'm just sayin'.
Thinking differently places you in a unique position to address challenges in a way that others would not. One of my favorite examples of this comes from Malcom Gladwell. He tells the story of David Boies who grew up with dyslexia and struggled in the classroom. Because reading was so difficult for him, David developed incredible listening skills, allowing him to absorb extraordinary amounts of information. This skill benefited David immensely as he worked toward his law degree. Today, he is one of the top litigators in the United States.
Many neurodivergent people are strongly focused on social justice. What some consider rigid hyperfocus on rules can be better understood as a natural tendency to intensely believe in the import of fairness and justice. This focus on fairness, combined with deep empathy, leads to individuals who will fight passionately to protect the welfare of the disenfranchised and the environment. The belief that neurodivergent individuals are not empathetic is stunningly inaccurate for many. In fact, the opposite is often true - they may become so distressed by the violations of someone's rights, or by seeing someone in distress, that they simply shut down and can't react in a way that neurotypical people interpret as empathetic. A very minor example of this is evident in the number of neurodivergent people who become physically distressed by watching someone in a movie embarrass themselves socially. The discomfort they feel watching a movie where someone endures minor social harm can transform into an overwhelming pain when they witness significant harm in the real world.
The Hero's Journey is as old as humanity itself. And over the history of humanity, this single story form has emerged over and over again. People from all cultures have seemed to favor its structure, and its familiar types of characters, symbols, relationships, and steps.
Also, the Hero's Journey is a process that your reader expects your story to follow, whether they know it or not. This archetype is hard-wired into our D.N.A. To expect anything different would be practically inhuman.
In this post, I'll walk you through the Hero's Journey twelve steps, and teach you how to apply them into your story. I'll also share additional resources to teach you some other Hero's Journey essentials, like character archetypes, symbols, and themes. By the end of this post, you'll be able to easily apply the Hero's Journey to your story with confidence.
The Hero's Journey is the timeless combination of characters, events, symbols, and relationships frequently structured as a sequence of twelve steps. It is a storytelling structure that anyone can study and utilize to tell a story that readers will love.
And while some archetypes are unique to a genre, they are still consistent within those genres. For example, a horror story from Japan will still contain many of the same archetypes as a horror story from Ireland. There will certainly be notable differences in how these archetypes are depicted, but the tropes will still appear.
In addition to its character archetypes, Campbell's monomyth is probably best known for its twelve stages of the hero. This structure is used by modern storytellers to create films that make billions in revenue. If you've enjoyed a film by Pixar, Lucasfilm, or Marvel Studios recently, then you've probably seen the Hero's Journey at work.
Remember: these steps are not always scenes. They serve more as checkpoints or beats, marking progress on a familiar path that all Heroes more or less take. Sometimes a story will use steps more than once (The Lion King, The Prince of Egypt). Other times, a story will skip a step, like when a Hero doesn't have an explicit Mentor (Raiders of the Lost Ark).
The Call to Adventure is usually a brief, sudden story beat. It can be in human form (The Hunger Games), a letter (Harry Potter), the discovery of an ancient treasure (The Lord of the Rings), or an act of violence (Captain America: The First Avenger).
At the beginning of a story, Heroes are human, just like you and me. That makes them frail, fearful, and very mortal. They often have relationships they don't want to leave behind. And at this point in the story, a Hero doesn't realize they are a Hero yet (because no heroic steps have been taken!).
Armed with the proper training and support, the Hero sets out on their journey. In order to signal that the Hero is departing the familiar, safe world of the Ordinary, the storyteller will have the Hero cross a boundary of some kind that seperates the new world from the old. This is known as the Threshold.
Eventually the Hero must arrive at the destination, and that destination is frequently a fortress, cave, or dungeon crawling with monsters, enemies, or traps. This will lead to the story's climax, but the best heroic journeys include a step before the big fight. It's called the Approach, and it gives your Hero (and their companions) a moment to pause, breathe, and truly weigh the stakes of what's about to happen. 2ff7e9595c
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