Presentation on theme: "The Ordinary World Flik is the unlikely hero, of A Bug’s Life. Flik goes on a Hero’s Journey throughout the movie. Flik begins his journey in his ordinary."— Presentation transcript:
The Ordinary World Flik is the unlikely hero, of A Bug’s Life. Flik goes on a Hero’s Journey throughout the movie. Flik begins his journey in his ordinary world, which is his ant colony. This is the only place Flik knows and has never been outside of his colony. This is the hero's home environment where his friends and family are located. The story starts here so that the separation becomes apparent. This is the land of the "mother" where the hero feels comfortable. Note that this does not necessarily have to be a safe environment as long as the hero feels connected to the land/people/surroundings.
Call to Adventure Flik’s call to adventure is when one of his inventions goes extremely wrong. Flik must save his colony from the evil grasshoppers. In order to do this Flik has to embark on a mission to find help from outside colonies and other bugs. There is an awakening of the "self to an unknown, unexpected world. The hero becomes aware of a new, unusual, exciting, forbidden, and/or foreign world. Sometimes, chance reveals an unexpected world; therefore, the hero is forced to leave (which may cause some anxiety.
Refusal of the Call Flik is content with his life in the ant colony. Flik does not want to leave his colony when there is distress. However, knowing Princess Atta and the rest of his friends and family needs his help, Flik ventures off into a different world. The hero doesn't understand that the refusal of the call means a refusal to move on in life. The hero views his present system of ideals, virtues, goals, and advantages as fixed and secure, or the hero is waiting for the perfect call.
Supernatural Aid: Flik’s has two supernatural aids. The first aid that Flik has is Princess Atta. Everything Flik does is to impress her. She is the main reason Flik sets out on his journey to find help for the colony. Flik’s other supernatural aid is Dot. She is the Princess Atta’s little sister. She is always encouraging Flik. Dot proves to Flik that size doesn’t matter, and convinces Flik to set off in his journey to save the colony. Princess Atta Dot Provides the hero with something (physical or mental) which will help the hero move forward in his adventure. Perhaps a sword to fight the dragon or a confidence boost to help the hero believe in him/herself. Represent the forces of the unconscious at the hero's side.
Crossing the Threshold Flik’s Crossing of the Threshold is when he leaves Ant Island and goes into the city. Here Flik is faced with many unfamiliar situations. Flik finds a great amount of danger when he ventures from his own colony. Flik is alone when he crosses the threshold and is unsure what he will find. However, he knows he must come back to the colony with help in order to save his colony. The hero ventures into an unknown world which breaks tradition, and the hero meets some dangerous presence. Beyond the entrance to this zone is darkness, the unknown, and danger (desert, jungle, deep sea, alien land, etc.)
In the Belly of the Whale: Flik goes into a world of unknown. This is the belly of the whale. It is a world of darkness. In order to become a different person, Flik goes inward. The belly of the whale in A Bug’s Life, is the city. Once the hero has crossed the threshold, his old world is destroyed (literally or figuratively). He/she moves into a world of darkness (the belly of the whale) and will not come out until he/she is ready to return (so the hero stays in the belly of the whale through all of initiation). Often times there will be a "deepest part" to the belly. The hero goes inward (into his own mind) in order to be "reborn."
The Road of Trials: During the road of trials, Flik is tested immensely. Flik is able to survive near death fights in the city. He is also tested when he is in search for the bugs that can help him save his colony. Flik learns to adapt to the fast pace of the city, yet is almost ready to give up his search after being put down so many times. Flik then finds the warrior bugs he is looking for. This is where Flik begins to show growth and strength. Knowing Flik has found the warrior bugs, he begins to feel hopeful during his journey. Hero experiences miraculous tests or ordeals on the road of trials. There are usually several incidents that affect the hero at this point. The hero will appear weak and vulnerable, but he/she will also begin to show growth.
The Meeting with the Goddess: The Goddess Flik meets with are all of his warrior friends. They show him that there is hope and his colony can be saved. The hero meets a "goddess" that shows him/her what perfection is truly like. The hero witnesses all that can be accomplished and often times, his/her mission becomes much clearer. The goddess encourages the hero to continue.
The Woman as the Temptress: The presence that attempts to destroy Flik’s mission is the circus ringleader. He is constantly telling Flik to the wonders of the circus and trying to get Flik to join. If Flik joins, he will have failed his quest. Flik resists the temptation to join the circus. The hero meets a presence that attempts to destroy the hero's mission. Often the temptress is sent by the evil forces working against the hero in order to try to stop the hero.
Atonement with the Father The atonement with father Flik has is after he comes back to his colony with the so called warrior bugs. When Flik admits to Princess Atta that the bugs he has brought with him were not really warrior bugs, Flik is taking full responsibility. This is when he has shown growth and maturity. Father symbolizes judgment; the hero overcomes fear, judgment, and mental blocks that may have been holding him/her back. This stage shows growth and the ability to take on adult responsibilities.
Apotheosis The stage of apotheosis for Flik is right when he arrives to his colony. When he brings back the warrior bugs, everyone is praising him. They even have a festival because the warrior bugs were there. Flik feels on top of the world during this time. The hero is in a divine, god-like state (ecstasy). The hero goes beyond the last terrors of ignorance. Hero recognizes the "big picture" (spiritual understanding can be known). The hero finally understands why he/she has been on his/her journey. The journey is not over, but the hero understands what it takes to return.
The Ultimate Boon The ultimate boon for Flik is when he convinces the circles bugs to come back with him to the colony. He also persuades them to put on a show, pretending to be warrior bugs. This is the ultimate boon for Flik because he feels he has succeeded in his search for bugs who can save his colony. The hero receives the prize that he/she has been after. The boon may come in the form a physical rewards (like the dragon's treasure), but will more importantly include a mental/emotional reward (like inner peace).
Refusal of the Return Flik does not have a refusal of return. The hero should bring their wisdom back to their kingdom of humanity. The hero often wishes to remain in isolation with his boon. Hero can refuse a return; attains or experiences a symbolic "death."
Magic in Flight (The Chase) The magic in flight is when Flik and his friends are flying towards Ant Island. The large bird chases them everywhere. Flik shows confidence when he tries to save Dot from the bird. This bird is the force working against Flik from getting back to his colony. The hero has his reward, now he must return to safety. There may be forces still working against him/her (possibly trying to get the treasure back that the hero has taken). A "chase" ensues. The hero usually appears as a changed person by this time. Their final chase is characterized by the hero's confidence and bravery.
Rescue from Without: The rescue of the hero, is when the entire colony helps Flik. TO get rid of the grasshoppers, Flik has one last invention. Everyone puts there efforts together to help Flik save the colony. The world may have to come to retrieve the hero. Attaining the boon has drained the hero and he/she needs assistance in returning. This is sometimes a blow to the hero's ego, but the hero will recover because he sees the big picture and have accomplished a great deed.
Crossing the Return Threshold Flik crosses the return threshold, when he returns to Ant Island. Here he is able to show his colony that his is truly a hero. There is a difficulty in the hero's return; the world has changed and so has the hero. The hero may not be accepted back to his old world. He may feel awkward in his immediate return. The returning hero must survive the impact of the world; he may not be able to verbalize the wisdom he has gained through his journey. The hero conquers the difficulty in returning, showing that he/she is able to adapt.
Master of Two Worlds: Flik becomes the master of two worlds when he decides to take charge for his mistakes in the colony. He has grown and developed. Flik learned that he should not be so afraid, and this is when he has obtained wisdom from bothe the spiritual and material world. Hero has attained wisdom in both the spiritual and material world (conscious world). The hero gives up completely all attachment to his personal limitations, hopes and fears. The hero no longer tries to live, but willingly relaxes to whatever may come to pass in him. The boon that the hero brings restores the world.
Freedom to Live: At the end of A Bug’s, Flik obtains his freedom to live. He has defeated the grasshoppers, and proved to his colony he is a true hero. Flik is extremely bold and not afraid anymore. His journey was a true Hero’s Journey. The hero reconciles the fact the every creature lives on the death of another. The hero understands that it was only through the "death" of his/her former self that the new life was able to surface. The hero learns never to be afraid of the next moment (destruction or change), he has learned "to be" (exist).