The Late Middle Ages in Britain
The world of the late Middle Ages in Britain was dominated by an emphasis on religious faith and a romantic literary spirit. The full adoption of the Christianity faith would take centuries. Magic in Christianity exist side by side. Magical creatures, such as elves, dragons, dwarfs. Over centuries Anglo-Saxon rulers accepted Christianity. As Christianity spread its influence over daily life grew. As Monasteries developed they became centers of learning. Romance has very exaggerated characteristics. Chivalry is the code of ethics. Courtly love which celebrated romantic passion. The devotion of love to the knights lady. Adventures in legendary knights, most are crowd pleasing escapes. The heroin in romance is always the most beautiful women in the world. She is said to have blonde hair, green or gray eyes, pale skin, and rosy cheeks. |
Depth Psychology: The Basic for Archetypal Analysis
This six weeks, in Mr.E's English IV class we will be using a psychological approach to movies and stories called "Archetypal Analysis." Such as looking for symbols in the work we do that transcend from culture and time. To understand where archetypes come from, you must understand the underlying theories of Sigmund Freud and Carl Jung regarding the collective unconscious. |
Archetypes of the Quest in JUMANJI by Amber and Justine
A boy named Alan Parish was being chased by a bully and his friends, so Alan then hides from them in a near by shoe factory. In the factory he runs into his father who tells him he needs to stand up for himself. After leaving the factory Alan encounters the bully and his friends. The bully says to Alan "stay away from my girlfriend," Alan replies "we are just friends!" This arguement then leads to Alan getting beat up. On the way home Alan hears a loud noise in the wall of a near by construction site. He goes to the wall pulls out a brick and finds an old box that says JUMANJI. That evening Alan's parents are going to out to an event. Awhile after they leave Sarah Whittle (the bullies girlfriend) arrives to apologize for what her boyfriend has done. The two of them hear the loud the noise again and that leads them both to JUMANJI. Alan opens the game sets it up for them, but Sarah says she is to old for board games and throws the dice. After she does so the game pieces move on there own and a strange noise come from the fireplace. Sarah then tells Alan not to take his turn, he does so anyways and then the board read "in the jungle you must wait, until the dice reads five or eight." Alan slowly began to fade away, Sarah started freaking out and then a swarm of bats chase her out of the house. First Trial: Twenty-Five years later two kids named Judy and Peter Shepherd and their aunt Nora move into the Parish Mansion. As they are settling in and exploring their new home Judy encounters some bats in the attic so their aunt has to call an exterminator. The next day when their aunt is out they hear a loud noise somewhere in the mansion. Being curious they follow the sound into the attic and find the boon. Opening it up, two game pieces magically lock into place for them. The first roll of the dice by Judy is giant mosquitos. Peter rolls snake-eyes, which unleashes a lot of mean monkeys in the kitchen. Right after, Judy reads a message on the game board which states that everything will revert to normal once the game is finished. As Peter has rolled double, he takes another turn. Peter rolls a five, and they find a lion in their house. Because Peter rolled a five out came Alan in jungle clothes. Judy and Peter freak out with him, then he explains everything to them. The Hero shaves and cleans himself and looks for his parents, he goes to the old shoe factory and he meets an old homeless man who tell him that when he went missing his dad spent all the money he had trying to find him. Alan meets back with the heralds and they tell him they have to finish the game, so they start playing, Second Trial: Once they realize they can't skip or roll the dice for Sarah who originally started playing with Alan they go and find her. She refuses to play the game because of what happened in the past, being a trickster Alan manages to trick her into it. Third Trial: When she rolls the dice, out came Van Pelt a man who chased Alan through out the game, They hid from him in the library of the mansion, where Judy's turn leads a stampede of animals from behind the bookcase. A huge Pelican grabs JUMANJI and flies off with it. Alan chases the pelican into a river, the bird drops the game into the river. Alan gets the game and then they return home. On the friendly beasts' next turn he attempts to cheat to get the number he needs to finish the game because of that he gets JUMANJI morphs him into a monkey. Meanwhile, Van Pelt is hunting them and leads them into the stampede of animals that nearly kills Peter because he hid in a car with the game. Van Pelt tries to get the game away from him, but doesn't manage so Peter then runs into a near by haven and everyone chases after him. The devil figure tries to trap Sarah so that could get him to Alan, but it instead it results in him being buried under very many cans of paint, While they can they escape from him into the center of the abyss, only to find it filled with carnivorous plants. Fourth Trail: The next turn, lands into a monsoon that floods the entire first floor of the home and the group gets chased by a crocodile. They all run to the place of community, Sarah takes her turn making the floor into quick sand that almost completely swallows Alan, the next turn freezes the floor leaving Alan dangling between the floor. Peter rolls and outcome huge spiders, Judy trying to fight them gets stung by the poisonous plants. Sarah takes her turn which results in an earthquake in the underworld that splits it in two; making Alan is then freed and fall along with the game, Alan manages to save the game, and is about to take his turn when Van Pelt comes in. Van Pelt, tell Alan to run and Alan say no that he is going to face his fears. Van Pelt tells Alan to say his last words Alan drops the dice and replies the name. All the animals, and Van Pelt are sucked into the game, Sarah and Allen hug each other and closes there eyes not knowing what was going to happen. Opening their eyes they find themselves back in 1969 in the living room of Alan's mansion. Alan starts to panic about Judy and Peter about where they may be and then Sarah reminds him they do not exist yet. The two of them take the game, weight it down and toss it in the near by river. |
Other Examples of the Quest Motif
From the RHHS Class of 2014
Christian and Melissa's quest map has proper use of images because they help understand Percy Jackson and the Lightning Thief because they are all uniform and don't make the map chaotic.
Jesus Magallanes did a great job explaining the many trials the hero must go threw to realizes that he is the Dragon Warrior.
Jesus Magallanes did a great job explaining the many trials the hero must go threw to realizes that he is the Dragon Warrior.