The Call to Adventure
The call to adventure is the point in a person's life when they are first given notice that everything is going to change, whether they know it or not.
Refusal of the Call
Often when the call is given, the future hero refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his or her current circumstances.
Supernatural Aid
Once the hero has committed to the quest, consciously or unconsciously, his or her guide and magical helper appears, or becomes known.
The Crossing of the First Threshold
This is the point where the person actually crosses into the field of adventure, leaving the known limits of his or her world and venturing into an unknown and dangerous realm where the rules and limits are not known.
The Belly of the Whale
The belly of the whale represents the final separation from the hero's known world and self. It is sometimes described as the person's lowest point, but it is actually the point when the person is between or transitioning between worlds and selves. The separation has been made, or is being made, or being fully recognized between the old world and old self and the potential for a new world/self. The experiences that will shape the new world and self will begin shortly, or may be beginning with this experience which is often symbolized by something dark, unknown and frightening. By entering this stage, the person shows their willingness to undergo a metamorphosis, to die to him or herself.
A quest archetype is a type of character or storyline in which a hero embarks on a journey to achieve a specific goal, often involving challenges, trials, and personal growth along the way. The quest archetype is commonly found in myths, legends, and literature as a narrative device to explore themes of self-discovery, transformation, and overcoming obstacles.
This fits the archetype of the Temptress, where a seductive or enchanting woman reveals forbidden knowledge or influences the hero's decisions. This archetype serves to test the hero's commitment to his quest or to lead him astray.
refusal of the call (referring to the call of adventure)
hero initally refuses to call into action
You get darklight during the quest "Shadow of the Storm". You can find the steps of this quest, and others, in great detail on sites such as runescape.wikia.com.
Hawthorne uses the archetype of the Fountain of Youth in his work to explore themes of eternal youth, immortality, and the quest for eternal life. This archetype often symbolizes the desire to escape the passage of time and the fear of death. Hawthorne uses it to comment on the complexities and consequences of seeking to defy the natural order of life and death.
The plot archetype in Carl Sandburg's story "How the Animals Lost Their Tails and Got Them Back Traveling from Philadelphia to Medicine Hat" is a quest or journey archetype, where the animals embark on a journey to retrieve their lost tails. This archetype typically involves a hero or group of characters overcoming obstacles and challenges to achieve a specific goal.
hero initially refuses the call to action
define "tragic archetype"
Shadow archetype (aspects of ourselves that we're unaware of). Anima (inner female), Animus (inner male). Witch archetype (female intuition), sorcerer archetype or trickster (male intuition). Mother archetype (female sensation), father archetype (male sensation). Amazon archetype (female intellect), Warrior archetype (male intellect). Princess or seductress archetype (female emotion), youth archetype (male emotion).
Archetype is a noun.
One could find the full list of steps needed to complete the "Animal Magnetism" quest on RuinScape's Wikia page. The page includes steps needed to complete some other quests as well.