| Stage No. | Inner Stage | Outer Stage | Alternate Title | Notes |
|:---------:|:-------------------------------------:|:---------------------------------------------------:|:-----------------------------------------------------------------------------------------------:| ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Limited Awareness | Hook | Opening Image & Statement of Theme | Sets the tone, mood, type, and scope of the project. A "before" snapshot. Secondary character poses question or statement to MC that is theme of the story. |
| 2 | Increased Awareness | Call to Adventure | Catalyst | Life-changing event that knocks down house of cards. |
| 3 | Reluctance to Change | Refusal | | This section is always called "reluctance" or "refusal" but in most cases I think it's better phrased as a lack of faith in oneself. |
| 4 | Overcoming | Meet the Mentor | Setup Complete | By this point you should have Introduced or hinted at every character in the A plot of the story; plant character tics to be addressed later on. |
| 5 | Committing | Crossing the threshold | Debate | Point of no return; character makes a choice. A strong, definite change of playing field. Do not ease into Act II. |
| 6 | Experimenting | Allies & Tests / B Plot Initiate | B-Story | Often the "love" story; gives us a break from the tension of the A story; carries theme of story; often uses new "funhouse" version of characters. |
| 7 | Enemies & Tests / deliver the premise | Fun & Games (for the reader) | "The promise of the premise" / the heart of the story / all about \\\[the reader\\\] having fun | |
| 8 | Lock in / Crucible | No Turning Back | | |
| 9 | Preparing | Approach "Innermost Cave" | | |
| 10 | Big Change | Ordeal / false victory | Midpoint | Threshold between 1st half and 2nd half; can be false peak or false collapse (depending on the plot arc); stakes are raised; fun and games over |
| 11 | Recommit | Sieze the Sword | | By this point the protagonist should have everything they need to succeed. |
| 12 | | Reward / Bad Guys Close In | Bad Guys Close In | Bad guys regroup and send heavy artillery ; hero's team begins to unravel |
| 13 | Consequences | Consequences (Whiff of Death) | All is Lost | Opposite of midpoint (peak/collapse); whiff of death - old way of thinking dies/give up moment/runaway moment; false defeat; no hope |
| 14 | | LDNOTS / at the Mercy of the Villain / false defeat | Black moment | Darkest point; MC has lost everything |
| 15 | | Rally | | A story and B story combine and reveal solution |
| 16 | Rededication | The Road Back | | |
| 17 | | Ressurection / Climax | | |
| 18 | Final Attempt | The Final Battle | Finale | Wrap-up; dispatch all bad guys in ascending order, working way up to the boss |
| 19 | Mastery | Reward | | |
| 20 | | Sequel Bait / Epilogue | Final Image | Opposite of opening image; show how much change has occurred |