Provides a quick before snapshot of your hero and their world
Briefly alludes to the transformative journey that your hero will take and the flaw or flaws they will eventually conquer.
Somewhere within the first 10% of the novel
Set up your hero’s life and their status quo world before everything changes.
Takes up the first 10% of the novel
Disrupts the status quo world with a life-changing event
Show how resistant your hero is to change and/or prepares your hero for the break into Act 2
Takes us from Catalyst to end of act 1
Break Into 2
Opposite of act 1. Brings the hero into the upside down world of Act 2 where they will fix things the wrong way.
Before you get one quarter of the way through your novel theyere should be a clear act break.
Introduces the character who will somehow represent the B Story/spiritual story/ and help your hero learn it
Usually right after the break into 2 but can come early. Just make sure it is in the first 25%
Fun and Games
Delivers the promise of the premise of the noval and shows us how your hero is fairing in the new Act 2 world either having fun or floudnering
The beat spans the entire first half of Act 2
Marks the middle of the novel with either a false defear or a false victory while at the same time raising the stakes of the story
Bad Guys Close In
Provides a place for your hero to rebound after a false defeat or fall doan after a false victory all while the internal bad guys (flaws) are closing in
All is Lost
Illustrates your hero’s rock bottom
Dark Night of the Soul
Shows how your hero reacts to All is Lost and how they will eventually break through to a resolution
Beat takes us to the end of Act 2
Break into 3
Brings hero into the synthesis world of Act 3 where they will finally fix things the right way
Resolves all the problems created in Act 2 and proves that your hero has learned the theme and has been transformed.
80% - 90%
Provides an after snapshot of the hero to show how much they’ve changed