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Narrative theory: A Hero's Journey (The Curse of the Were-Rabbit)

Wallace & Gromit The Curse of the Were-Rabbit

A Hero's Journey: Applying narrative theory to a mainstream animated feature film.

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1. Ordinary World

Wallace and Gromit are the local heroes of their Northern English town with their defence against the problem of a rabbit infestation; with their business 'Anti-Pesto'.

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2. Call to Adventure

Wallace introduces his latest invention 'the mind manipulation-o-matic' that is designed to extract unwanted thoughts and desires from someone/something after realising his cheese addiction is tampering with his health.

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3. Refusal of the call

To Gromit's relief the phone rings and distracts Wallace from his demonstration due to an emergency at the local Manor House, Tottington Hall, involving a rabbit infestation. The duo come between the owner's love interest Victor and his hunting addiction when Wallace's humane 'Anti-Pesto' methods of capturing the rabbits triumph and impress Lady Tottington.

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4. Meeting the Mentor

After successfully capturing all the rabbits from the grounds of Tottington Hall, Wallace thinks it's in the town's best interest to change the persona of the rabbits and thus protecting the town's vegetable competition.

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5. Crossing the threshold

After Wallace's plan to re-invent the nature of rabbits doesn't succeed, the town is suddenly at threat from a giant were-rabbit. The duo now venture out into the dark to capture the beast "With a big trap!" Gromit is separated from Wallace and loses the beast in the dark.

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6. Test, Allie, Enemy

Wallace is convinced that Hutch the rabbit is the beast and races away to tell Lady Tottington the news. Gromit unfolds the truth that Wallace and Hutch's personalities have been exchanged and quickly brings Wallace away from Lady Tottington before the sun sets. Victor's jealousy over Wallace and Lady Tottington's relationship stops them in their tracks only to discover Wallace's identity as the were-rabbit.

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7. Approach to the Inmost Cave

When Gromit proves to Wallace he has swapped personalities with Hutch the rabbit, Lady Tottington pays a visit stressing her grief that Victor is to shoot the were-rabbit dead as a result of their failure to capture the beast. The moon emerges and Wallace transforms just as Victor pays a visit that could be fatal.

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8. Oredeal

Despite Gromit creating a diversion for the were-rabbit, Victor captures Gromit to then head over to the Vegetable Competiton to shoot Wallace without being stopped by his trusty companion.

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9. The Reward

Just when Gromit thinks his master is doomed, he realises that Hutch is his only chance to save Wallace from Victor and so sets off a Pest Control trap which alerts Hutch into a state of enthusiasm that saves Gromit from being imprisoned.

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10. The Road Back

Gromit's bold entrance into the vegetable competition stirs up trouble with Phillip and so Gromit is chased around Tottington Hall in an attempt to stop Victor using the Golden Carrot trophey as a bullet for Wallace.

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11. Ressurection

After flying in front of Victor's bullet, Gromit finds himself in a predicament that forces Wallace to save him from plummeting from the rooftop of Tottington Hall. In doing so, Wallace becomes weak as the were-rabbit and so the curse is lifted restoring himself back to normality.

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12. Return to Elixir

Tottington Hall is made into a 'Bunny Sanctuary' and Wallace and Gromit remain a duo when Wallace and Lady Tottington part as friends.

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