1 Ordinary World
Mr. Anderson lives alone in an apartment and works a boring, steady job
2 The Call to Adventure
Mr. Anderson is contacted through his computer by other hackers
3 Refusal of the Call
Mr. Anderson does not escape from the authorities as Morpheus tells him
4 Meeting with the Mentor
Mr. Anderson is finally introduced to Morpeus
5 Crossing the First Threshold
Mr. Anderson takes the red pill and exits the Matrix
6 Test, Allies, Enemies
Neo is trained to fight against the agents who roam the Matrix
7 Approach to the Inmost Cave
Neo retrieves the Keymaker from the Merovingian
8 Supreme Ordeal
Neo is locked in the Trainman's station by order of the Merovingian (This happens in Act 3, but would usually happen earlier)
9 Reward
Neo gains access to the Architect
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