Journey of the Hero
ARCHETYPE DEFINITION Joseph Campbell was heavily influenced by the Swiss Psychiatrist Carl Jung whose theory of the collective unconscious involved archetypes—recurring images, patterns, and ideas from dreams and myths across various cultures. Below are several archetypes often found in myths.
The Hero learns a lesson or changes during the journey. sacrifices for a cause or others as the audience identifies with him/her leaves the familiar to enter an unfamiliar and challenging world. pursues the goal of the journey that leads to a confrontation with death
The Mentor guides the hero on the journey by providing motivation, insights, and training. teaches or trains the hero in a positive way. often former heroes who have survived life’s trials and now pass on their gift or wisdom. can provide magical equipment for the Hero’s journey.
MENTOR IMAGE
MENTOR Image Connection The picture shows Obi Wan Kanobe, the older man in the background, as Luke swings the light saber. Obi had given Luke this “magical equipment” and “taught” him how to use it, thereby fulfilling two traits of the definition of the Mentor.
SHADOW The main Villain or antagonist of the Hero The Shadow represents the dark or evil side of human nature. The Shadow or Villain usually provides the Hero’s greatest challenge to accomplish the goal of the journey in a life and death battle. The more evil the Villain, the better is the story.
SHAPESHIFTER Serves the dramatic function of bringing doubt and suspense into the story. Shifts his/her shape, sometimes literally like the Genie in Aladdin, to provide aid for the Hero or add an obstacle of suspense. To find this character, ask yourself, “Is he/she an ally, an enemy, or both?”
TRICKSTER Tricksters like to upset the status quo with their quick turns of phrase and physical antics. They can provide comic relief when the Hero experiences scary confrontations. They can challenge the Hero’s dedication to the cause of completing the journey. They can cut big egos down to size, too. They can be clowns or sidekicks.
Herald Issue challenges and announce the coming of significant change. Usually appears at the beginning of the Journey to get the story rolling. The Herald might make an announcement or judgment, report a news flash, or simply deliver a message. A herald can be an event like a tornado or a dream.
THRESHOLD GUARDIAN Provide tests or obstacles for the Hero on the journey. Could be a dragon that protects the entrance of a cave possessing a treasure, an impenetrable metal door, or a soldier at a castle’s gate. Usually, they are not the main Villain or Shadow.
Vocabulary Hero = usually the main character in a literary work, the one who “learns the lesson” of the story and is changed by it.
The most common of all is the story of the Hero. It has been told and retold the world over in infinite variety - and it is always a journey.
The hero leaves her comfortable surroundings to venture into an unfamiliar world. It may be an outward physical journey to an actual place, or an inward journey of the mind, heart, or spirit.
The Hero’s Journey has 12 Basic Stages
Act 1 1. The Ordinary World 2. The Call to Adventure 3. Refusal of the Call 4. Meeting with the Mentor 5. Crossing the Threshold
Act 2 6. Tests, Allies, and Enemies 7. Approach to the Inmost Cave 8. Supreme Ordeal 9. Reward
Act 3 10. The Road Back 11. Resurrection 12. Return with the Elixir
1. The Ordinary World This stage shows the hero in his natural world, before going into an unnatural world or different place than he is used to. This creates a vivid contrast.
2. The Call to Adventure The hero is presented with a problem, challenge, or adventure. The Call establishes the stakes of the game and the hero's goal. The goal might be to win the treasure, to rescue someone, to get revenge, or to achieve a dream.
3. Refusal of the Call The hero is unsure of going on this journey. The hero has not yet fully committed and may still be thinking of turning back. Some further infIuence is required, like the encouragement of a mentor.
4. Meeting With the Mentor The mentor is a teacher, very often a wise old man, who prepares the hero to face the unknown. They may give advice, guidance or magical equipment. The mentor can only go so far with the hero. Eventually she must face the challenge alone.
5. Crossing the 1st Threshold The hero commits to the adventure and starts off on the journey. He agrees to face the consequences of dealing with the problem or challenge posed in the Call to Adventure. This is when the story really takes off and the adventure starts. There is no turning back.
6. Tests, Allies, Enemies Once across the threshold, the hero encounters new challenges and tests, makes allies, and meets enemies. This often continues throughout the journey, not just once.
7. Approach to the Inmost Cave This is the critical moment in any story. The hero comes to the edge of a dangerous place where the object of the quest is hidden. The hero often pauses here to prepare and plan their next move.
8. Supreme Ordeal This is the major battle or challenge that the hero has to face, often with the possibility of death.
9. Reward The hero has survived death and takes possession of the treasure or reward. Sometimes it is a physical treasure. Sometimes it is a person the hero wanted to rescue. Sometimes it is knowledge and experience.
10. The Road Back The hero heads home, but meets more challenges along the way.
11. Resurrection This is often a second life-and-death moment, almost a replay of the Supreme Ordeal.
12. Return With the Elixir The hero returns to the ordinary world, and he brings back an elixir, treasure, or lesson from the journey. The elixir might be knowledge or experience that could benefit the community, or it may be love, freedom, or wisdom.
Recap I. Heroes are introduced in the Ordinary World, where... 2. they receive the Call to Adventure. 3. They are Reluctant at first or Refuse the Call, but... 4. are encouraged by a Mentor to... 5. Cross the First Threshold and enter the Special World, where...
Recap 6. they encounter Tests, Allies, and Enemies. 7. They Approach the Inmost Cave, crossing a second threshold... 8. where they endure the Supreme Ordeal. 9. They take possession of their Reward and...
Recap 10. are pursued on The Road Back to the Ordinary World. 11. They cross the 3rd Threshold, experience a Resurrection, and are transformed by the experience. 12. They Return With the Elixir, a boon or treasure to benefit the Ordinary World.