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Campbell’s Hero Journey

This lesson will explore Joseph Campbell’s Hero's Journey. Through the course of his studies, Campbell noticed universal (or archetypal) patterns in mythologies from all over the world, finding commonalities in mythic character types and attributes, as well as similarities in Hero myths from around the globe. Within Heroic myths, Campbell observed and cataloged 17 archetypal steps that most heroes move through in their journeys and coined the term monomyth (“mono” meaning “one” or “single”) to describe the structurally similar nature of these popular myths. 

It’s important to remember that Campbell did not invent the Hero's Journey. In fact, we are already familiar with the idea of a Hero being pulled into a quest, facing a life-threatening challenge, training for the big showdown, accomplishing their goal, and living happily ever after because humans have been sharing similar stories since storytelling began. Campbell’s contribution is in identifying these patterns, labeling these important moments, and helping us understand their significance. 

We are presenting each step in the cycle the way Campbell lays it out in his work, A Hero With a Thousand Faces. Keep in mind that this order is flexible. Each step is open to some degree of interpretation, and the steps are not limited in the ways they are realized. While examples of all 17 steps in the Hero's Journey can be found in ancient and modern stories, it’s not uncommon to find the steps arranged differently, and that’s perfectly okay. Campbell’s point was not to hold every Heroic myth to a rigid, step-by-step formula, but to use the Hero's Journey to recognize archetypal themes, events, and patterns within Heroic myths so that the importance of each step could be fully realized. It’s critical to remember that the Hero's Journey is not a formula through which to build a story, but it is a tool through which to endow various elements of a story with weight and meaning. 

The 17 Steps

Campbell divided the Hero's Journey into 17 steps and grouped these steps into three large categories: The Departure, The Initiation, and The Return

  • The steps in the Departure are all concerned with detaching the Hero from their everyday life and pushing them into the world of adventure. 

  • The Initiation deals with the Hero working through the physical, spiritual, and psychological trials of the quest and undergoing physical, spiritual, and psychological changes in the process. 

  • The Return examines the aftermath of the Hero's Journey and their reintegration into society. 

Departure

Initiation

Return

Call to Adventure

Refusal of the Call

Supernatural Aid

Crossing the First Threshold

Belly of the Whale

Road of Trials

Meeting with Deity

Temptation

Atonement

Apotheosis

Ultimate Boon

Refusal of the Return

Magic Flight

Rescue From Without

Crossing the Return Threshold

Master of Two Worlds

Freedom to Live

 

 

 

Hero cycle Diagram: To see more scroll right >>   

The Departure

Call to Adventure

Refusal of the Call

Supernatural Aid

Crossing the First Threshold

Belly of the Whale

   

1) Call to Adventure

The Call to Adventure signals the beginning of the quest and the story proper. Without it, there wouldn’t be a story worth telling. When we first meet a Hero, they are living some semblance of a normal life. At a certain juncture, someone or something comes into their life and pulls them out of this ordinary existence and into the world of adventure. This event, or encounter, is the first step in the Hero's Journey. This Call to Adventure can come in countless forms. It could be a wish for something better or more interesting, the desire to connect with a potential love interest, a letter summoning the Hero to war, or it could be a plea for the Hero’s help. Whatever form the Call to Adventure takes, it is essential that it occurs as it gives the Hero a reason to start the journey. 

2) Refusal of the Call 

A Hero may receive a Call to Adventure, but that doesn’t mean they’re going to leap headfirst into the quest. The Call to Adventure presents a significant change to the Hero’s life. As a result, many heroes experience a moment of hesitation. This is the second step of the Hero's Journey, Refusal of the Call. This refusal is the moment where the Hero is temporarily overcome with self-doubt and may question their skill, ability, purity, worthiness, or desire to successfully complete the quest. 

On certain occasions, the Refusal of the Call can be interpreted as coming from without rather than within. Something may be physically holding the Hero back, someone may express doubt in the Hero, or someone might try to talk the Hero out of embarking on the quest. The Refusal of the Call can be illuminating. It gives us a glimpse of the Hero’s doubts and weaknesses, and when the Hero moves past the Refusal of the Call it is the first commitment they make towards the quest.

3) Supernatural Aid 

Some reluctant heroes may complain about the burden of the quest, reminding everyone that they are leaving as soon as they get paid or straddling both sides of the fence until they must choose. By doing this, they are essentially hanging on to the Refusal of the Call for much of the quest. However, for many Heroes, the Refusal of the Call represents a temporary interruption to their journey, and they move through it quickly thanks to the SupernaturalAid, the third step in the Hero’s Journey.

Generally, the Supernatural Aid is introduced in one of two forms: when the Mentor appears or when the Hero obtains a special object (a weapon, map, talisman, etc.). This is a key moment because the Supernatural Aid often occurs at a point when the Hero is full of doubt, or the task looks insurmountable. The appearance of the mentor gives the Hero focus and direction at a point when they are unsure. By inspiring, reassuring, and guiding the Hero, the mentor, as the Supernatural Aid, endows the Hero with the confidence they need to begin their quest. If the Supernatural Aid comes in the form of an object, the effect is similar. Often times, the object also gives the Hero a fighting chance against seemingly overwhelming opposition. Frequently, however, the Supernatural Aid is a combination of the two, where a mentor gives the Hero a sense of purpose and direction, as well as an object they will need to successfully complete the quest. 

4) Crossing of the First Threshold 

After the Supernatural Aid, the Hero is ready to move past any lingering doubts and begin the quest. They cross from the world that they are familiar with into the world of the unknown. This fourth step in the Hero's Journey is called the Crossing of the First Threshold. When the Hero crosses the threshold, they have psychologically and physically committed to the quest. For them, there is no turning back until the quest is complete; they have crossed a point of no return. This act should not be taken lightly because there is a lot more going on here than a Hero crossing a boundary or opening a door. The Hero is leaving behind everything they know and moving into a dangerous, unfamiliar world where failure can have devastating consequences. Within the broader metaphor of the Hero’s Journey as a symbol of personal growth, the Crossing of the First Threshold serves as the Hero’s first meaningfully independent, adult decision.

Threshold Guardian

In some stories, the Hero crosses the threshold and that’s the end of it. In many stories, however, a Threshold Guardian challenges the Hero at this crossing point. The Threshold Guardian can take many forms: a Mentor who battles their protégé to make sure they are ready for the trials ahead, a bureaucrat who holds the Hero back with paperwork, a troll that lives under a bridge, even something as simple as a locked door. Regardless of what form it takes, the Threshold Guardian is there to test the Hero’s skill and resolve. With a little effort on the Hero’s part, however, Threshold Guardians are usually easy to overcome. Once out of the way, the Hero can start the quest.

5) Belly of the Whale

The Crossing of the First Threshold is a huge psychological step, but even then, most Heroes don’t fully grasp the dangers of the quest. All of this changes when the Hero reaches the fifth step in the Hero's Journey, the Belly of the Whale. For the first time in the quest, the Hero comes face to face with the possibility of dying on their journey. In cases where the quest isn’t that serious, or where the Hero isn’t afraid to die, death is replaced by failure

The Hero will undoubtedly meet other serious trials. However, the first time they experience a situation where death or failure is imminent and survive, the Hero experiences a major psychological change. The Hero reaches a heightened level of awareness. They acknowledge that they have entered an unfamiliar world and have limited control. They adapt by drawing on their unconscious mind to survive. Often times, this metaphorical descent into the unconscious is reflected in a physical descent into the figurative body of a whale. Many Belly of the Whale moments also involve water because of its transformative properties.

The Initiation

After the Belly of the Whale, the Hero has effectively exited the Departure phase of the Hero's Journey. In the Initiation phase, they will be tested again and again in a variety of ways.

Road    of Trials

Meeting with Deity

Temptation

Atonement

Apotheosis

Ultimate Boon

 

6) Road of Trials

The first sub-phase of the Initiation is known as the Road of Trials. This describes the numerous challenges a Hero encounters along the way. Generally, each new obstacle is more difficult than the last, but the Hero’s experiences prepare them to confront and overcome each trial. Each challenge in the Road of Trials tempers the Hero, preparing them for the final showdown with the Shadow. 

In many stories, the Road of Trials makes up the bulk of the narrative, beginning after the Belly of the Whale and continuing through the rest of the Initiation phase. In such cases, the other steps within Initiation would occur along the way as elements of and deviations from the Road of Trials. Other times, the Road of Trials can be something as concise as a training montage.

7) Meeting with a Deity 

Generally speaking, the Road of Trials represents the physical and mental tests a Hero will face, but the next three steps in the Hero's Journey force the Hero to confront challenges that are specifically spiritual or psychological in nature. 

Joseph Campbell calls the first of these the Meeting with a Goddess. In its simplest form, a classical Hero, during a particularly dark moment of their journey, literally met a goddess that reassured them and gave them strength to carry on. The term “Goddess” is obviously gendered, and this stems out of Campbell’s use of classical myths, most of which come out of strictly patriarchal cultures. In this class, we have broadened the terminology of the step to be more inclusive and reflective of modern media. Meeting with a Deity can mean anyone or anything that fulfills the archetypal role of the “deity”. A deity, in this sense, can best be described as a force that lies outside of the Hero’s comprehension, making their encounter a metaphysical experience. 

The Meeting with a Deity can be fulfilled in several different ways, but Campbell primarily links it with an experience of deep connectivity. This connectivity can be divine, but it can also be romantic, parental, or platonic in nature, and the connection that a Hero establishes with the deity makes the Hero more complete as a person. For example, a Hero may meet someone that deeply inspires them. They may encounter someone whose knowledge, experience, or power far exceeds their own. The point is that this is not a fleeting moment, but a life-changing, mind-expanding occurrence. It gives them a new or broader understanding of the world and reminds them that there are things that lie outside of their comprehension.

Additionally, this meeting often takes place at a moment when the Hero is particularly vulnerable or downtrodden. The Meeting with a Deity provides the Hero respite and then establishes a meaningful connection between the deity and the Hero through which the Hero grows spiritually or emotionally, reinvigorating them in the process.

Campbell also discusses a dark side of this archetype, where the deity is potentially destructive, unattainable, or akin to an absent parent. Once again, the Hero’s understanding of the world is broadened, but in these instances, it’s an understanding that the world is an unpleasant place, where they see the promise of meaningful connection but do not experience the fulfillment of it. While this is negative for the Hero, it opens them up to an understanding that they have to persevere through the challenges ahead to reach that desired connection.

8) Temptation

While it is interesting to look at the classical interpretation of this archetype, its practice is not necessarily universal. To broaden the impact of this step, we will refer to it simply as Temptation. The feeling and the challenge of Temptation is universal, and nearly every Hero goes through a moment of Temptation where they could be lured from their quest. This Temptation can come in the form of money, power, sex, forbidden knowledge, forbidden love, a return to a simple life, or any number of things. Typically, the Temptation is manifested in something the Hero desperately wants but cannot have or something that may benefit them only in the short-term. The Hero's ability to triumph over the Temptation validates the audience's and other characters' faith in the Hero and shows the strength of the Hero’s integrity and resolve at completing the quest. While the Temptation marks a point where the Hero can be drawn off course, another deep and personal encounter can be just what the Hero needs to propel them to their goal.

9) Atonement

Campbell calls this ninth step the Atonement with the Father, but once again, this gendered name doesn’t embody the many iterations we see in modern media. Simply referring to this step as Atonement allows us to apply the underlying concept more universally. Generally speaking, Atonement refers to a reconciliation or reparation. However, when Campbell chose the word, he was drawing from a more archaic use of the word meaning “to unite.” The idea is that two people who were separated are now united, but the step, as it’s applied to the Hero, holds a deeper meaning.

As you may recall, the Hero’s Journey is a metaphor for passing from adolescence into adulthood. Many Heroes have a parental figure of some kind that thinks of the Hero as young, naïve, or immature. This character can be a parent, a Mentor, or Shapeshifter that holds the Hero back. It can even be the Shadow when their relationship to the Hero has the dynamic of a parent to a child. When the Atonement occurs, the balance between these two characters shifts. The parental figure recognizes the transformation the Hero has made on their journey and now views him or her as an adult, and their equal. This is an exceedingly critical moment for the Hero because the Atonement validates the Hero in their own mind. Any remaining doubts disappear, and they are filled with the confidence to push through to the end of their quest. 

In some stories, the Atonement comes after the Hero has essentially completed their journey. In these cases, parental approval is the ultimate or penultimate reward for having completed the quest. In many classical myths, the Atonement is the final psychological turning point for the Hero. Since the Hero views the parental figure as a higher power, the validation they receive during the Atonement has a profound impact and serves as the initial stage in their journey towards Campbell's tenth step, the Apotheosis.

10) Apotheosis

The Apotheosis is the moment when a Hero becomes greater than they were before. This transformation may manifest through enhanced mental or spiritual awareness, such as when a character unveils a hidden truth about their own identity. It may be an elevation in social status, like when a Hero is publicly recognized for their great deeds, or the Apotheosis may manifest itself as the Hero becoming exponentially more powerful than they were before. This particular instance closely aligns with the traditional definition of Apotheosis. In numerous classical myths, the Hero, upon reaching their Apotheosis, ascends to a god-like status, possessing immense power and influence. In fact, the term, Apotheosis, loosely translates to “from God”. In modern media, this manifestation of the step is rare, but the Apotheosis is still an essential part of a Hero’s journey. In contemporary depictions, the Apotheosis is usually portrayed as the Hero obtaining greater status or power.

11) Ultimate Boon

While the Apotheosis is one of the most crucial steps in the Hero's Journey, it is still secondary to Campbell’s eleventh step, the Ultimate Boon. The Ultimate Boon occurs when the Hero accomplishes what they set out to do when they accepted the Call to Adventure. All the trials, sacrifices, and suffering the Hero has gone through have purified and tempered the Hero, and they are now ready to accept or complete their ultimate goal, or boon. This goal can manifest in physical or intangible ways. Frequently, The Ultimate Boon is something fleeting that the Hero cannot hold on to, like the plant of youth stolen from Gilgamesh by the snake. Stripping the Hero of the boon serves as warning against abusing the power they have gained on their quest.

Whatever the Ultimate Boon is, acquiring or accomplishing the goal coincides with the climax of the story and frequently occurs with the defeat of the Shadow. In fact, in many stories, defeating the Shadow is the 'boon.' In nearly every story, accomplishing the Ultimate Boon occurs in conjunction with the Apotheosis. Sometimes the Hero needs to undergo the Apotheosis to achieve the Ultimate Boon, and other times the Apotheosis comes as a reward for accomplishing the Ultimate Boon. In rare cases, the Hero’s Ultimate Boon is the Apotheosis itself. This is the case with Heracles, whose Apotheosis doubles as his Ultimate Boon and is represented as the gift of immortality. Gilgamesh also seeks the Apotheosis of immortality as an Ultimate Boon but only acquires it figuratively.

Although the Hero may face additional trials, the Ultimate Boon symbolizes the culmination of their quest. Much of the tension that accompanied their journey dissipates moving forward. It appears as though their journey should come to an end, but it is not complete until the Hero has come full circle. Subsequent steps in the Hero’s Journey will explore the psychological and physical ramifications of completing this quest.

The Return

In The Return phase of the Hero's Journey, the Hero must face the aftermath of their quest and contend with how to reintegrate into their normal life. In many modern media examples, the Return phase is very brief or even non-existent. This is due, in large part, to the prevalence of media franchises and the sequels required to maintain them. If the Hero is fully returned to a mundane life, then the prospect of a sequel is more limited than if a movie ends with the Hero proverbially riding off into the sunset, looking for their next adventure. While modern media may abridge The Return phase, it’s usually still present. It is the cathartic portion of the story that provides relief to both the Hero and the audience, as they are freed from the weighty burdens of the quest.

Refusal of the Return

Magic Flight

Rescue from Without

Crossing the Return Threshold

Master of Two Worlds

Freedom to Live

12) Refusal of the Return

The first step in The Return is the Refusal of the Return. Despite the arduous nature of the Hero's journey, it has also been rewarding, exciting, and enlightening. At times, the Hero has traversed such great distances and experienced so much the idea of returning back to their previous life repulses them. They want to prolong their adventure because the thrill of the quest surpasses anything they have ever known. Alternatively, the Hero may doubt their ability to return. They might face external obstacles that hinder their homecoming or be reluctant to let go of a cherished treasure or relationship they discovered along the way.

Whatever the reason, it is common for most Heroes to encounter a moment of resistance when faced with the prospect of leaving the world of adventure. However, they eventually accept the fact that they must return home or are compelled to return by an outside force. Accepting that they must return is another psychological maturation for the Hero. As a metaphor for life, this step in the Hero’s Journey signifies a transition from being an active participant in life’s adventures to a mature onlooker or observer who shares the wisdom of their adventures to inspire and educate others. 

13) Magic Flight

While the Refusal of the Return can immediately follow the Ultimate Boon, in many stories, it is delayed by a remaining challenge referred to as the Magic Flight. While flying could be a part of the step, flight actually refers to the act of fleeing or trying to escape. The main attribute of this step is that the Hero is escaping from the final remnants of the Shadow. Although the Hero has completed their goal and defeated them, some resistance typically remains. Minions of the Shadow may stand in the way or pursue the Hero as they flee. The Hero may be compelled to hurriedly carry the boon to another location to avert a crisis. The Hero’s surroundings may literally or metaphorically begin to crumble, necessitating a quick exit. There might be a sense of urgency as the Hero rushes to escape the countdown of a ticking bomb. These instances fit the archetype perfectly because the Hero’s goal isn’t to clean up the remaining mess but to escape from the last hazard with the potential to defeat them. In modern depictions, the stakes may not always be so dangerous, however. For instance, the Magic Flight may manifest in a final race to the airport to prevent a loved one from relocating far away. In this sense, the threat present in the Magic Flight represents the final challenge the Hero must face before they can return home.

14) Rescue from Without 

On certain occasions, the Hero manages to flee the remnants of the Shadow on their own. However, more often than not, the Hero requires assistance to fully secure their escape. This brings us to the Rescue from Without. This is the moment when the Hero’s friends arrive to save the day. In some stories, the Rescue from Without happens just in the nick of time. In others, the Hero’s friends arrive and force the Hero to return home. There are also instances where this moment can be lighthearted, with the friends making a grandiose entrance after the remaining threats have already been neutralized. The Rescue from Without is the proverbial “here comes the cavalry” moment, but it can be represented in a number of subtle and smaller ways as well, such as the introduction of police sirens in the background after the Shadow’s defeat or a hand that’s offered just as the Hero is about to lose their grip. The effect of the Rescue from Without is the same; it reminds the Hero of their limitations and the importance of working with others.

15) Crossing the Return Threshold

Once the Hero has fled the remnants of the Shadow and has been pulled out of harm's way, there is generally nothing left for them to do but finally return home. The Hero does this in the Crossing of the Return Threshold. While the Crossing of the First Threshold signified the commencement of the journey and the Hero’s transition into the realm of adventure, the Crossing of the Return Threshold does the inverse, closing the book on the world of adventure and returning the Hero to their regular life. 

Bringing the Hero’s story full circle is one function of this step, but it also showcases the transformation the quest has brought about in the Hero. Because they’ve experienced so much, they engage with the ordinary world differently upon their return. Perhaps their home appears smaller or simpler to them, leading them to appreciate it in a new way. In other instances, the Hero may still feel a strong connection to the quest and view their familiar home with a sense of dissatisfaction or contempt. Though their homeland may not have changed, the Hero’s perception of it is altered. 

Likewise, the individuals the Hero left behind will perceive the Hero in a different light because the Hero left an adolescent and returned an adult. In very positive Return Threshold Crossings, the Hero’s return might be celebrated. In some instances, the Hero may be viewed as someone who no longer fits in. Occasionally, the Hero has undergone such profound changes that they return unrecognizable, requiring them to overcome remaining obstacles in order to prove their true identity or sense of belonging. Regardless of how significant the changes or how the Hero is received, they are noticeably different than they were when they began their journey.

16) Master of Two Worlds

Once the Hero is home, the action of the story is complete. Only two steps in the Hero's Journey remain unfulfilled. These are two cathartic steps known as the Master of Two Worlds and the Freedom to Live. These steps are psychological in nature and lead into one another. 

At its most basic level, the Master of Two Worlds demonstrates that the Hero has mastered the ordinary world and the world of adventure, and they can cross between the two seamlessly. 

A Hero who has mastered both worlds exhibits power over the physical, spiritual, and emotional sides of themselves. This transformation is easily observed in heroes who experience significant personality changes. Where they were once timid, they are now courageous. Where they were once arrogant, they now show humility. Perhaps they were a reluctant Hero who now craves adventure. Irrespective of how it’s realized, the purpose of this step is to illustrate how the Hero’s transformation empowered them with the ability to handle any situation that arises and accomplish any goal.

17) Freedom to Live

Through the Mastery of Two Worlds, the Hero can obtain the final step, the Freedom to Live. 

When a Hero obtains the Freedom to Live, they get to live life as they choose, free from the burdens of the quest. They might get married and have a family; they might take on the role of Mentor to another young adventurer; they may become a well-loved ruler, or they may just decide it’s time to start a new adventure. In contemporary stories, this step may be visually represented in imagery showing an individual heading towards the sunset or venturing towards a new horizon. Freedom to Live, in all its forms, is attained because the Hero has been freed from any fear, uncertainty, or self-doubt that accompanied the quest. 

Unfortunately, some Heroes don’t readily achieve the Freedom to Live as they remain burdened by the consequences of their journey. For example, many Greek Heroes die at the ends of their journey or fall out of favor with their people or Gods. Sometimes, a Hero is so significantly changed they are unable to integrate back into the society they left behind. Within these sad examples, we may still glimpse the Freedom to Live via the choices they make. A Hero who dies from the quest may be at peace with the outcome, having chosen their own fate. A Hero who cannot integrate back into society may feel most at ease in isolation.

After the Hero has become the Master of Two Worlds and has earned their Freedom to Live, their Hero's Journey is complete. However, they can enter the realm of adventure again should their Freedom to Live become threatened. This is usually what happens in modern-day sequels. If the sequel is a direct continuation of the story, like in the original Star Wars trilogy or the Lord of the Rings, the Hero is likely continuing on the journey they began in the first installment. If the sequel starts a new adventure, then the Hero will experience the Hero's Journey all over again.