The Hero's Journey: Summary of the Steps

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The Hero's Journey: Summary of the Steps

The Hero's Journey: Summary of the Steps by: Joseph Campbell

The Ordinary World - Here the person is introduced to the audience. He doesn't know his personal potential or calling.

Call to Adventure - The call to adventure is the point in a person's life when he is first given notice that everything is going to change, whether he knows it or not.

Refusal of Call/Reluctant Hero - Often when the call is given, the future hero refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his current circumstances.

Meeting Wise Mentor - Once the hero has committed to the quest, consciously or unconsciously, his guide and magical helper appears, or becomes known.

The First Threshold - This is the point where the person actually crosses into the field of adventure, leaving the known limits of his world and venturing into an unknown and dangerous realm where the rules and limits are not known.

Tests, Allies and Enemies - The road of trials is a series of tests, tasks, or ordeals that the person must undergo to begin the transformation. Often the person fails one or more of these tests, which often occur in 3s.

Supreme Ordeal- This is sometimes described as the person's lowest point or darkest moment. The separation has been made between the old world and old self and the potential for a new world/self. By entering this stage, the person shows her/his willingness to make a change, to die and become a new person.

Revisiting the Mentor - The person revisits the teachings of an old mentor or meets and learns from a new mentor and subsequently returns to the path s/he started on.

Return with New Knowledge- The trick in returning is to retain the wisdom gained on the quest, to integrate that wisdom into a human life, and then maybe figure out how to share the wisdom with the rest of the world. This is usually extremely difficult. Just as the hero may need guides and assistants to set out on the quest, often times he or she must have powerful guides and rescuers to bring them back to everyday life, especially if the person has been wounded or weakened by the experience.

Seizing the Sword (or Prize)- Here the hero confronts and defeats old enemies with the new power and knowledge gained. S/he is able to overthrow or defeat the opponent.

Resurrection -The old self dies physically or spiritually and moves beyond the normal human state. This is a god-like state where the hero acknowledges her/his new stature. Another way of looking at this step is that it is a period of rest, peace and fulfillment before the hero begins the return.

Return with Elixir* - The return with elixir is the achievement of the goal of the quest. It is what the person went on the journey to get. All the previous steps serve to prepare and purify the person for this step, since in many myths the elixir is like a plant, or a magic potion or medicine, that supplies immortality. For a human hero, it means achieving a balance between material and spiritual world. There is freedom to live and freedom from the fear of death. This is sometimes referred to as "living in the moment".

*magic potion or medicine http://www.amersol.edu.pe/_afleming/2003/hero.html

 Innocent  Orphan Quest: To remain in safety. Quest: To regain safety. Fear: Being abandoned. Fear: Being exploited. Dragon: Will deny it or seek Dragon: Will be victimized by it. outside rescue from it. Task: To process and feel pain Task: To gain fidelity and fully. discernment. Virtue: Interdependence and Virtue: Trust and optimism. realism.  Warrior Fear: Of being illusionary. Quest: To win. Dragon: will claim it as part of Fear: Weakness. oneself. Dragon: Will slay or confront it. Task: To self-create and self- Task: To fight only for what accept. really matters. Virtue: Individuality and Virtue: Courage and discipline. vocation.  Caregiver  Ruler Quest: To help others. Quest: To create order. Fear: Selfishness. Fear: Of creating chaos. Dragon: Will take care of it and Dragon: Will find constructive those it harms. uses for it. Task: To give without maiming Task: To take full responsibility. self or others. Virtue: Responsibility and Virtue: Compassion and control. generosity.  Magician  Seeker Quest: To transform. Quest: To search for a better life. Fear: Of assuming evil sorcery. Dragon: Will transform it. Fear: Conformity. Task: To align self with the Dragon: Will flee from it. cosmos. Task: To be true to the deeper Virtue: Personal power. self.  Sage Virtue: Autonomy and ambition. Quest: To find truth.  Lover Fear: Deception. Quest: To gain bliss. Dragon: To transcend it. Fear: Loss of love. Task: To attain enlightenment. Dragon: Will love it. Virtue: Wisdom and non- Task: To follow bliss. attachment. Virtue: Passion and commitment.  Fool  Destroyer Quest: To enjoy life for its own Quest: To metamorphosis. sake. Fear: Annihilation. Fear: Of being not-alive. Dragon: Will allow dragon to Dragon: Will play tricks on it. destroy oneself. Task: To trust in the process of Task: To let go. becoming. Virtue: Humility. Virtue: Joy and freedom  Creator Quest: To gain identity.  Heroic Archetypes

Carol Pearson, in Awakening The Heroes Within expands the idea of the Hero into twelve distinct archetypes, each of which can follow the Hero Quest.

Quest: This is the hero quest which the archetype has set out on. The hero may not realize she is on such a quest until it is too late to retreat.

Fear: This is the fear which is usually the motivating factor for undergoing the quest (why else would the hero need to put herself at risk?) It is also the principal danger that lurks in the shadow of the archetype.

Dragon: In most quests the hero soon meets her dragon. This represents the major problem or obstacle of the quest -- the opposition that must be overcome in order for the quest to be successful.

Task: This is the task that the hero must accomplish in order to succeed at the quest. Succeeding at the task is usually sufficient to overcome the dragon; however failure to do so can lead to becoming what the hero fears most -- his dark self, or shadow.

Virtue: Succeeding at the quest earns the hero these rewards of self. In addition to the hand of the princess, the castle, and the gold... http://www.physics.adelaide.edu.au/~iborchar/Arcane/heroes.html

The 40 Year Old Virgin (2005)

Ordinary World: Andy's apartment, daily routine

Call to Adventure: Poker Game Meeting Wise Mentor: Buddies at the store

The First Threshold: Nightclub

Tests: Dating follies

Supreme Ordeal: Freaky girl from bookstore

Revisiting the Mentor: Buddies at the store

Return with New Knowledge: Planned Parenthood meeting with Trish’s daughter

Seizing the Sword: Bike chase scene with Trish

Resurrection: Telling Trish the truth

Return with Elixir: Marriage Celebration

Wizard of Oz (1939)

Ordinary World: Dorothy on Kansas farm

Call to Adventure: Elmira Gilch

Meeting Wise Mentor: The travelling psychic (wizard)

The First Threshold: Twister

Test: The Yellow Brick Road

Supreme Ordeal: Imprisoned by the wicked witch

Revisiting the Mentor: Bringing the broom to the Wizard of Oz

Return with New Knowledge: Going away celebration (hot air balloon)

Seizing the Sword: Three taps of the shoes

Resurrection: Waking up on the farm

Return with Elixir: Happy reunion with family and friends

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