Joseph Campbell's "Hero's Journey" (the Monomyth)

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2: The Call to Adventure

A discovery is made—an object or information—that reveals the hero is in danger. This sets the hero out on his or her quest or journey.

3: Entering the Unknown

A discovery is made—an object or information—that reveals the hero is in danger. This sets the hero out on his or her quest or journey.

7: The Supreme Ordeal

After a long and difficult journey, the final obstacle or goal is reached. The obstacle is overcome and the quest is a success, even if there is more to come.

INITIATION AND TRANSFORMATION

Allies/Helpers, The Road of Trials, The Supreme Ordeal

THE RETURN

The Magic Flight, Confronting the Father, Master of Two Worlds

SEPARATION

The Ordinary World, The Call to Adventure, Entering the Unknown, Supernatural Aid/Meeting with the Mentor

6: The Road of Trials

The hero faces a series of tests—often in groups of threes—that make them stronger and prepare them for the supreme ordeal.

9: Confronting the Father

The hero faces whatever has ultimate power in his or her life.

5: Allies/Helpers

The hero is assisted by a partner or helper, to continue or pursue his quest.

4: Supernatural Aid/Meeting with the Mentor

The hero is helped by a wiser "teacher" or character. The hero receives something—an object or wisdom—that helps her or him to succeed.

10: Master of Two Worlds

The hero returns home with a treasured gift that has transformed them, and that now allows them to transform or save their home. Success or mastery in the supernatural world allows the hero to be a hero or master in their home world.

1: The Ordinary World

The hero seems to live in an ordinary world, but others think the hero to be odd. He/she has traits or abilities that make them feel out-of-place.

8: The Magic Flight

With a reward, gift, or nugget of wisdom, the hero returns home. On this voyage home, he or she faces more tests or battles or challenges.


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