A Practical Guide to Joseph Campbell's The Hero With a Thousand Faces In the long run, the most influential book of the 20th Century may turn out to be Joseph Campbell's The Hero With a Thousand Faces. It's certainly true that the book is having a major impact on writing and story-telling, but above all on movie-making. Aware or not, filmmakers like John Boorman, George Miller, Steven Spielberg, George Lucas, and Francis Coppola owe their successes to the ageless pattern that Joseph Campbell identifies in the book. The ideas in the book are an excellent set of analytical tools. With them you can compose a story to meet any situation, a story that will be dramatic, entertaining, and psychologically true. With them you can always determine what's wrong with a story that's floundering, and you can find a better solution to almost any story problem by examining the pattern laid out in the book. There's nothing new in the book. The ideas in it are older than the Pyramids, older than Stonehenge, older than the earliest cave painting. Campbell's contribution was to gather the ideas together, recognize them, articulate them, name them. He exposed the pattern for the first time, the pattern that lies behind every story ever told. Campbell is a mythographer -- he writes about myths. What he discovered in his study of world myths is that they are all basically the same story -- retold endlessly in infinite variation. He discovered that all story-telling, consciously or not, follows the ancient patterns of myth, and that all stories, from the crudest jokes to the highest flights of literature, can be understood in terms of the "hero myth"; the "monomyth" whose principles he lays out in the book. Campbell was a student of the Swiss psychologist Carl Jung, and the ideas in The Hero With a Thousand Faces are often described as Jungian. The book is based on Jung's idea of the "Archetypes" constantly repeating characters who occur in the dreams of all people and the myths of all cultures. Jung believed that these archetypes are reflections of the human mind -- that our minds divide themselves into these characters to play out the drama of our lives. The repeating characters of the hero myth, such as the young hero, the wise old man, the shape-shifting woman, and the shadowy nemesis, are identical with the archetypes of the human mind, as shown in dreams. That's why myths, and stories constructed on the mythological model, are always psychologically true. Such stories are true models of the workings of the human mind, true maps of the psyche. They are psychologically valid and realistic even when they portray fantastic, impossible, unreal events. This accounts for the universal power of such stories. Stories built on the model of The Hero With a Thousand Faces have an appeal that can be felt by everyone, because they spring from a universal source in the collective unconscious, and because they reflect universal concerns. They deal with universal questions like "Why was I born?" "What happens when I die?" "How can I overcome my life problems and be happy?" The ideas in the book can be applied to understanding any human problem. They are a great key to life as well as being a major tool for dealing more effectively with a mass audience. Christ, Hitler, Mohammed, and Buddha all understood the principles in the book and applied them to influence millions. If you want to understand the ideas behind the hero myth, there's no substitute for actually reading the book. It's an experience that has a way of changing people. It's also a good idea to read a lot of myths, but it amounts to the same thing since Campbell spends most of the book illustrating his point by re-telling old myths. Campbell gives a condensed version of the hero myth on p. 245. However, since he uses some specialized technical terms that require going back to his examples in earlier chapters to find out what he's talking about, I've taken the liberty of amending his outline slightly, re-telling the hero myth in my own way. Feel free to do the same. Every story-teller bends the myth to his own purpose. That's why the hero has a thousand faces. The stages of the hero are: 1) THE HERO IS INTRODUCED IN HIS ORDINARY WORLD 2) THE CALL TO ADVENTURE 3) THE HERO IS RELUCTANT AT FIRST 4) THE HERO IS ENCOURAGED BY THE WISE OLD MAN OR WOMAN 5) THE HERO PASSES THE FIRST THRESHOLD 6) THE HERO ENCOUNTERS TESTS AND HELPERS 7) THE HERO REACHES THE INNERMOST CAVE 8) THE HERO ENDURES THE SUPREME ORDEAL 9) THE HERO SIEZES THE SWORD. 10) THE ROAD BACK. 11) RESURRECTION. 12) RETURN WITH THE ELIXIR. THE SHORT FORM OF THE HERO STORY The hero is introduced in his ordinary world, where he receives the call to adventure. He is reluctant at first but is encouraged by the wise old man or woman to cross the first threshold, where he encounters tests and helpers. He reaches the innermost cave, where he endures the supreme ordeal. He seizes the sword or the treasure and is pursued on the road back to his world. He is resurrected and transformed by his experience. He returns to his ordinary world with a treasure, boon, or elixir to benefit his world. As with any formula, there are pitfalls to be avoided. Following the guidelines of myth too rigidly can lead to a stiff, unnatural structure, and there is danger of being too obvious. The hero myth is a skeleton that should be masked with the details of the individual story, and the structure should not call attention to itself. The order of the hero's stages as given here is only one of many variations. The stages can be deleted, added to, and drastically reshuffled without losing their power. The values of the myth are what's important. The images of the basic version -- young heroes seeking magic swords from old wizards, fighting evil dragons in deep caves, etc., -- are just symbols, and can be changed infinitely to suit the story at hand. The myth is easily translated to contemporary dramas, comedies, romances, or action-adventures by substituting modern equivalents for the symbolic figures and props of the hero story. The Wise Old Man may be a real shaman or Wizard, but he can also be any kind of mentor or teacher, doctor or therapist, crusty but benign boss, tough but fair top sergeant, parent, grandfather, etc. Modern heroes may not be going into caves and labyrinths to fight their mythical beasts, but they do enter an innermost cave by going into space, to the bottom of the sea, into their own minds, or into the depths of a modern city. The myth can be used to tell the simplest comic book story or the most sophisticated drama. It grows and matures as new experiments are tried within its basic framework. Changing the sex and ages of the basic characters only makes it more interesting, and allows ever more complex webs of understanding to be spun among them. The basic characters can be combined, or divided into several figures to show different aspects of the same idea. The myth is infinitely flexible, capable of endless variation without sacrificing any of its magic. And it will outlive us all. SUMMARY Joseph Campbell’s Monomyth (Hero With A Thousand Faces) The standard path of the mythological adventure of the hero is a magnification of the formula represented in the rites of passage: separation--initiation--return: which might be named the nuclear unit of the monomyth. Stages of the hero’s journey: 1. Birth: Fabulous circumstances surrounding conception, birth, and childhood establish the hero’s pedigree, and often constitute their own monomyth cycle. 2. Call to Adventure: The hero is called to adventure by some external event or messenger. The Hero may accept the call willingly or reluctantly. 3. Helpers/Amulet: During the early stages of the journey, the hero will often receive aid from a protective figure. This supernatural helper can take a wide variety of forms, such as a wizard, and old man, a dwarf, a crone, or a fairy godmother. The helper commonly gives the hero a protective amulet or weapon for the journey. 4. Crossing the Threshold: Upon reaching the threshold of adventure, the hero must undergo some sort of ordeal in order to pass from the everyday world into the world of adventure. This trial may be as painless as entering a dark cave or as violent as being swallowed up by a whale. The important feature is the contrast between the familiar world of light and the dark, unknown world of adventure. 5. Tests: The hero travels through the dream-like world of adventure where he must undergo a series of tests. These trials are often violent encounters with monsters, sorcerers, warriors, or forces of nature. Each successful test further proves the hero's ability and advances the journey toward its climax. 6. Helpers: The hero is often accompanied on the journey by a helper who assists in the series of tests and generally serves as a loyal companion. Alternately, the hero may encounter a supernatural helper in the world of adventure who fulfills this function. 7. Climax/The Final Battle: This is the critical moment in the hero's journey in which there is often a final battle with a monster, wizard, or warrior which facilitates the particular resolution of the adventure. 8. Flight: After accomplishing the mission, the hero must return to the threshold of adventure and prepare for a return to the everyday world. If the hero has angered the opposing forces by stealing the elixir or killing a powerful monster, the return may take the form of a hasty flight. If the hero has been given the elixir freely, the flight may be a benign stage of the journey. 9. Return: The hero again crosses the threshold of adventure and returns to the everyday world of daylight. The return usually takes the form of an awakening, rebirth, resurrection, or a simple emergence from a cave or forest. Sometimes the hero is pulled out of the adventure world by a force from the daylight world. 10. Elixir: The object, knowledge, or blessing that the hero acquired during the adventure is now put to use in the everyday world. Often it has a restorative or healing function, but it also serves to define the hero's role in the society. 11. Home: The hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. |