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Stages of the Hero's Quest

Joseph Campbell describes the stages of the hero's quest in his book, "The Hero with a Thousand Faces." He argues that an unconscious pattern exists behind myth and religion, and that all mythical sagas are really one monomyth, ranging from the Sumerian Epic of Gilgamesh to the ancient Greek tale of Odysseus. Modern examples of the hero's quest appear in movies such as "Star Wars" and "The Matrix."
  1. Departure

    • A person or a message gives the hero a call to adventure: to leave his home and ordinary life and begin an exciting quest in which he must face the unknown and develop spiritually and physically. Sometimes the hero will go willingly; for example to right an injustice. Other times, the hero will initially reject the call out of fear or the demands of another obligation. After deciding to go on the quest, the hero will encounter a mentor who will help and guide him, giving him magical weapons or other aids. The hero then descends into unknown territory (which could be physical or spiritual), exposing him to danger.

    Initiation

    • During the quest, the hero will face tests and go through challenging ordeals that require him to become stronger or more spiritually developed. These ordeals validate his right to be a hero. Next, the hero encounters a goddess--a woman representing love--combining figures of mother, sister, wife and mistress. Then he will be tempted by a seductive person or material comforts of the life he left behind, but he has to ignore them to continue the quest. The hero next achieves apotheosis, gaining godlike power to defeat his enemies. At this point he gains the ultimate boon, which could be a holy object, completing a great feat or obtaining the elixir of life.

    Return

    • The hero initially refuses to return home, back to ordinary reality after achieving his goal, but then he continues on. The way back will be fraught with peril--with enemies pursuing, and the hero using his magical powers to evade them or put up obstacles. At this point in the quest, the hero may require assistance or rescue from without; for example if he has fallen under a spell or is otherwise in danger. Next, the hero crosses the return threshold, emerging from the dark land to step back into the world of light, and bring his new wisdom to the people back at home. He becomes a master of the two worlds, generally losing attachment to fear, hope and ambition, and can move between the dark and light worlds as needed. In the last stage of the quest, the hero has freedom to live, and is victorious amid celebration.

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