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The Hero’s Journey Ultimate Writing Guide with Examples

hero quest essay

by Alex Cabal

What do Star Wars , The Hobbit , and Harry Potter have in common? They’re all examples of a story archetype as old as time. You’ll see this universal narrative structure in books, films, and even video games.

This ultimate Hero’s Journey writing guide will define and explore all quintessential elements of the Hero’s Journey—character archetypes, themes, symbolism, the three act structure, as well as 12 stages of the Hero’s Journey. We’ll even provide a downloadable plot template, tips for writing the Hero’s Journey, and writing prompts to get the creative juices flowing.

What is the Hero’s Journey?

The Hero’s Journey is a universal story structure that follows the personal metamorphosis and psychological development of a protagonist on a heroic adventure. The protagonist goes through a series of stages to overcome adversity and complete a quest to attain an ultimate reward—whether that’s something tangible, like the holy grail, or something internal, like self confidence.

In the process of self-discovery, the archetypal Hero’s Journey is typically cyclical; it begins and ends in the same place (Think Frodo leaving and then returning to the Shire). After the epic quest or adventure has been completed by overcoming adversity and conflict—both physical and mental—the hero arrives where they once began, changed in some as they rose to meet the ultimate conflict or ordeal of the quest.

Joseph Campbell and Christopher Vogler

The Hero’s Journey has a long history of conversation around the form and its uses, with notable contributors including Joseph Campbell and the screenwriter Christopher Vogler , who later revised the steps of the Hero’s Journey.

Joseph Campbell’s “monomyth” framework is the traditional story structure of the Hero’s Journey archetype. Campbell developed it through analysis of ancient myths, folktales, and religious stories. It generally follows three acts in a cyclical, rather than a linear, way: a hero embarks on a journey, faces a crisis, and then returns home transformed and victorious.

Campbell’s ideation of the monomyth in his book The Hero With a Thousand Faces was influenced by Carl Jung’s perspective of psychology and models of self-transformation , where the Hero’s Journey is a path of transformation to a higher self, psychological healing, and spiritual growth.

While Campbell’s original take on the monomyth included 17 steps within the three acts, Christopher Vogler, in his book The Writer’s Journey , refined those 17 steps into 12 stages—the common formula for the modern structure many writers use today.

It’s also worth checking out Maureen Murdock’s work on the archetype, “The Heroine’s Journey.” This takes a look at the female Hero’s Journey, which examines the traditionally masculine journey through a feminist lens.

Hero’s Journey diagram: acts, steps, and stages

Below, you can see the way Volger’s Hero’s Journey is broken into twelve story beats across three acts.

A diagram representing the Hero’s Journey. The 12 steps of the journey surround a circle, which goes in a direction from act 1 to the final act.

Why is the Hero’s Journey so popular?

The structure of the Hero’s Journey appears in many of our most beloved classic stories, and it continues to resonate over time because it explores the concept of personal transformation and growth through both physical and mental trials and tribulations. In some sense, every individual in this mythic structure experiences rites of passage, the search for home and the true authentic self, which is mirrored in a protagonist’s journey of overcoming obstacles while seeking to fulfill a goal.

Additionally, the Hero’s Journey typically includes commonly shared symbols and aspects of the human psyche—the trickster, the mother, the child, etc. These archetypes play a role in creating a story that the reader can recognize from similar dynamics in their own relationships, experiences, and familiar world. Archetypes allow the writer to use these “metaphorical truths”—a playful deceiver, a maternal bond, a person of innocence and purity—to deeply and empathetically connect with the reader through symbolism. That’s why they continue to appear in countless stories all around the world.

Hero’s Journey character archetypes

Character archetypes are literary devices based on a set of qualities that are easy for a reader to identify, empathize with, and understand, as these qualities and traits are common to the human experience.

It should be noted that character archetypes are not stereotypes . While stereotypes are oversimplifications of demographics or personality traits, an archetype is a symbol of a universal type of character that can be recognized either in one’s self or in others in real life.

The following archetypes are commonly used in a Hero’s Journey:

The hero is typically the protagonist or principal point-of-view character within a story. The hero transforms—internally, externally, often both—while on their journey as they experience tests and trials and are aided or hindered by the other archetypes they encounter. In general, the hero must rise to the challenge and at some point make an act of sacrifice for the ultimate greater good. In this way, the Hero’s Journey represents the reader’s own everyday battles and their power to overcome them.

Heroes may be willing or unwilling. Some can be downright unheroic to begin with. Antiheroes are notably flawed characters that must grow significantly before they achieve the status of true hero.

The mentor often possesses divine wisdom or direct experience with the special world, and has faith in the hero. They often give the hero a gift or supernatural aid, which is usually something important for the quest: either a weapon to destroy a monster, or a talisman to enlighten the hero. The mentor may also directly aid the hero or present challenges to them that force internal or external growth. After their meeting, the hero leaves stronger and better prepared for the road ahead.

The herald is the “call to adventure.” They announce the coming of significant change and become the reason the hero ventures out onto a mysterious adventure. The herald is a catalyst that enters the story and makes it impossible for the hero to remain in status quo. Existing in the form of a person or an event, or sometimes just as information, they shift the hero’s balance and change their world.

The Threshold Guardian

This archetype guards the first threshold—the major turning point of the story where the hero must make the true commitment of the journey and embark on their quest to achieve their destiny. Threshold guardians spice up the story by providing obstacles the hero must overcome, but they’re usually not the main antagonist.

The role of the threshold guardian is to help round out the hero along their journey. The threshold guardian will test the hero’s determination and commitment and will drive them forward as the hero enters the next stage of their journey, assisting the development of the hero’s character arc within the plot. The threshold guardian can be a friend who doesn’t believe in the hero’s quest, or a foe that makes the hero question themselves, their desires, or motives in an attempt to deter the hero from their journey. Ultimately, the role of the threshold guardian is to test the hero’s resolve on their quest.

The Shape Shifter

The shape shifter adds dramatic tension to the story and provides the hero with a puzzle to solve. They can seem to be one thing, but in fact be something else. They bring doubt and suspense to the story and test the hero’s ability to discern their path. The shape shifter may be a lover, friend, ally, or enemy that somehow reveals their true self from the hero’s preconceived notion. This often causes the hero internal turmoil, or creates additional challenges and tests to overcome.

The shadow is the “monster under the bed,” and could be repressed feelings, deep trauma, or festering guilt. These all possess the dark energy of the shadow. It is the dark force of the unexpressed, unrealized, rejected, feared aspects of the hero and is often, but not necessarily, represented by the main antagonist or villain.

However, other characters may take the form of the shadow at different stages of the story as “foil characters” that contrast against the hero. They might also represent what could happen if the hero fails to learn, transform, and grow to complete their quest. At times, a hero may even succumb to the shadow, from which they will need to make sacrifices to be redeemed to continue on their overall quest.

The Trickster

The trickster is the jester or fool of the story that not only provides comic relief, but may also act as a commentator as the events of the plot unfold. Tricksters are typically witty, clever, spontaneous, and sometimes even ridiculous. The trickster within a story can bring a light-hearted element to a challenge, or find a clever way to overcome an obstacle.

The Hero’s Journey can be found all across comparative mythology

Hero’s Journey themes and symbols

Alongside character archetypes, there are also archetypes for settings, situations, and symbolic items that can offer meaning to the world within the story or support your story’s theme.

Archetypes of themes, symbols, and situations represent shared patterns of human existence. This familiarity can provide the reader insight into the deeper meaning of a story without the writer needing to explicitly tell them. There are a great number of archetypes and symbols that can be used to reinforce a theme. Some that are common to the Hero’s Journey include:

Situational archetypes

Light vs. dark and the battle of good vs. evil

Death, rebirth, and transformation in the cycle of life

Nature vs. technology, and the evolution of humanity

Rags to riches or vice versa, as commentary on the material world and social status

Wisdom vs. knowledge and innocence vs. experience, in the understanding of intuition and learned experience

Setting archetypes

Gardens may represent the taming of nature, or living in harmony with nature.

Forests may represent reconnection with nature or wildness, or the fear of the unknown.

Cities or small towns may represent humanity at its best and at its worst. A small town may offer comfort and rest, while simultaneously offering judgment; a city may represent danger while simultaneously championing diversity of ideas, beings, and cultures.

Water and fire within a landscape may represent danger, change, purification, and cleansing.

Symbolic items

Items of the past self. These items are generally tokens from home that remind the hero of where they came from and who or what they’re fighting for.

Gifts to the hero. These items may be given to the hero from a mentor, ally, or even a minor character they meet along the way. These items are typically hero talismans, and may or may not be magical, but will aid the hero on their journey.

Found items. These items are typically found along the journey and represent some sort of growth or change within the hero. After all, the hero would never have found the item had they not left their everyday life behind. These items may immediately seem unimportant, but often carry great significance.

Earned rewards. These items are generally earned by overcoming a test or trial, and often represent growth, or give aid in future trials, tests, and conflicts.

The three act structure of the Hero’s Journey

The structure of the Hero’s Journey, including all 12 steps, can be grouped into three stages that encompass each phase of the journey. These acts follow the the external and internal arc of the hero—the beginning, the initiation and transformation, and the return home.

Act One: Departure (Steps 1—5)

The first act introduces the hero within the ordinary world, as they are—original and untransformed. The first act will typically include the first five steps of the Hero’s Journey.

This section allows the writer to set the stage with details that show who the hero is before their metamorphosis—what is the environment of the ordinary world? What’s important to the hero? Why do they first refuse the call, and then, why do they ultimately accept and embark on the journey to meet with the conflict?

This stage introduces the first major plot point of the story, explores the conflict the hero confronts, and provides the opportunity for characterization for the hero and their companions.

The end of the first act generally occurs when the hero has fully committed to the journey and crossed the threshold of the ordinary world—where there is no turning back.

Act Two: Initiation (Steps 6—9)

Once the hero begins their journey, the second act marks the beginning of their true initiation into the unfamiliar world—they have crossed the threshold, and through this choice, have undergone their first transformation.

The second act is generally the longest of the three and includes steps six through nine.

In this act, the hero meets most of the characters that will be pivotal to the plot, including friends, enemies, and allies. It offers the rising action and other minor plot points related to the overarching conflict. The hero will overcome various trials, grow and transform, and navigate subplots—the additional and unforeseen complexity of the conflict.

This act generally ends when the hero has risen to the challenge to overcome the ordeal and receives their reward. At the end of this act, it’s common for the theme and moral of the story to be fully unveiled.

Act Three: Return (Steps 10—12)

The final stage typically includes steps 10—12, generally beginning with the road back—the point in the story where the hero must recommit to the journey and use all of the growth, transformation, gifts and tools acquired along the journey to bring a decisive victory against their final conflict.

From this event, the hero will also be “reborn,” either literally or metaphorically, and then beginning anew as a self-actualized being, equipped with internal knowledge about themselves, external knowledge about the world, and experience.

At the end of the third act, the hero returns home to the ordinary world, bringing back the gifts they earned on their journey. In the final passages, both the hero and their perception of the ordinary world are compared with what they once were.

The 12 steps of the Hero’s Journey

The following guide outlines the 12 steps of the Hero’s Journey and represents a framework for the creation of a Hero’s Journey story template. You don’t necessarily need to follow the explicit cadence of these steps in your own writing, but they should act as checkpoints to the overall story.

We’ll also use JRR Tolkien’s The Hobbit as a literary example for each of these steps. The Hobbit does an exemplary job of following the Hero’s Journey, and it’s also an example of how checkpoints can exist in more than one place in a story, or how they may deviate from the typical 12-step process of the Hero’s Journey.

Step One: “The Ordinary World”

1. The Ordinary World

This stage in the Hero’s Journey is all about exposition. This introduces the hero’s backstory—who the hero is, where they come from, their worldview, culture, and so on. This offers the reader a chance to relate to the character in their untransformed form.

As the story and character arc develop, the reader is brought along the journey of transformation. By starting at the beginning, a reader has a basic understanding of what drives the hero, so they can understand why the hero makes the choices they do. The ordinary world shows the protagonist in their comfort zone, with their worldview being limited to the perspective of their everyday life.

Characters in the ordinary world may or may not be fully comfortable or satisfied, but they don’t have a point of reference to compare—they have yet to leave the ordinary world to gain the knowledge to do so.

Step One example

The Hobbit begins by introducing Bilbo in the Shire as a respectable and well-to-do member of the community. His ordinary world is utopian and comfortable. Yet, even within a village that is largely uninterested in the concerns of the world outside, the reader is provided a backstory: even though Bilbo buys into the comforts and normalcy of the Shire, he still yearns for adventure—something his neighbors frown upon. This ordinary world of the Shire is disrupted with the introduction of Gandalf—the “mentor”—who is somewhat uncomfortably invited to tea.

2. Call to Adventure

The call to adventure in the Hero’s Journey structure is the initial internal conflict that the protagonist hero faces, that drives them to the true conflict that they must overcome by the end of their journey.

The call occurs within the known world of the character. Here the writer can build on the characterization of the protagonist by detailing how they respond to the initial call. Are they hesitant, eager, excited, refusing, or willing to take a risk?

Step Two example

Bilbo’s call to adventure takes place at tea as the dwarves leisurely enter his home, followed by Gandalf, who identifies Bilbo as the group’s missing element—the burglar, and the lucky 14th member.

Bilbo and his ordinary world are emphasized by his discomfort with his rambunctious and careless guests. Yet as the dwarves sing stories of old adventures, caverns, and lineages, which introduce and foreshadow the conflict to come, a yearning for adventure is stirred. Though he still clings to his ordinary world and his life in the Shire, he’s conflicted. Should he leave the shire and experience the world, or stay in his comfortable home? Bilbo continues to refuse the call, but with mixed feelings.

Step Three: “Refusal of the Call”

3. Refusal of the Call

The refusal of the call in the Hero’s Journey showcases a “clinging” to one’s original self or world view. The initial refusal of the call represents a fear of change, as well as a resistance to the internal transformation that will occur after the adventure has begun.

The refusal reveals the risks that the protagonist faces if they were to answer the call, and shows what they’ll leave behind in the ordinary world once they accept.

The refusal of the call creates tension in the story, and should show the personal reasons why the hero is refusing—inner conflict, fear of change, hesitation, insecurity, etc. This helps make their character clearer for the reader.

These are all emotions a reader can relate to, and in presenting them through the hero, the writer deepens the reader’s relationship with them and helps the reader sympathize with the hero’s internal plight as they take the first step of transformation.

Step Three example

Bilbo refuses the call in his first encounter with Gandalf, and in his reaction to the dwarves during tea. Even though Bilbo’s “Tookish” tendencies make him yearn for adventure, he goes to bed that night still refusing the call. The next morning, as Bilbo awakes to an empty and almost fully clean hobbit home, he feels a slight disappointment for not joining the party, but quickly soothes his concerns by enjoying the comfort of his home—i.e. the ordinary world. Bilbo explores his hesitation to disembark from the ordinary world, questioning why a hobbit would become mixed up in the adventures of others, and choosing not to meet the dwarves at the designated location.

4. Meeting the Mentor

Meeting the mentor in the Hero’s Journey is the stage that provides the hero protagonist with a guide, relationship, and/or informational asset that has experience outside the ordinary world. The mentor offers confidence, advice, wisdom, training, insight, tools, items, or gifts of supernatural wonder that the hero will use along the journey and in overcoming the ultimate conflict.

The mentor often represents someone who has attempted to overcome, or actually has overcome, an obstacle, and encourages the hero to pursue their calling, regardless of the hero’s weaknesses or insecurities. The mentor may also explicitly point out the hero’s weaknesses, forcing them to reckon with and accept them, which is the first step to their personal transformation.

Note that not all mentors need to be a character . They can also be objects or knowledge that has been instilled in the hero somehow—cultural ethics, spiritual guidance, training of a particular skill, a map, book, diary, or object that illuminates the path forward, etc. In essence, the mentor character or object has a role in offering the protagonist outside help and guidance along the Hero’s Journey, and plays a key role in the protagonist’s transition from normalcy to heroism.

The mentor figure also offers the writer the opportunity to incorporate new information by expanding upon the story, plot, or backstory in unique ways. They do this by giving the hero information that would otherwise be difficult for the writer to convey naturally.

The mentor may accompany the hero throughout most of the story, or they may only periodically be included to facilitate changes and transformation within them.

Step Four example

The mentor, Gandalf, is introduced almost immediately. Gandalf is shown to be the mentor, firstly through his arrival from—and wisdom of—the outside world; and secondly, through his selection of Bilbo for the dwarven party by identifying the unique characteristics Bilbo has that are essential to overcoming the challenges in the journey. Gandalf doesn’t accompany Bilbo and the company through all of the trials and tribulations of the plot, but he does play a key role in offering guidance and assistance, and saves the group in times of dire peril.

Step Five: “Crossing the Threshold”

5. Crossing the Threshold

As the hero crosses the first threshold, they begin their personal quest toward self-transformation. Crossing the threshold means that the character has committed to the journey, and has stepped outside of the ordinary world in the pursuit of their goal. This typically marks the conclusion of the first act.

The threshold lies between the ordinary world and the special world, and marks the point of the story where the hero fully commits to the road ahead. It’s a crucial stage in the Hero’s Journey, as the hero wouldn’t be able to grow and transform by staying in the ordinary world where they’re comfortable and their world view can’t change.

The threshold isn’t necessarily a specific place within the world of the story, though a place can symbolize the threshold—for example a border, gateway, or crossroads that separate what is safe and “known” from what is potentially dangerous. It can also be a moment or experience that causes the hero to recognize that the comforts and routine of their world no longer apply—like the loss of someone or something close to the hero, for example. The purpose of the threshold is to take the hero out of their element and force them, and the reader, to adapt from the known to the unknown.

This moment is crucial to the story’s tension. It marks the first true shift in the character arc and the moment the adventure has truly begun. The threshold commonly forces the hero into a situation where there’s no turning back. This is sometimes called the initiation stage or the departure stage.

Step Five example

The threshold moment in The Hobbit occurs when the party experiences true danger as a group for the first time. Bilbo, voted as scout by the party and eager to prove his burglar abilities, sneaks upon a lone fire in the forest where he finds three large trolls. Rather than turn back empty-handed—as he initially wants to—Bilbo chooses to prove himself, plucking up the courage to pickpocket the trolls—but is caught in the process. The dwarves are also captured and fortunately, Gandalf, the mentor, comes to save the party.

Bilbo’s character arc is solidified in this threshold moment. He experiences his first transformation when he casts aside fear and seeks to prove himself as a burglar, and as an official member of the party. This moment also provides further characterization of the party as a whole, proving the loyalty of the group in seeking out their captured member.

Gandalf’s position as the mentor is also firmly established as he returns to ultimately save all of the members of the party from being eaten by trolls. The chapter ends with Bilbo taking ownership of his first hero talisman—the sword that will accompany him through the rest of the adventure.

6. Tests, Allies, Enemies

Once the hero has crossed the threshold, they must now encounter tests of courage, make allies, and inevitably confront enemies. All these elements force the hero to learn the new ways of the special world and how it differs from the hero’s ordinary world—i.e. how the rules have changed, the conditions of the special world vs. the ordinary world, and the various beings and places within it.

All these elements spark stages of transformation within the hero—learning who they can trust and who they can’t, learning new skills, seeking training from the mentor, and overcoming challenges that force and drive them to grow and transform.

The hero may both succeed and fail at various points of this stage, which will test their commitment to the journey. The writer can create tension by making it clear that the hero may or may not succeed at the critical moment of crisis. These crises can be external or internal.

External conflicts are issues that the character must face and overcome within the plot—e.g. the enemy has a sword drawn and the hero must fight to survive.

Internal conflicts occur inside the hero. For example, the hero has reached safety, but their ally is in peril; will they step outside their comfort zone and rise to the occasion and save their friend? Or will they return home to their old life and the safety of the ordinary world?

Tests are conflicts and threats that the hero must face before they reach the true conflict, or ordeal, of the story. These tests set the stage and prime the hero to meet and achieve the ultimate goal. They provide the writer the opportunity to further the character development of the hero through their actions, inactions, and reactions to what they encounter. The various challenges they face will teach them valuable lessons, as well as keep the story compelling and the reader engaged.

Allies represent the characters that offer support to the protagonist along the journey. Some allies may be introduced from the beginning, while others may be gained along the journey. Secondary characters and allies provide additional nuance for the hero, through interactions, events, and relationships that further show who the hero is at heart, what they believe in, and what they’re willing to fight for. The role of the allies is to bring hope, inspiration, and further drive the hero to do what needs to be done.

Enemies represent a foil to the allies. While allies bring hope and inspiration, enemies will provide challenges, conflicts, tests, and challenges. Both allies and enemies may instigate transformative growth, but enemies do so in a way that fosters conflict and struggle.

Characterization of enemies can also enhance the development of the hero through how they interact and the lessons learned through those interactions. Is the hero easily duped, forgiving, empathetic, merciful? Do they hold a grudge and seek revenge? Who is the hero now that they have been harmed, faced an enemy, and lost pieces of their innocent worldview? To answer that, the hero is still transforming and gestating with every lesson, test, and enemy faced along the way.

Step Six example

As the plot of The Hobbit carries on, Bilbo encounters many tests, allies, and enemies that all drive complexity in the story. A few examples include:

The first major obstacle that Bilbo faces occurs within the dark and damp cave hidden in the goblin town. All alone, Bilbo must pluck up the wit and courage to outriddle a creature named Gollum. In doing so, Bilbo discovers the secret power of a golden ring (another hero talisman) that will aid him and the party through the rest of the journey.

The elves encountered after Bilbo “crosses the threshold” are presented as allies in the story. The hero receives gifts of food, a safe place to rest, and insight and guidance that allows the party to continue on their journey. While the party doesn’t dwell long with the elves, the elves also provide further character development for the party at large: the serious dwarf personalities are juxtaposed against the playful elvish ones, and the elves offer valuable historical insight with backstory to the weapons the party gathered from the troll encounter.

Goblins are a recurring enemy within the story that the hero and party must continue to face, fight, and run from. The goblins present consistent challenges that force Bilbo to face fear and learn and adapt, not only to survive but to save his friends.

Step Seven: “Approach to the Inmost Cave”

7. Approach to the Inmost Cave

The approach to the inmost cave of the Hero’s Journey is the tense quiet before the storm; it’s the part of the story right before the hero faces their greatest fear, and it can be positioned in a few different ways. By now, the hero has overcome obstacles, setbacks, and tests, gained and lost allies and enemies, and has transformed in some way from the original protagonist first introduced in the ordinary world.

The moment when the hero approaches the inmost cave can be a moment of reflection, reorganization, and rekindling of morale. It presents an opportunity for the main characters of the story to come together in a moment of empathy for losses along the journey; a moment of planning and plotting next steps; an opportunity for the mentor to teach a final lesson to the hero; or a moment for the hero to sit quietly and reflect upon surmounting the challenge they have been journeying toward for the length of their adventure.

The “cave” may or may not be a physical place where the ultimate ordeal and conflict will occur. The approach represents the momentary period where the hero assumes their final preparation for the overall challenge that must be overcome. It’s a time for the hero and their allies, as well as the reader, to pause and reflect on the events of the story that have already occurred, and to consider the internal and external growth and transformation of the hero.

Having gained physical and/or emotional strength and fortitude through their trials and tests, learned more rules about the special world, found and lost allies and friends, is the hero prepared to face danger and their ultimate foe? Reflection, tension, and anticipation are the key elements of crafting the approach to the cave.

Step Seven example

The approach to the cave in The Hobbit occurs as the party enters the tunnel of the Lonely Mountain. The tunnel is the access point to the ultimate goal—Thorin’s familial treasure, as well as the ultimate test—the formidable dragon Smaug. During this part of the story, the party must hide, plot, and plan their approach to the final conflict. It’s at this time that Bilbo realizes he must go alone to scout out and face the dragon.

8. The Ordeal

The ordeal is the foreshadowed conflict that the hero must face, and represents the midpoint of the story. While the ordeal is the ultimate conflict that the hero knows they must overcome, it’s a false climax to the complete story—there’s still much ground to cover in the journey, and the hero will still be tested after completing this, the greatest challenge. In writing the ordeal phase of the Hero’s Journey, the writer should craft this as if it actually were the climax to the tale, even though it isn’t.

The first act, and the beginning of the second act, have built up to the ordeal with characterization and the transformation of the hero through their overcoming tests and trials. This growth—both internal and external—has all occurred to set the hero up to handle this major ordeal.

As this stage commences, the hero is typically faced with fresh challenges to make the ordeal even more difficult than they previously conceived. This may include additional setbacks for the hero, the hero’s realization that they were misinformed about the gravity of the situation, or additional conflicts that make the ordeal seem insurmountable.

These setbacks cause the hero to confront their greatest fears and build tension for both the hero and the reader, as they both question if the hero will ultimately succeed or fail. In an epic fantasy tale, this may mean a life-or-death moment for the hero, or experiencing death through the loss of an important ally or the mentor. In a romance, it may be the moment of crisis where a relationship ends or a partner reveals their dark side or true self, causing the hero great strife.

This is the rock-bottom moment for the hero, where they lose hope, courage, and faith. At this point, even though the hero has already crossed the threshold, this part of the story shows how the hero has changed in such a way that they can never return to their original self: even if they return to the ordinary world, they’ll never be the same; their perception of the world has been modified forever.

Choosing to endure against all odds and costs to face the ordeal represents the loss of the hero’s original self from the ordinary world, and a huge internal transformation occurs within the hero as they must rise and continue forth to complete their journey and do what they set out to do from the beginning.

The ordeal may also be positioned as an introduction to the greater villain through a trial with a shadow villain, where the hero realizes that the greatest conflict is unveiled as something else, still yet to come. In these instances, the hero may fail, or barely succeed, but must learn a crucial lesson and be metaphorically resurrected through their failure to rise again and overcome the greater challenge.

Step Eight example

Bilbo must now face his ultimate challenge: burgle the treasure from the dragon. This is the challenge that was set forth from the beginning, as it’s his purpose as the party’s 14th member, the burglar, anointed by Gandalf, the mentor. Additional conflicts arise as Bilbo realizes that he must face the dragon alone, and in doing so, must rely on all of the skills and gifts in the form of talismans and tokens he has gained throughout the adventure.

During the ordeal, Bilbo uses the courage he has gained by surmounting the story’s previous trials; he’s bolstered by his loyalty to the group and relies upon the skills and tools he has earned in previous trials. Much as he outwitted Gollum in the cave, Bilbo now uses his wit as well as his magical ring to defeat Smaug in a game of riddles, which ultimately leads Smaug out of the lair so that Bilbo can complete what he was set out to do—steal the treasure.

Step Nine: “Reward”

The reward of the Hero’s Journey is a moment of triumph, celebration, or change as the hero achieves their first major victory. This is a moment of reflection for both the reader and the hero, to take a breath to contemplate and acknowledge the growth, development, and transformation that has occurred so far.

The reward is the boon that the hero learns, is granted, or steals, that will be crucial to facing the true climax of the story that is yet to come. The reward may be a physical object, special knowledge, or reconciliation of some sort, but it’s always a thing that allows for some form of celebration or replenishment and provides the drive to succeed before the journey continues.

Note that the reward may not always be overtly positive—it may also be a double-edged sword that could harm them physically or spiritually. This type of reward typically triggers yet another internal transformation within the hero, one that grants them the knowledge and personal drive to complete the journey and face their remaining challenges.

From the reward, the hero is no longer externally driven to complete the journey, but has evolved to take on the onus of doing so.

Examples of rewards may include:

A weapon, elixir, or object that will be necessary to complete the quest.

Special knowledge, or a personal transformation to use against a foe.

An eye-opening experience that provides deep insight and fundamentally changes the hero and their position within the story and world.

Reconciliation with another character, or with themselves.

No matter what the reward is, the hero should experience some emotional or spiritual revelation and a semblance of inner peace or personal resolve to continue the journey. Even if the reward is not overtly positive, the hero and the reader deserve a moment of celebration for facing the great challenge they set out to overcome.

Step Nine example

Bilbo defeats the dragon at a battle of wits and riddles, and now receives his reward. He keeps the gifts he has earned, both the dagger and the gold ring. He is also granted his slice of the treasure, and the Lonely Mountain is returned to Thorin. The party at large is rewarded for completing the quest and challenge they set out to do.

However, Tolkien writes the reward to be more complex than it first appears. The party remains trapped and hungry within the Mountain as events unfold outside of it. Laketown has been attacked by Smaug, and the defenders will want compensation for the damage to their homes and for their having to kill the dragon. Bilbo discovers, and then hides, the Arkenstone (a symbolic double edged reward) to protect it from Thorin’s selfishness and greed.

Step Ten: “The Road Back”

10. The Road Back

The road back in the Hero’s Journey is the beginning of the third act, and represents a turning point within the story. The hero must recommit to the journey, alongside the new stakes and challenges that have arisen from the completion of the original goal.

The road back presents roadblocks—new and unforeseen challenges to the hero that they must now face on their journey back to the ordinary world. The trials aren’t over yet, and the stakes are raised just enough to keep the story compelling before the final and ultimate conflict—the hero’s resurrection—is revealed in the middle of the third act.

The hero has overcome their greatest challenge in the Ordeal and they aren’t the same person they were when they started. This stage of the story often sees the hero making a choice, or reflecting on their transformed state compared to their state at the start of the journey.

The writer’s purpose in the third act is not to eclipse the upcoming and final conflict, but to up the stakes, show the true risk of the final climax, and to reflect on what it will take for the hero to ultimately prevail. The road back should offer a glimmer of hope—the light at the end of the tunnel—and should let the reader know the dramatic finale is about to arrive.

Step Ten example

What was once a journey to steal treasure and slay a dragon has developed new complications. Our hero, Bilbo, must now use all of the powers granted in his personal transformation, as well as the gifts and rewards he earned on the quest, to complete the final stages of the journey.

This is the crisis moment of The Hobbit ; the armies of Laketown are prepared for battle to claim their reward for killing Smaug; the fearless leader of their party, Thorin, has lost reason and succumbed to greed; and Bilbo makes a crucial choice based his personal growth: he gives the Arkenstone to the king as a bargaining chip for peace. Bilbo also briefly reconnects with the mentor, Gandalf, who warns him of the unpleasant times ahead, but comforts Bilbo by saying that things may yet turn out for the best. Bilbo then loyally returns to his friends, the party of dwarves, to stand alongside them in the final battle.

11. Resurrection

The resurrection stage of the Hero’s Journey is the final climax of the story, and the heart of the third act. By now the hero has experienced internal and external transformation and a loss of innocence, coming out with newfound knowledge. They’re fully rooted in the special world, know its rules, and have made choices that underline this new understanding.

The hero must now overcome the final crisis of their external quest. In an epic fantasy tale, this may be the last battle of light versus darkness, good versus evil, a cumulation of fabulous forces. In a thriller, the hero might ultimately face their own morality as they approach the killer. In a drama or romance, the final and pivotal encounter in a relationship occurs and the hero puts their morality ahead of their immediate desires.

The stakes are the highest they’ve ever been, and the hero must often choose to make a sacrifice. The sacrifice may occur as a metaphoric or symbolic death of the self in some way; letting go of a relationship, title, or mental/emotional image of the self that a hero once used as a critical aspect of their identity, or perhaps even a metaphoric physical death—getting knocked out or incapacitated, losing a limb, etc.

Through whatever the great sacrifice is, be it loss or a metaphoric death, the hero will experience a form of resurrection, purification, or internal cleansing that is their final internal transformation.

In this stage, the hero’s character arc comes to an end, and balance is restored to the world. The theme of the story is fully fleshed out and the hero, having reached some form of self-actualization, is forever changed. Both the reader and the hero experience catharsis—the relief, insight, peace, closure, and purging of fear that had once held the hero back from their final transformation.

Step Eleven example

All the armies have gathered, and the final battle takes place. Just before the battle commences, Bilbo tells Thorin that it was he who gave the Arkenstone to the city of men and offers to sacrifice his reward of gold for taking the stone. Gandalf, the mentor, arrives, standing beside Bilbo and his decision. Bilbo is shunned by Thorin and is asked to leave the party for his betrayal.

Bilbo experiences a symbolic death when he’s knocked out by a stone. Upon awakening, Bilbo is brought to a dying Thorin, who forgives him of his betrayal, and acknowledges that Bilbo’s actions were truly the right thing to do. The theme of the story is fully unveiled: that bravery and courage comes in all sizes and forms, and that greed and gold are less worthy than a life rich in experiences and relationships.

Step Twelve: “Return with the Elixir”

12. Return with the Elixir

The elixir in the Hero’s Journey is the final reward the hero brings with them on their return, bridging their two worlds. It’s a reward hard earned through the various relationships, tests, and growth the hero has experienced along their journey. The “elixir” can be a magical potion, treasure, or object, but it can also be intangible—love, wisdom, knowledge, or experience.

The return is key to the circular nature of the Hero’s Journey. It offers a resolution to both the reader and the hero, and a comparison of their growth from when the journey began.

Without the return, the story would have a linear nature, a beginning and an end. In bringing the self-actualized hero home to the ordinary world, the character arc is completed, and the changes they’ve undergone through the journey are solidified. They’ve overcome the unknown, and though they’re returning home, they can no longer resume their old life because of their new insight and experiences.

Step Twelve example

The small yet mighty hero Bilbo is accompanied on his journey home by his mentor Gandalf, as well as the allies he gathered along his journey. He returns with many rewards—his dagger, his golden ring, and his 1/14th split of the treasure—yet his greatest rewards are his experience and the friends he has made along the way. Upon entering the Shire Bilbo sings a song of adventure, and the mentor Gandalf remarks, “My dear Bilbo! Something is the matter with you, you are not the hobbit you were.”

The final pages of The Hobbit explore Bilbo’s new self in the Shire, and how the community now sees him as a changed hobbit—no longer quite as respectable as he once was, with odd guests who visit from time to time. Bilbo also composes his story “There and Back Again,” a tale of his experiences, underlining his greatest reward—stepping outside of the Shire and into the unknown, then returning home, a changed hobbit.

Books that follow the Hero’s Journey

One of the best ways to become familiar with the plot structure of the Hero’s Journey is to read stories and books that successfully use it to tell a powerful tale. Maybe they’ll inspire you to use the hero’s journey in your own writing!

The Lord of the Rings trilogy by J. R. R. Tolkien.

The Harry Potter series by J. K. Rowling.

The Earthsea series by Ursula K. Le Guin.

The Odyssey by Homer.

Siddhartha by Herman Hesse.

Pride and Prejudice by Jane Austen.

Writing tips for the Hero’s Journey

Writing a Hero’s Journey story often requires planning beforehand to organize the plot, structure, and events of the story. Here are some tips to use the hero’s journey archetype in a story:

Use a template or note cards to organize and store your ideas. This can assist in ensuring that you tie up any loose ends in the plot, and that the cadence of your story is already outlined before you begin writing.

Use word count goals for writing different sections of your story. This can help you keep pace while you plan and write the first draft. You can always revise, edit, and add in detail at later stages of development, but getting the ideas written without bogging them down with details can assist in preparing your outline, and may perhaps provide additional inspiration and guidance along the way.

Lean into creativity and be flexible with the 12 steps. They don’t need to occur in the exact order we’ve listed above, but that ordering can offer great checkpoint moments for your story.

Invest in characterization and ensure that your main character is balanced with credible strengths and weaknesses. A perfect, pure hero has no room to grow. A one-dimensional villain who relies on the trope of “pure evil” without any motivations for their actions is boring and predictable.

Ensure tension and urgency is woven into the story. An epic tale to the grocery store for baby formula may still be fraught with danger, and the price of failure is a hungry child. Without urgency, tension, and risk, a Hero’s Journey will fall flat.

Be hard on your characters. Give them deep conflicts that truly test their nature, and their mental, physical, and spiritual selves. An easy journey isn’t a memorable one.

Have a balance of scenes that play on both positive and negative emotions and outcomes for the hero to create a compelling plot line that continues to engage your reader. A story that’s relentlessly positive doesn’t provide a pathway for the hero to transform. Likewise, a story that’s nothing but doom, strife, and turmoil, without a light at the end of the tunnel or an opportunity for growth, can make a story feel stagnant and unengaging.

Reward your characters and your reader. Personal transformation and the road to the authentic self may be grueling, but there’s peace or joy at the end of the tunnel. Even if your character doesn’t fully saved the world, they—and the reader—should be rewarded with catharsis, a new perspective, or personal insight at the end of the tale.

Hero’s Journey templates

Download these free templates to help you plan out your Hero’s Journey:

Download the Hero’s Journey template template (docx) Download the Hero’s Journey template template (pdf)

Prompts and practices to help you write your own Hero’s Journey

Use the downloadable template listed below for the following exercises:

Read a book or watch a movie that follows the Hero’s Journey. Use the template to fill in when each step occurs or is completed. Make note of themes and symbols, character arcs, the main plot, and the subplots that drive complexity in the story.

When writing, use a timer set to 2—5 minutes per section to facilitate bursts of creativity. Brainstorm ideas for cadence, plot, and characters within the story. The outline you create can always be modified, but the timer ensures you can get ideas on paper without a commitment; you’re simply jotting down ideas as quickly as you can.

Use the downloadable template above to generate outlines based on the following prompts.

A woman’s estranged mother has died. A friend of the mother arrives at the woman’s home to tell her that her mother has left all her belongings to her daughter, and hands her a letter. The letter details the mother’s life, and the daughter must visit certain places and people to find her mother’s house and all the belongings in it—learning more about her mother’s life, and herself, along the way.

The last tree on earth has fallen, and technology can no longer sustain human life on Earth. An engineer, having long ago received alien radio signals from a tower in their backyard, has dedicated their life to building a spaceship in their garage. The time has come to launch, and the engineer must select a group of allies to bring with them to the stars, on a search for a new life, a new home, and “the others” out there in the universe.

A detective is given a new case: to find a much-talked-about murderer. The twist is, the murderer has sent a letter to the detective agency, quietly outing a homicidal politician who is up for re-election and is a major financial contributor to the police. In the letter, the murderer states that if the politician doesn’t come clean about their crimes, the murderer will kill the politician on the night of the election. The detective must solve the case before the election, and come to terms with their own feelings of justice and morality.

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Hero's Journey 101: How to Use the Hero's Journey to Plot Your Story

Dan Schriever

By Dan Schriever

The Hero's Journey cover

How many times have you heard this story? A protagonist is suddenly whisked away from their ordinary life and embarks on a grand adventure. Along the way they make new friends, confront perils, and face tests of character. In the end, evil is defeated, and the hero returns home a changed person.

That’s the Hero’s Journey in a nutshell. It probably sounds very familiar—and rightly so: the Hero’s Journey aspires to be the universal story, or monomyth, a narrative pattern deeply ingrained in literature and culture. Whether in books, movies, television, or folklore, chances are you’ve encountered many examples of the Hero’s Journey in the wild.

In this post, we’ll walk through the elements of the Hero’s Journey step by step. We’ll also study an archetypal example from the movie The Matrix (1999). Once you have mastered the beats of this narrative template, you’ll be ready to put your very own spin on it.

Sound good? Then let’s cross the threshold and let the journey begin.

What Is the Hero’s Journey?

The 12 stages of the hero’s journey, writing your own hero’s journey.

The Hero’s Journey is a common story structure for modeling both plot points and character development. A protagonist embarks on an adventure into the unknown. They learn lessons, overcome adversity, defeat evil, and return home transformed.

Joseph Campbell’s The Hero with a Thousand Faces (1949)

Joseph Campbell , a scholar of literature, popularized the monomyth in his influential work The Hero With a Thousand Faces (1949). Looking for common patterns in mythological narratives, Campbell described a character arc with 17 total stages, overlaid on a more traditional three-act structure. Not all need be present in every myth or in the same order.

The three stages, or acts, of Campbell’s Hero’s Journey are as follows:

1. Departure. The hero leaves the ordinary world behind.

2. Initiation. The hero ventures into the unknown ("the Special World") and overcomes various obstacles and challenges.

3. Return. The hero returns in triumph to the familiar world.

Hollywood has embraced Campbell’s structure, most famously in George Lucas’s Star Wars movies. There are countless examples in books, music, and video games, from fantasy epics and Disney films to sports movies.

In The Writer’s Journey: Mythic Structure for Writers (1992), screenwriter Christopher Vogler adapted Campbell’s three phases into the "12 Stages of the Hero’s Journey." This is the version we’ll analyze in the next section.

The three stages of Campbell's Hero's Journey

For writers, the purpose of the Hero’s Journey is to act as a template and guide. It’s not a rigid formula that your plot must follow beat by beat. Indeed, there are good reasons to deviate—not least of which is that this structure has become so ubiquitous.

Still, it’s helpful to master the rules before deciding when and how to break them. The 12 steps of the Hero's Journey are as follows :

  • The Ordinary World
  • The Call of Adventure
  • Refusal of the Call
  • Meeting the Mentor
  • Crossing the First Threshold
  • Tests, Allies, and Enemies
  • Approach to the Inmost Cave
  • Reward (Seizing the Sword)
  • The Road Back
  • Resurrection
  • Return with the Elixir

Let’s take a look at each stage in more detail. To show you how the Hero’s Journey works in practice, we’ll also consider an example from the movie The Matrix (1999). After all, what blog has not been improved by a little Keanu Reeves?

The Matrix

#1: The Ordinary World

This is where we meet our hero, although the journey has not yet begun: first, we need to establish the status quo by showing the hero living their ordinary, mundane life.

It’s important to lay the groundwork in this opening stage, before the journey begins. It lets readers identify with the hero as just a regular person, “normal” like the rest of us. Yes, there may be a big problem somewhere out there, but the hero at this stage has very limited awareness of it.

The Ordinary World in The Matrix :

We are introduced to Thomas A. Anderson, aka Neo, programmer by day, hacker by night. While Neo runs a side operation selling illicit software, Thomas Anderson lives the most mundane life imaginable: he works at his cubicle, pays his taxes, and helps the landlady carry out her garbage.

#2: The Call to Adventure

The journey proper begins with a call to adventure—something that disrupts the hero’s ordinary life and confronts them with a problem or challenge they can’t ignore. This can take many different forms.

While readers may already understand the stakes, the hero is realizing them for the first time. They must make a choice: will they shrink from the call, or rise to the challenge?

The Call to Adventure in The Matrix :

A mysterious message arrives in Neo’s computer, warning him that things are not as they seem. He is urged to “follow the white rabbit.” At a nightclub, he meets Trinity, who tells him to seek Morpheus.

#3: Refusal of the Call

Oops! The hero chooses option A and attempts to refuse the call to adventure. This could be for any number of reasons: fear, disbelief, a sense of inadequacy, or plain unwillingness to make the sacrifices that are required.

A little reluctance here is understandable. If you were asked to trade the comforts of home for a life-and-death journey fraught with peril, wouldn’t you give pause?

Refusal of the Call in The Matrix :

Agents arrive at Neo’s office to arrest him. Morpheus urges Neo to escape by climbing out a skyscraper window. “I can’t do this… This is crazy!” Neo protests as he backs off the ledge.

The Hero's Journey in _The Matrix_

#4: Meeting the Mentor

Okay, so the hero got cold feet. Nothing a little pep talk can’t fix! The mentor figure appears at this point to give the hero some much needed counsel, coaching, and perhaps a kick out the door.

After all, the hero is very inexperienced at this point. They’re going to need help to avoid disaster or, worse, death. The mentor’s role is to overcome the hero’s reluctance and prepare them for what lies ahead.

Meeting the Mentor in The Matrix :

Neo meets with Morpheus, who reveals a terrifying truth: that the ordinary world as we know it is a computer simulation designed to enslave humanity to machines.

#5: Crossing the First Threshold

At this juncture, the hero is ready to leave their ordinary world for the first time. With the mentor’s help, they are committed to the journey and ready to step across the threshold into the special world . This marks the end of the departure act and the beginning of the adventure in earnest.

This may seem inevitable, but for the hero it represents an important choice. Once the threshold is crossed, there’s no going back. Bilbo Baggins put it nicely: “It’s a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”

Crossing the First Threshold in The Matrix :

Neo is offered a stark choice: take the blue pill and return to his ordinary life none the wiser, or take the red pill and “see how deep the rabbit hole goes.” Neo takes the red pill and is extracted from the Matrix, entering the real world .

#6: Tests, Allies, and Enemies

Now we are getting into the meat of the adventure. The hero steps into the special world and must learn the new rules of an unfamiliar setting while navigating trials, tribulations, and tests of will. New characters are often introduced here, and the hero must navigate their relationships with them. Will they be friend, foe, or something in between?

Broadly speaking, this is a time of experimentation and growth. It is also one of the longest stages of the journey, as the hero learns the lay of the land and defines their relationship to other characters.

Wondering how to create captivating characters? Read our guide , which explains how to shape characters that readers will love—or hate.

Tests, Allies, and Enemies in The Matrix :

Neo is introduced to the vagabond crew of the Nebuchadnezzar . Morpheus informs Neo that he is The One , a savior destined to liberate humanity. He learns jiu jitsu and other useful skills.

#7: Approach to the Inmost Cave

Man entering a cave

Time to get a little metaphorical. The inmost cave isn’t a physical cave, but rather a place of great danger—indeed, the most dangerous place in the special world . It could be a villain’s lair, an impending battle, or even a mental barrier. No spelunking required.

Broadly speaking, the approach is marked by a setback in the quest. It becomes a lesson in persistence, where the hero must reckon with failure, change their mindset, or try new ideas.

Note that the hero hasn’t entered the cave just yet. This stage is about the approach itself, which the hero must navigate to get closer to their ultimate goal. The stakes are rising, and failure is no longer an option.

Approach to the Inmost Cave in The Matrix :

Neo pays a visit to The Oracle. She challenges Neo to “know thyself”—does he believe, deep down, that he is The One ? Or does he fear that he is “just another guy”? She warns him that the fate of humanity hangs in the balance.

#8: The Ordeal

The ordeal marks the hero’s greatest test thus far. This is a dark time for them: indeed, Campbell refers to it as the “belly of the whale.” The hero experiences a major hurdle or obstacle, which causes them to hit rock bottom.

This is a pivotal moment in the story, the main event of the second act. It is time for the hero to come face to face with their greatest fear. It will take all their skills to survive this life-or-death crisis. Should they succeed, they will emerge from the ordeal transformed.

Keep in mind: the story isn’t over yet! Rather, the ordeal is the moment when the protagonist overcomes their weaknesses and truly steps into the title of hero .

The Ordeal in The Matrix :

When Cipher betrays the crew to the agents, Morpheus sacrifices himself to protect Neo. In turn, Neo makes his own choice: to risk his life in a daring rescue attempt.

#9: Reward (Seizing the Sword)

The ordeal was a major level-up moment for the hero. Now that it's been overcome, the hero can reap the reward of success. This reward could be an object, a skill, or knowledge—whatever it is that the hero has been struggling toward. At last, the sword is within their grasp.

From this moment on, the hero is a changed person. They are now equipped for the final conflict, even if they don’t fully realize it yet.

Reward (Seizing the Sword) in The Matrix :

Neo’s reward is helpfully narrated by Morpheus during the rescue effort: “He is beginning to believe.” Neo has gained confidence that he can fight the machines, and he won’t back down from his destiny.

A man holding a sword

#10: The Road Back

We’re now at the beginning of act three, the return . With the reward in hand, it’s time to exit the inmost cave and head home. But the story isn’t over yet.

In this stage, the hero reckons with the consequences of act two. The ordeal was a success, but things have changed now. Perhaps the dragon, robbed of his treasure, sets off for revenge. Perhaps there are more enemies to fight. Whatever the obstacle, the hero must face them before their journey is complete.

The Road Back in The Matrix :

The rescue of Morpheus has enraged Agent Smith, who intercepts Neo before he can return to the Nebuchadnezzar . The two foes battle in a subway station, where Neo’s skills are pushed to their limit.

#11: Resurrection

Now comes the true climax of the story. This is the hero’s final test, when everything is at stake: the battle for the soul of Gotham, the final chance for evil to triumph. The hero is also at the peak of their powers. A happy ending is within sight, should they succeed.

Vogler calls the resurrection stage the hero’s “final exam.” They must draw on everything they have learned and prove again that they have really internalized the lessons of the ordeal . Near-death escapes are not uncommon here, or even literal deaths and resurrections.

Resurrection in The Matrix :

Despite fighting valiantly, Neo is defeated by Agent Smith and killed. But with Trinity’s help, he is resurrected, activating his full powers as The One . Isn’t it wonderful how literal The Matrix can be?

#12: Return with the Elixir

Hooray! Evil has been defeated and the hero is transformed. It’s time for the protagonist to return home in triumph, and share their hard-won prize with the ordinary world . This prize is the elixir —the object, skill, or insight that was the hero’s true reward for their journey and transformation.

Return with the Elixir in The Matrix :

Neo has defeated the agents and embraced his destiny. He returns to the simulated world of the Matrix, this time armed with god-like powers and a resolve to open humanity’s eyes to the truth.

The Hero's Journey Worksheet

If you’re writing your own adventure, you may be wondering: should I follow the Hero’s Journey structure?

The good news is, it’s totally up to you. Joseph Campbell conceived of the monomyth as a way to understand universal story structure, but there are many ways to outline a novel. Feel free to play around within its confines, adapt it across different media, and disrupt reader expectations. It’s like Morpheus says: “Some of these rules can be bent. Others can be broken.”

Think of the Hero’s Journey as a tool. If you’re not sure where your story should go next, it can help to refer back to the basics. From there, you’re free to choose your own adventure.

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Last updated on Aug 10, 2023

The Hero's Journey: 12 Steps to a Classic Story Structure

About the author.

Reedsy's editorial team is a diverse group of industry experts devoted to helping authors write and publish beautiful books.

About Dario Villirilli

Editor-in-Chief of the Reedsy blog, Dario is a graduate of Mälardalen University. As a freelance writer, he has written for many esteemed outlets aimed at writers. A traveler at heart, he can be found roaming the world and working from his laptop.

The Hero's Journey is a timeless story structure which follows a protagonist on an unforeseen quest, where they face challenges, gain insights, and return home transformed. From Theseus and the Minotaur to The Lion King , so many narratives follow this pattern that it’s become ingrained into our cultural DNA. 

In this post, we'll show you how to make this classic plot structure work for you — and if you’re pressed for time, download our cheat sheet below for everything you need to know.

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Hero's Journey Template

Plot your character's journey with our step-by-step template.

What is the Hero’s Journey?

The Hero's Journey, also known as the monomyth, is a story structure where a hero goes on a quest or adventure to achieve a goal, and has to overcome obstacles and fears, before ultimately returning home transformed.

This narrative arc has been present in various forms across cultures for centuries, if not longer, but gained popularity through Joseph Campbell's mythology book, The Hero with a Thousand Faces . While Campbell identified 17 story beats in his monomyth definition, this post will concentrate on a 12-step framework popularized in 2007 by screenwriter Christopher Vogler in his book The Writer’s Journey .

The 12 Steps of the Hero’s Journey

A circular illustration of the 12 steps of the hero's journey with an adventurous character in the center.

The Hero's Journey is a model for both plot points and character arc development: as the Hero traverses the world, they'll undergo inner and outer transformation at each stage of the journey. The 12 steps of the hero's journey are: 

  • The Ordinary World: We meet our hero.
  • Call to Adventure:  Will they meet the challenge?
  • Refusal of the Call: They resist the adventure.
  • Meeting the Mentor: A teacher arrives.
  • Crossing the First Threshold: The hero leaves their comfort zone.
  • Tests, Allies, Enemies: Making friends and facing roadblocks.
  • Approach to the Inmost Cave: Getting closer to our goal.
  • Ordeal: The hero’s biggest test yet!
  • Reward (Seizing the Sword):  Light at the end of the tunnel
  • The Road Back: We aren’t safe yet.
  • Resurrection:  The final hurdle is reached.
  • Return with the Elixir:  The hero heads home, triumphant.

Believe it or not, this story structure also applies across mediums and genres. Let's dive into it!

1. Ordinary World

In which we meet our Hero.

The journey has yet to start. Before our Hero discovers a strange new world, we must first understand the status quo: their ordinary, mundane reality.

It’s up to this opening leg to set the stage, introducing the Hero to readers. Importantly, it lets readers identify with the Hero as a “normal” person in a “normal” setting, before the journey begins.

2. Call to Adventure

In which an adventure starts.

The call to adventure is all about booting the Hero out of their comfort zone. In this stage, they are generally confronted with a problem or challenge they can't ignore. This catalyst can take many forms, as Campbell points out in Hero with a Thousand Faces . The Hero can, for instance:

  • Decide to go forth of their own volition;
  • Theseus upon arriving in Athens.
  • Be sent abroad by a benign or malignant agent;
  • Odysseus setting off on his ship in The Odyssey .
  • Stumble upon the adventure as a result of a mere blunder;
  • Dorothy when she’s swept up in a tornado in The Wizard of Oz .
  • Be casually strolling when some passing phenomenon catches the wandering eye and lures one away from the frequented paths of man.
  • Elliot in E.T. upon discovering a lost alien in the tool shed.

The stakes of the adventure and the Hero's goals become clear. The only question: will he rise to the challenge?

Neo in the Matrix answering the phone

3. Refusal of the Call

In which the Hero digs in their feet.

Great, so the Hero’s received their summons. Now they’re all set to be whisked off to defeat evil, right?

Not so fast. The Hero might first refuse the call to action. It’s risky and there are perils — like spiders, trolls, or perhaps a creepy uncle waiting back at Pride Rock . It’s enough to give anyone pause.

In Star Wars , for instance, Luke Skywalker initially refuses to join Obi-Wan on his mission to rescue the princess. It’s only when he discovers that his aunt and uncle have been killed by stormtroopers that he changes his mind.

4. Meeting the Mentor

In which the Hero acquires a personal trainer.

The Hero's decided to go on the adventure — but they’re not ready to spread their wings yet. They're much too inexperienced at this point and we don't want them to do a fabulous belly-flop off the cliff.

Enter the mentor: someone who helps the Hero, so that they don't make a total fool of themselves (or get themselves killed). The mentor provides practical training, profound wisdom, a kick up the posterior, or something abstract like grit and self-confidence.

Harry holding the Marauder's Map with the twins

Wise old wizards seem to like being mentors. But mentors take many forms, from witches to hermits and suburban karate instructors. They might literally give weapons to prepare for the trials ahead, like Q in the James Bond series. Or perhaps the mentor is an object, such as a map. In all cases, they prepare the Hero for the next step.

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5. Crossing the First Threshold

In which the Hero enters the other world in earnest.

Now the Hero is ready — and committed — to the journey. This marks the end of the Departure stage and is when the adventure really kicks into the next gear. As Vogler writes: “This is the moment that the balloon goes up, the ship sails, the romance begins, the wagon gets rolling.”

From this point on, there’s no turning back.

Like our Hero, you should think of this stage as a checkpoint for your story. Pause and re-assess your bearings before you continue into unfamiliar territory. Have you:

  • Launched the central conflict? If not, here’s a post on types of conflict to help you out.
  • Established the theme of your book? If not, check out this post that’s all about creating theme and motifs.
  • Made headway into your character development? If not, this author-approved template may be useful:

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Reedsy’s Character Profile Template

A story is only as strong as its characters. Fill this out to develop yours.

6. Tests, Allies, Enemies

In which the Hero faces new challenges and gets a squad.

When we step into the Special World, we notice a definite shift. The Hero might be discombobulated by this unfamiliar reality and its new rules. This is generally one of the longest stages in the story , as our protagonist gets to grips with this new world.

This makes a prime hunting ground for the series of tests to pass! Luckily, there are many ways for the Hero to get into trouble:

  • In Jumanji: Welcome to the Jungle , Spencer, Bethany, “Fridge,” and Martha get off to a bad start when they bump into a herd of bloodthirsty hippos.
  • In his first few months at Hogwarts, Harry Potter manages to fight a troll, almost fall from a broomstick and die, and get horribly lost in the Forbidden Forest.
  • Marlin and Dory encounter three “reformed” sharks, get shocked by jellyfish, and are swallowed by a blue whale en route to finding Nemo.

The shark scares Marlin and Dory in Finding Nemo

This stage often expands the cast of characters. Once the protagonist is in the Special World, he will meet allies and enemies — or foes that turn out to be friends and vice versa. He will learn a new set of rules from them. Saloons and seedy bars are popular places for these transactions, as Vogler points out (so long as the Hero survives them).

7. Approach to the Inmost Cave

In which the Hero gets closer to his goal.

This isn’t a physical cave. Instead, the “inmost cave” refers to the most dangerous spot in the other realm — whether that’s the villain’s chambers, the lair of the fearsome dragon, or the Death Star. Almost always, it is where the ultimate goal of the quest is located.

Note that the protagonist hasn’t entered the Inmost Cave just yet. This stage is all about the approach to it. It covers all the prep work that's needed in order to defeat the villain.

In which the Hero faces his biggest test of all thus far.

Of all the tests the Hero has faced, none have made them hit rock bottom — until now. Vogler describes this phase as a “black moment.” Campbell refers to it as the “belly of the whale.” Both indicate some grim news for the Hero.

The protagonist must now confront their greatest fear. If they survive it, they will emerge transformed. This is a critical moment in the story, as Vogler explains that it will “inform every decision that the Hero makes from this point forward.”

The Ordeal is sometimes not the climax of the story. There’s more to come. But you can think of it as the main event of the second act — the one in which the Hero actually earns the title of “Hero.”

9. Reward (Seizing the Sword)

In which the Hero sees light at the end of the tunnel.

Our Hero’s been through a lot. However, the fruits of their labor are now at hand — if they can just reach out and grab them! The “reward” is the object or knowledge the Hero has fought throughout the entire journey to hold.

Once the protagonist has it in their possession, it generally has greater ramifications for the story. Vogler offers a few examples of it in action:

  • Luke rescues Princess Leia and captures the plans of the Death Star — keys to defeating Darth Vader.
  • Dorothy escapes from the Wicked Witch’s castle with the broomstick and the ruby slippers — keys to getting back home.

Luke Sjywalker saves Princess Leila

10. The Road Back

In which the light at the end of the tunnel might be a little further than the Hero thought.

The story's not over just yet, as this phase marks the beginning of Act Three. Now that he's seized the reward, the Hero tries to return to the Ordinary World, but more dangers (inconveniently) arise on the road back from the Inmost Cave.

More precisely, the Hero must deal with the consequences and aftermath of the previous act: the dragon, enraged by the Hero who’s just stolen a treasure from under his nose, starts the hunt. Or perhaps the opposing army gathers to pursue the Hero across a crowded battlefield. All further obstacles for the Hero, who must face them down before they can return home.

11. Resurrection

In which the last test is met.

Here is the true climax of the story. Everything that happened prior to this stage culminates in a crowning test for the Hero, as the Dark Side gets one last chance to triumph over the Hero.

Vogler refers to this as a “final exam” for the Hero — they must be “tested once more to see if they have really learned the lessons of the Ordeal.” It’s in this Final Battle that the protagonist goes through one more “resurrection.” As a result, this is where you’ll get most of your miraculous near-death escapes, à la James Bond's dashing deliverances. If the Hero survives, they can start looking forward to a sweet ending.

12. Return with the Elixir

In which our Hero has a triumphant homecoming.

Finally, the Hero gets to return home. However, they go back a different person than when they started out: they’ve grown and matured as a result of the journey they’ve taken.

But we’ve got to see them bring home the bacon, right? That’s why the protagonist must return with the “Elixir,” or the prize won during the journey, whether that’s an object or knowledge and insight gained.

Of course, it’s possible for a story to end on an Elixir-less note — but then the Hero would be doomed to repeat the entire adventure.

Examples of The Hero’s Journey in Action

To better understand this story template beyond the typical sword-and-sorcery genre, let's analyze three examples, from both screenplay and literature, and examine how they implement each of the twelve steps. 

The 1976 film Rocky is acclaimed as one of the most iconic sports films because of Stallone’s performance and the heroic journey his character embarks on.

Sylvester Stallone as Rocky

  • Ordinary World. Rocky Balboa is a mediocre boxer and loan collector — just doing his best to live day-to-day in a poor part of Philadelphia.
  • Call to Adventure. Heavyweight champ Apollo Creed decides to make a big fight interesting by giving a no-name loser a chance to challenge him. That loser: Rocky Balboa.
  • Refusal of the Call. Rocky says, “Thanks, but no thanks,” given that he has no trainer and is incredibly out of shape.
  • Meeting the Mentor. In steps former boxer Mickey “Mighty Mick” Goldmill, who sees potential in Rocky and starts training him physically and mentally for the fight.
  • Crossing the First Threshold. Rocky crosses the threshold of no return when he accepts the fight on live TV, and 一 in parallel 一 when he crosses the threshold into his love interest Adrian’s house and asks her out on a date.
  • Tests, Allies, Enemies. Rocky continues to try and win Adrian over and maintains a dubious friendship with her brother, Paulie, who provides him with raw meat to train with.
  • Approach to the Inmost Cave. The Inmost Cave in Rocky is Rocky’s own mind. He fears that he’ll never amount to anything — something that he reveals when he butts heads with his trainer, Mickey, in his apartment.
  • Ordeal. The start of the training montage marks the beginning of Rocky’s Ordeal. He pushes through it until he glimpses hope ahead while running up the museum steps.
  • Reward (Seizing the Sword). Rocky's reward is the restoration of his self-belief, as he recognizes he can try to “go the distance” with Apollo Creed and prove he's more than "just another bum from the neighborhood."
  • The Road Back. On New Year's Day, the fight takes place. Rocky capitalizes on Creed's overconfidence to start strong, yet Apollo makes a comeback, resulting in a balanced match.
  • Resurrection. The fight inflicts multiple injuries and pushes both men to the brink of exhaustion, with Rocky being knocked down numerous times. But he consistently rises to his feet, enduring through 15 grueling rounds.
  • Return with the Elixir. Rocky loses the fight — but it doesn’t matter. He’s won back his confidence and he’s got Adrian, who tells him that she loves him.

Moving outside of the ring, let’s see how this story structure holds on a completely different planet and with a character in complete isolation. 

The Martian 

In Andy Weir’s bestselling novel (better known for its big screen adaptation) we follow astronaut Mark Watney as he endures the challenges of surviving on Mars and working out a way to get back home.

Matt Demon walking

  • The Ordinary World. Botanist Mark and other astronauts are on a mission on Mars to study the planet and gather samples. They live harmoniously in a structure known as "the Hab.”
  • Call to Adventure. The mission is scrapped due to a violent dust storm. As they rush to launch, Mark is flung out of sight and the team believes him to be dead. He is, however, very much alive — stranded on Mars with no way of communicating with anyone back home.
  • Refusal of the Call. With limited supplies and grim odds of survival, Mark concludes that he will likely perish on the desolate planet.
  • Meeting the Mentor. Thanks to his resourcefulness and scientific knowledge he starts to figure out how to survive until the next Mars mission arrives.
  • Crossing the First Threshold. Mark crosses the mental threshold of even trying to survive 一 he successfully creates a greenhouse to cultivate a potato crop, creating a food supply that will last long enough.
  • Tests, Allies, Enemies. Loneliness and other difficulties test his spirit, pushing him to establish contact with Earth and the people at NASA, who devise a plan to help.  
  • Approach to the Inmost Cave. Mark faces starvation once again after an explosion destroys his potato crop.
  • Ordeal. A NASA rocket destined to deliver supplies to Mark disintegrates after liftoff and all hope seems lost.
  • Reward (Seizing the Sword). Mark’s efforts to survive are rewarded with a new possibility to leave the planet. His team 一 now aware that he’s alive 一 defies orders from NASA and heads back to Mars to rescue their comrade.
  • The Road Back. Executing the new plan is immensely difficult 一 Mark has to travel far to locate the spaceship for his escape, and almost dies along the way.
  • Resurrection. Mark is unable to get close enough to his teammates' ship but finds a way to propel himself in empty space towards them, and gets aboard safely.
  • Return with the Elixir. Now a survival instructor for aspiring astronauts, Mark teaches students that space is indifferent and that survival hinges on solving one problem after another, as well as the importance of other people’s help.

Coming back to Earth, let’s now examine a heroine’s journey through the wilderness of the Pacific Crest Trail and her… humanity. 

The memoir Wild narrates the three-month-long hiking adventure of Cheryl Strayed across the Pacific coast, as she grapples with her turbulent past and rediscovers her inner strength.

Reese Witherspoon hiking the PCT

  • The Ordinary World. Cheryl shares her strong bond with her mother who was her strength during a tough childhood with an abusive father.
  • Call to Adventure. As her mother succumbs to lung cancer, Cheryl faces the heart-wrenching reality to confront life's challenges on her own.
  • Refusal of the Call. Cheryl spirals down into a destructive path of substance abuse and infidelity, which leads to hit rock bottom with a divorce and unwanted pregnancy. 
  • Meeting the Mentor. Her best friend Lisa supports her during her darkest time. One day she notices the Pacific Trail guidebook, which gives her hope to find her way back to her inner strength.
  • Crossing the First Threshold. She quits her job, sells her belongings, and visits her mother’s grave before traveling to Mojave, where the trek begins.
  • Tests, Allies, Enemies. Cheryl is tested by her heavy bag, blisters, rattlesnakes, and exhaustion, but many strangers help her along the trail with a warm meal or hiking tips. 
  • Approach to the Inmost Cave. As Cheryl goes through particularly tough and snowy parts of the trail her emotional baggage starts to catch up with her.  
  • Ordeal. She inadvertently drops one of her shoes off a cliff, and the incident unearths the helplessness she's been evading since her mother's passing.
  • Reward (Seizing the Sword). Cheryl soldiers on, trekking an impressive 50 miles in duct-taped sandals before finally securing a new pair of shoes. This small victory amplifies her self-confidence.
  • The Road Back. On the last stretch, she battles thirst, sketchy hunters, and a storm, but more importantly, she revisits her most poignant and painful memories.
  • Resurrection. Cheryl forgives herself for damaging her marriage and her sense of worth, owning up to her mistakes. A pivotal moment happens at Crater Lake, where she lets go of her frustration at her mother for passing away.
  • Return with the Elixir. Cheryl reaches the Bridge of the Gods and completes the trail. She has found her inner strength and determination for life's next steps.

There are countless other stories that could align with this template, but it's not always the perfect fit. So, let's look into when authors should consider it or not.

When should writers use The Hero’s Journey?

3jQDdq8HREc Video Thumb

The Hero’s Journey is just one way to outline a novel and dissect a plot. For more longstanding theories on the topic, you can go here to read about the ever-popular Three-Act Structure, here to discover Dan Harmon's Story Circle, and here to learn about three more prevalent structures.

So when is it best to use the Hero’s Journey? There are a couple of circumstances which might make this a good choice.

When you need more specific story guidance than simple structures can offer

Simply put, the Hero’s Journey structure is far more detailed and closely defined than other story structure theories. If you want a fairly specific framework for your work than a thee-act structure, the Hero’s Journey can be a great place to start.

Of course, rules are made to be broken . There’s plenty of room to play within the confines of the Hero’s Journey, despite it appearing fairly prescriptive at first glance. Do you want to experiment with an abbreviated “Resurrection” stage, as J.K. Rowling did in Harry Potter and the Sorcerer’s Stone? Are you more interested in exploring the journey of an anti-hero? It’s all possible.

Once you understand the basics of this universal story structure, you can use and bend it in ways that disrupt reader expectations.

Need more help developing your book? Try this template on for size:

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When your focus is on a single protagonist

No matter how sprawling or epic the world you’re writing is, if your story is, at its core, focused on a single character’s journey, then this is a good story structure for you. It’s kind of in the name! If you’re dealing with an entire ensemble, the Hero’s Journey may not give you the scope to explore all of your characters’ plots and subplot — a broader three-act structure may give you more freedom to weave a greater number story threads. ​​

Which story structure is right for you?

Take this quiz and we'll match your story to a structure in minutes!

Whether you're a reader or writer, we hope our guide has helped you understand this universal story arc. Want to know more about story structure? We explain 6 more in our guide — read on!

6 responses

PJ Reece says:

25/07/2018 – 19:41

Nice vid, good intro to story structure. Typically, though, the 'hero's journey' misses the all-important point of the Act II crisis. There, where the hero faces his/her/its existential crisis, they must DIE. The old character is largely destroyed -- which is the absolute pre-condition to 'waking up' to what must be done. It's not more clever thinking; it's not thinking at all. Its SEEING. So many writing texts miss this point. It's tantamount to a religions experience, and nobody grows up without it. STORY STRUCTURE TO DIE FOR examines this dramatic necessity.

↪️ C.T. Cheek replied:

13/11/2019 – 21:01

Okay, but wouldn't the Act II crisis find itself in the Ordeal? The Hero is tested and arguably looses his/her/its past-self for the new one. Typically, the Hero is not fully "reborn" until the Resurrection, in which they defeat the hypothetical dragon and overcome the conflict of the story. It's kind of this process of rebirth beginning in the earlier sections of the Hero's Journey and ending in the Resurrection and affirmed in the Return with the Elixir.

Lexi Mize says:

25/07/2018 – 22:33

Great article. Odd how one can take nearly every story and somewhat plug it into such a pattern.

Bailey Koch says:

11/06/2019 – 02:16

This was totally lit fam!!!!

↪️ Bailey Koch replied:

11/09/2019 – 03:46

where is my dad?

Frank says:

12/04/2020 – 12:40

Great article, thanks! :) But Vogler didn't expand Campbell's theory. Campbell had seventeen stages, not twelve.

Comments are currently closed.

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  • Story Writing Guides

12 Hero’s Journey Stages Explained (+ Free Templates)

From zero to hero, the hero’s journey is a popular character development arc used in many stories. In today’s post, we will explain the 12 hero’s journey stages, along with the simple example of Cinderella.

The Hero’s Journey was originally formulated by American writer Joseph Campbell to describe the typical character arc of many classic stories, particularly in the context of mythology and folklore. The original hero’s journey contained 17 steps. Although the hero’s journey has been adapted since then for use in modern fiction, the concept is not limited to literature. It can be applied to any story, video game, film or even music that features an archetypal hero who undergoes a transformation. Common examples of the hero’s journey in popular works include Star Wars, Lord of the Rings, The Hunger Games and Harry Potter and the Philosopher’s Stone.

  • What is the hero's journey?

Stage 1: The Ordinary World

Stage 2: call of adventure, stage 3: refusal of the call, stage 4: meeting the mentor, stage 5: crossing the threshold, stage 6: tests, allies, enemies, stage 7: the approach, stage 8: the ordeal, stage 9: reward, stage 10: the road back, stage 11: resurrection, stage 12: return with the elixir, cinderella example, campbell’s 17-step journey, leeming’s 8-step journey, cousineau’s 8-step journey.

  • Free Hero's Journey Templates

What is the hero’s journey?

The hero’s journey, also known as the monomyth, is a character arc used in many stories. The idea behind it is that heroes undergo a journey that leads them to find their true selves. This is often represented in a series of stages. There are typically 12 stages to the hero’s journey. Each stage represents a change in the hero’s mindset or attitude, which is triggered by an external or internal event. These events cause the hero to overcome a challenge, reach a threshold, and then return to a normal life.

The hero’s journey is a powerful tool for understanding your characters. It can help you decide who they are, what they want, where they came from, and how they will change over time. It can be used to

  • Understand the challenges your characters will face
  • Understand how your characters react to those challenges
  • Help develop your characters’ traits and relationships

Hero's Journey Stages

In this post, we will explain each stage of the hero’s journey, using the example of Cinderella.

You might also be interested in our post on the story mountain or this guide on how to outline a book .

12 Hero’s Journey Stages

The archetypal hero’s journey contains 12 stages and was created by Christopher Vogler. These steps take your main character through an epic struggle that leads to their ultimate triumph or demise. While these steps may seem formulaic at first glance, they actually form a very flexible structure. The hero’s journey is about transformation, not perfection.

Your hero starts out in the ordinary world. He or she is just like every other person in their environment, doing things that are normal for them and experiencing the same struggles and challenges as everyone else. In the ordinary world, the hero feels stuck and confused, so he or she goes on a quest to find a way out of this predicament.

Example: Cinderella’s father passes away and she is now stuck doing chores and taking abuse from her stepsisters and stepmother.

The hero gets his or her first taste of adventure when the call comes. This could be in the form of an encounter with a stranger or someone they know who encourages them to take a leap of faith. This encounter is typically an accident, a series of coincidences that put the hero in the right place at the right time.

Example: An invite arrives inviting the family to a royal ball where the Prince will choose a wife.

Some people will refuse to leave their safe surroundings and live by their own rules. The hero has to overcome the negative influences in order to hear the call again. They also have to deal with any personal doubts that arise from thinking too much about the potential dangers involved in the quest. It is common for the hero to deny their own abilities in this stage and to lack confidence in themselves.

Example: Cinderella accepts the call by making her own dress for the ball. However, her stepmother refuses the call for her by not letting her go to the ball. And her step-sisters ruin her dress, so she can not go.

After hearing the call, the hero begins a relationship with a mentor who helps them learn about themselves and the world. In some cases, the mentor may be someone the hero already knows. The mentor is usually someone who is well-versed in the knowledge that the hero needs to acquire, but who does not judge the hero for their lack of experience.

Example: Cinderella meets her fairy godmother who equips her with everything she needs for the ball, including a dress and a carriage.

The hero leaves their old life behind and enters the unfamiliar new world. The crossing of the threshold symbolises leaving their old self behind and becoming a new person. Sometimes this can include learning a new skill or changing their physical appearance. It can also include a time of wandering, which is an essential part of the hero’s journey.

Example: Cinderella hops into the carriage and heads off to the ball. She has transformed from a servant into an elegant young lady. 

As the hero goes on this journey, they will meet both allies (people who help the hero) and enemies (people who try to stop the hero). There will also be tests, where the hero is tempted to quit, turn back, or become discouraged. The hero must be persistent and resilient to overcome challenges.

Example: At the ball, Cinderella meets the prince, and even see’s her stepmother and stepsister. She dances with Prince all night long making her step-sisters extremely jealous.

The hero now reaches the destination of their journey, in some cases, this is a literal location, such as a cave or castle. It could also be metaphorical, such as the hero having an internal conflict or having to make a difficult decision. In either case, the hero has to confront their deepest fears in this stage with bravery. In some ways, this stage can mark the end of the hero’s journey because the hero must now face their darkest fears and bring them under control. If they do not do this, the hero could be defeated in the final battle and will fail the story.

Example: Cinderella is having a great time at the ball and nearly forgets about the midnight rule. As she runs away in a hurry, her glass slipper falls off outside the palace.

The hero has made it to the final challenge of their journey and now must face all odds and defeat their greatest adversary. Consider this the climax of the story. This could be in the form of a physical battle, a moral dilemma or even an emotional challenge. The hero will look to their allies or mentor for further support and guidance in this ordeal. Whatever happens in this stage could change the rest of the story, either for good or bad. 

Example: Prince Charming looks all over the kingdom for the mysterious girl he met at the ball. He finally visits Cinderella’s house and tries the slippers on the step-sisters. The prince is about to leave and then he sees Cinderella in the corner cleaning.

When the hero has defeated the most powerful and dangerous of adversaries, they will receive their reward. This reward could be an object, a new relationship or even a new piece of knowledge. The reward, which typically comes as a result of the hero’s perseverance and hard work, signifies the end of their journey. Given that the hero has accomplished their goal and served their purpose, it is a time of great success and accomplishment.

Example: The prince tries the glass slipper on Cinderella. The glass slipper fits Cinderella perfectly, and they fall in love.

The journey is now complete, and the hero is now heading back home. As the hero considers their journey and reflects on the lessons they learned along the way, the road back is sometimes marked by a sense of nostalgia or even regret. As they must find their way back to the normal world and reintegrate into their former life, the hero may encounter additional difficulties or tests along the way. It is common for the hero to run into previous adversaries or challenges they believed they had overcome.

Example: Cinderella and Prince Charming head back to the Prince’s castle to get married.

The hero has one final battle to face. At this stage, the hero might have to fight to the death against a much more powerful foe. The hero might even be confronted with their own mortality or their greatest fear. This is usually when the hero’s true personality emerges. This stage is normally symbolised by the hero rising from the dark place and fighting back. This dark place could again be a physical location, such as the underground or a dark cave. It might even be a dark, mental state, such as depression. As the hero rises again, they might change physically or even experience an emotional transformation. 

Example: Cinderella is reborn as a princess. She once again feels the love and happiness that she felt when she was a little girl living with her father.

At the end of the story, the hero returns to the ordinary world and shares the knowledge gained in their journey with their fellow man. This can be done by imparting some form of wisdom, an object of great value or by bringing about a social revolution. In all cases, the hero returns changed and often wiser.

Example: Cinderella and Prince Charming live happily ever after. She uses her new role to punish her stepmother and stepsisters and to revitalise the kingdom.

We have used the example of Cinderella in Vogler’s hero’s journey model below:

hero quest essay

Below we have briefly explained the other variations of the hero’s journey arc.

The very first hero’s journey arc was created by Joseph Campbell in 1949. It contained the following 17 steps:

  • The Call to Adventure: The hero receives a call or a reason to go on a journey.
  • Refusal of the Call: The hero does not accept the quest. They worry about their own abilities or fear the journey itself.
  • Supernatural Aid: Someone (the mentor) comes to help the hero and they have supernatural powers, which are usually magical.
  • The Crossing of the First Threshold: A symbolic boundary is crossed by the hero, often after a test. 
  • Belly of the Whale: The point where the hero has the most difficulty making it through.
  • The Road of Trials: In this step, the hero will be tempted and tested by the outside world, with a number of negative experiences.
  • The Meeting with the Goddess: The hero meets someone who can give them the knowledge, power or even items for the journey ahead.
  • Woman as the Temptress: The hero is tempted to go back home or return to their old ways.
  • Atonement with the Father: The hero has to make amends for any wrongdoings they may have done in the past. They need to confront whatever holds them back.
  • Apotheosis: The hero gains some powerful knowledge or grows to a higher level. 
  • The Ultimate Boon: The ultimate boon is the reward for completing all the trials of the quest. The hero achieves their ultimate goal and feels powerful.
  • Refusal of the Return: After collecting their reward, the hero refuses to return to normal life. They want to continue living like gods. 
  • The Magic Flight: The hero escapes with the reward in hand.
  • Rescue from Without: The hero has been hurt and needs help from their allies or guides.
  • The Crossing of the Return Threshold: The hero must come back and learn to integrate with the ordinary world once again.
  • Master of the Two Worlds: The hero shares their wisdom or gifts with the ordinary world. Learning to live in both worlds.
  • Freedom to Live: The hero accepts the new version of themselves and lives happily without fear.

David Adams Leeming later adapted the hero’s journey based on his research of legendary heroes found in mythology. He noted the following steps as a pattern that all heroes in stories follow:

  • Miraculous conception and birth: This is the first trauma that the hero has to deal with. The Hero is often an orphan or abandoned child and therefore faces many hardships early on in life. 
  • Initiation of the hero-child: The child faces their first major challenge. At this point, the challenge is normally won with assistance from someone else.
  • Withdrawal from family or community: The hero runs away and is tempted by negative forces.
  • Trial and quest: A quest finds the hero giving them an opportunity to prove themselves.
  • Death: The hero fails and is left near death or actually does die.
  • Descent into the underworld: The hero rises again from death or their near-death experience.
  • Resurrection and rebirth: The hero learns from the errors of their way and is reborn into a better, wiser being.
  • Ascension, apotheosis, and atonement: The hero gains some powerful knowledge or grows to a higher level (sometimes a god-like level). 

In 1990, Phil Cousineau further adapted the hero’s journey by simplifying the steps from Campbell’s model and rearranging them slightly to suit his own findings of heroes in literature. Again Cousineau’s hero’s journey included 8 steps:

  • The call to adventure: The hero must have a reason to go on an adventure.
  • The road of trials: The hero undergoes a number of tests that help them to transform.
  • The vision quest: Through the quest, the hero learns the errors of their ways and has a realisation of something.
  • The meeting with the goddess: To help the hero someone helps them by giving them some knowledge, power or even items for the journey ahead.
  • The boon: This is the reward for completing the journey.
  • The magic flight: The hero must escape, as the reward is attached to something terrible.
  • The return threshold: The hero must learn to live back in the ordinary world.
  • The master of two worlds: The hero shares their knowledge with the ordinary world and learns to live in both worlds.

As you can see, every version of the hero’s journey is about the main character showing great levels of transformation. Their journey may start and end at the same location, but they have personally evolved as a character in your story. Once a weakling, they now possess the knowledge and skill set to protect their world if needed.

Free Hero’s Journey Templates

Use the free Hero’s journey templates below to practice the skills you learned in this guide! You can either draw or write notes in each of the scene boxes. Once the template is complete, you will have a better idea of how your main character or the hero of your story develops over time:

The storyboard template below is a great way to develop your main character and organise your story:

hero quest essay

Did you find this guide on the hero’s journey stages useful? Let us know in the comments below.

Hero’s Journey Stages

Marty the wizard is the master of Imagine Forest. When he's not reading a ton of books or writing some of his own tales, he loves to be surrounded by the magical creatures that live in Imagine Forest. While living in his tree house he has devoted his time to helping children around the world with their writing skills and creativity.

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How to Write a Hero: The 12 Stages of the Heros Character Arc

How to Write a Hero: The 12 Stages of the Hero’s Character Arc

by Lewis / September 17, 2019 / Character Development

Heroes are integral to the history of storytelling.

Not only are heroes beloved, but they’re practically required for many stories. Classic heroes such as Robin Hood and King Arthur mix with modern variations like Simba and Shane to form a formidable pantheon. However, perhaps more interesting than who we consider a hero is what all heroes have in common: the hero’s character arc.

This hero’s character arc demands that the hero leave home, sent away to prove themselves and grow into the leader their community needs. Their journeys are always ones of service and self-sacrifice. Most importantly, this hero’s character arc is something you can use to write memorable, compelling heroes all your own!

How to Write a Classic Hero: The Hero’s Journey

  • 1 How to Write a Classic Hero: The Hero’s Journey
  • 2 Understanding the Hero’s Inner Journey
  • 3.1 Starting in the Ordinary World:
  • 3.2 Entering the Unknown:
  • 3.3 Returning Home:
  • 4.1 Starting in the Ordinary World:
  • 4.2 Entering the Unknown:
  • 4.3 Returning Home:
  • 5 Writing a Hero’s Character Arc for Your Story

How to Write a Hero: The 12 Stages of the Hero's Character Arc

After all, we can’t talk about heroes without first talking about the Hero’s Journey.

At its most basic, the Hero’s Journey is a common pattern all hero characters follow, popularized by Campbell.

It follows a character as they’re called on an adventure, face a series of trials, and undergo a final challenge where they prove they’ve grown into the hero’s archetype. However, unlike similar story structures like the Three Act Structure , the Hero’s Journey doesn’t stop there.

You see, the success of society is just as important as the success of the hero themself.

This is why the Hero’s Journey requires the hero to return home and share their new skills and knowledge, helping their society heal and prosper as the final phase of their journey. Without that crucial step, their hero’s character arc is incomplete.

“Heroes are symbols of the soul in transformation, and of the journey each person takes through life. The stages of that progression, the natural stages of life and growth, make up the Hero’s Journey.”  — Christopher Vogler

While Campbell’s legacy may be complex these days (especially because of his rather toxic views of women), the basic structure he outlined in The Hero with a Thousand Faces remains one of the best explanations of the journey characters must go on to be considered a hero.

You can find his Hero’s Journey at work in nearly every myth, novel, movie, and play out there—and, despite Campbell’s views, there’s absolutely no requirement for the hero character to be male or female.

Understanding the Hero’s Inner Journey

Despite how useful Campbell’s work is on its own, there have been some important additions that have not only clarified his ideas, but added new and unique interpretations. Most notably is The Writer’s Journey by Christopher Vogler, which turned the Hero’s Journey into a more usable guide for writers.

Hero's Inner Journey

In particular, Vogler helped create the idea of the hero’s character arc by separating the Hero’s Journey into two halves:

The Outer Journey (story structure) and the Inner Journey (character development).

This Outer Journey is all about the plot of the Hero’s Journey, which we discussed above, while the Inner Journey focuses on the growth and psychological state of the hero. This Inner Journey is the foundation of the hero’s character arc, and you can see it at work in any of the three different primary character arcs . It’s this journey that takes a standard character arc and turns it into a hero’s arc, even if the hero fails at the end.

This understanding of the hero’s Inner Journey is incredibly valuable, because almost all writers will wonder how to write a hero at some point. Heroes are an integral part of our storytelling language, and this pattern of the hero’s character arc provides a guide to help you create the type of memorable, compelling heroes readers can’t get enough of.

The 12 Stages of the Hero’s Character Arc

Starting in the ordinary world:.

In every hero’s character arc, the hero begins in their ordinary world. This is their home and community, and it gives the reader a baseline from which to judge their later growth.

At this stage the hero is often ignorant of the outside world, but still feels a certain level of discontent. Something about their ordinary world isn’t right, and this something will slowly push them to venture into the unknown in hopes of solving this problem.

#1: The Call to Adventure:

The Call to Adventure is a pretty well know plot point within the hero’s Outer Journey. Here they’re introduced to the conflict and pushed to engage with it. However, there’s another side to this.

In the hero’s Inner Journey, the Call to Adventure marks the first time they’re asked to come face to face with the flaws of themselves and their world. Until now they’ve lived a life sheltered from the outside, even if only through their own naivety.

#2: Refusing the Call:

The Refusal of the Call is the immediate follow up from the Call to Adventure. Here, most heroes will refuse to believe the flaws they saw through the Call. They’ll be unwilling to answer the Call at this stage.

#3: Meeting the Mentor:

To clear their mind, the hero will need to meet with a mentor figure . This could be another character, a spiritual guide, or even an aspect of the hero’s own mind. Whatever it is, this stage helps push the hero to recognize reality by showing them another example of the conflict, both Inner and Outer, that they’re being called to face.

#4: Finding Allies:

Before the hero can set out on their journey, they need allies to support them. These allies help the hero mentally prepare for the massive change they’re about to experience by giving them a lasting connection to their community and their old self.

#5 Facing the First Threshold:

This much like the traditional First Plot Point of the Three Act Structure . At the First Threshold, the hero begins their Outer Journey, setting off from their community into the unknown world. In their Inner Journey, the hero finally recognizes the Call and sets out hoping to find answers. At this stage, most heroes still believe their lives can return to normal, and it is often this belief that propels them forward—even though they’ll soon find it isn’t true.

Entering the Unknown:

Once the hero has faced the first threshold and stepped outside their ordinary world, they’ve begun the next phase of the hero’s character arc.

This portion of their journey is all about learning.

Here they suddenly come face to face with the truth of what the outside world is—and often, the truth about their own community as well. They’ll likely be beat down a lot at this stage as the story shows them their weaknesses and forces them to grow. They can no longer remain naive if they’re to survive here.

#6: The Road of Trials:

The hero has entered the unknown, and will now have to face the many new challenges and tests of that world. Here they’ll learn a lot about themselves, and will come face to face with the conflict they were warned about in the Call. In their Inner Journey, they’re likely holding on to hopes of returning home, but slowly they will recognize that things were never as simple as they seemed.

#7: Approaching the Cave:

Here the hero will approach a major showdown (The Ordeal), both in their Outer and Inner Journeys. For their Inner Journey in particular, the hero will need to face their old beliefs in new ways and will be tempted to abandon their quest.

In many traditional stories, this manifested as the hero meeting with a goddess or being tempted by an evil female figure—though again, there are no gendered requirements when creating a hero’s character arc. If they overcome this challenge, they’ll have passed a critical test of the hero’s character arc.

#8: The Ordeal:

Here the hero will have to prove all they’ve learned thus far. They’ve overcome their temptation, and now must show that through action. The conflict of the Outer Journey will reach a turning point, and the psychological conflict of the Inner Journey will as well. The hero will need to make a choice here; either embrace their role in healing the wounds of their world, or abandon their quest and their role as the hero.

#9: A Reward:

If the hero succeeded during The Ordeal, they’ll receive a reward. This reward is key both to the conflict of their Outer Journey, and the wounds they’re struggling to heal in their Inner Journey. Their reward could be anything, but it must have both plot and character related aspects. It should reveal the answer they set out to find after the First Threshold.

Returning Home:

The final phase of the hero’s character arc sees them return to their community.

It’s finally time for them to share their newfound knowledge and skills.

The hero has learned the secrets of the outside world, but their community is still suffering. This is when the self-sacrifice of the hero’s character arc really comes into play, as the hero often has to risk losing their newfound life and allies to return home.

They’re no longer the person they once were, but that doesn’t free them from their responsibility to their community. Returning home and healing society is integral to the hero’s character arc, and the final stage in the hero’s development.

#10: The Road Back:

The Road Back is, in many ways, a mirror of the first five stages of the hero’s character arc. The hero will refuse to return home, unwilling to give up their new life (or sometimes unwilling to jeopardize up their old life, depending on the Inner Journey of the hero). This is the hero’s darkest moment, when they’re unsure what all of this has been for and if they’re really capable of fulfilling the hero’s role.

Eventually, if they’re to succeed in the hero’s character arc, they’ll realize they must return. From there, they’ll often receive aid from a spiritual guide or from another powerful source that helps transport them home, often in the nick of time before the conflict of the Outer Journey reaches its head.

#11: Resurrection:

Here the hero crosses the “return threshold,” returning to their community and using all of their skills and knowledge to help heal their world and overcome the conflict of the story. This is the Climax of their story, where all the threads of both the Outer and Inner Journey meet.

#12: Returning With the Elixir:

Finally the hero has returned. They’ve resolved the story’s conflict and put their reward to work, helping their society proper. They’ve overcome the flaws of their world and of themselves, and will help steer their community on a new and better path.

This also comes with the freedom for the hero to live their own life at last, often with a foot in both the outside world and their own community. This resolution is often bittersweet, but triumphant, and it what sets the hero apart from other protagonists.

Ashitaka: The Hero’s Arc of Princess Mononoke

While working on the first draft of this article, I was watching Princess Mononoke by Hayao Miyazaki. It’s no secret that I’m a huge fan of Miyazaki’s work, and this movie is no exception, but this time I saw the movie in a new light.

You see, the protagonist of Princess Mononoke , Ashitaka, perfectly follows the hero’s character arc.

If you’re not familiar with it, Princess Mononoke follows Ashitaka as he journeys west, searching for a way to lift the curse placed on him when he defeated the demon boar Nago. What he finds outside his isolated village is a world torn by violence.

On one side feudal lords wage war against each another, and on the other the spirits of nature struggle to survive against encroaching humans. As you might imagine, Ashitaka gets caught up between these wars, both sympathetic to the humans but deeply reverent towards the spirits.

Ashitaka’s time in his ordinary world is short.

He begins the story when the demon boar Nago arrives at his village (The Call to Adventure) . At first he avoids it, watching from afar (Refusal of the Call) , and an older village guard warns him not to let the demon touch him or risk being cursed himself.

As the demon approaches the village, it traps a group of girls in front of it, and Ashitaka dives in to kill the demon and protect them. In the process he enters the demon’s path and it touches his arm. Though he kills the boar, he is now cursed.

That evening, Ashitaka meets with the elders of his village (Meeting with the Mentor) and they tell him the curse will eat away at him, eventually killing him. The elders talk about how their bloodline is weakening, and how all the human kingdoms outside their isolated village are in decay as well. They mourn Ashitaka’s loss, but know he cannot stay.

However, before he goes they tell him to journey west in hopes of lifting his curse. Ashitaka leaves under the cover of night, bringing his loyal elk, Yakul, with him (Finding Allies) . He and Yakul disappear into the darkness of the forest (Facing the First Threshold) .

Having officially left home, Ashitaka makes the long journey west, facing a variety of challenges along the way. He gets caught up in a battle with samurai and discovers his cursed arm gives him increased strength, and a traveling monk tells him to seek the mountain of the Deer God to find answers.

Later, he helps rescue two men who were thrown from a cliff, and they warn him about the war between the people of the Ironworks and the nature gods that live in the Deer God’s mountains. Ashitaka even sees the Deer God while traveling through their woods, and discovers that his cursed arm moves on its own, still imbued with the raging spirit of the demon boar (Road of Trials) .

The plot of the story moves more quickly when Ashitaka finally reaches the Ironworks. There he discovers the humans have been clearing the forests and killing the local gods to mine more iron. When he finds out their leader, Lady Eboshi , personally killed Nago and turned him into a demon, he feels enraged by her cruelty.

However, Lady Eboshi shows him another side of the Ironworks; not only is it a shelter for the sick, but it provides safe haven for people who otherwise would face terrible abuse from those more powerful than them. Still, Lady Eboshi is bent on killing the Deer God once and for all. Ashitaka isn’t sure what to think (Approaching the Cave) .

At first, Ashitaka helps around the Ironworks, unsure if he should stay or go. When he is about to leave, however, the wolf-princess Mononoke arrives intent on killing Lady Eboshi. Ashitaka knows Eboshi will kill her if he doesn’t stop them and fights to protect Mononoke, getting shot in the process.

He carries Mononoke out of the Ironworks and back to the wolf gods who raised her, before passing out from his wound (The Ordeal) . At first Mononoke wants to kill him, but realizes he is on nature’s side. She and the wolves take him to the Deer God’s forest, where the Deer God heals him. However, the curse remains; it seems the Deer God won’t save him after all (A Reward) .

Ashitaka struggles with the fact that he is still cursed and is unsure what he should do next. Meanwhile, the war between the humans of the Ironworks, the opposing samurai, and the nature gods escalates into a massive battle. Ashitaka goes to the wolf gods and tries to explain that humans and nature can coexist, but they refuse to believe him. Eventually Ashitaka gives up, leaving the Deer God’s forest and Mononoke behind.

However, Ashitaka won’t surrender so easily. When he passes the Ironworks and sees that it’s under attack, he steps in to protect it—Ashitaka races to find Lady Eboshi so she can send reinforcements to protect the people at the Ironworks.

In the process he realizes Mononoke has gone to war with the humans, and that one of the other leaders of the nature spirits is horribly wounded. They’re heading for the Deer God’s forest, and Ashitaka must stop Lady Eboshi from following them (The Road Back) .

Upon reaching the forest, Ashitaka saves Mononoke from certain death, but cannot stop Lady Eboshi, who kills the Deer God and steals his head. As soon as he loses his head the Deer God becomes a massive demon, consuming and killing everything it touches.

Ashitaka and Mononoke race to retrieve the head and warn the Ironworks of the coming calamity. Eventually, they force Eboshi’s allies to relinquish the head and return it to the Deer God, seeming to die in the process (Resurrection) . However, when the Deer God regains his head, a divine wind blows across the mountains.

Not only are the forests healed, but the sick people of the Ironworks are as well. Ashitaka and Mononoke are both alive and Ashitaka’s cursed arm is healed. While Mononoke is unwilling to come live at the Ironworks with him, she promises to live in peace alongside the humans. Ashitaka returns to the Ironworks, forging a new balance between nature and humanity (Returning With the Elixir) .

Writing a Hero’s Character Arc for Your Story

If you’re wondering how to write a hero of your own, Ashitaka’s journey is a great example of the hero’s character arc in action.

Not only does he follow every beat of the hero’s character arc, but he shows how the Outer and Inner Journeys of the hero interact and weave together into a powerful story. When you sit down to write a hero of your own, start by considering what flaw, sickness, or weakness their society has. What does their society need to grow and prosper? Most importantly, what does their society need to learn to become better?

With that information you can build the basic framework of your hero.

The world around Ashitaka was decaying because humans and nature were at war, so his Hero’s Journey ties into a quest to unite the two. While Ashitaka was a flat arc character , your hero can follow any of the three primary character arcs —positive, negative, or flat—as long as the ending wraps around to them solving the problems of their community.

This defines them as a classic hero, though it’s possible for them to be a failed hero (negative arc) that not only fails to grow into a better character, but fails to lift up their society.

Of course, there are plenty of other archetypes beyond the hero archetype, and Campbell and Vogler discuss many of them. If you want to learn more about the Hero’s Journey and the characters you can find within it, check out these articles next:

  • 9 Stages of the Hero’s Journey and How to Use Them
  • 8 Key Archetypes of the Hero’s Journey

—–

As you can see, the hero’s character arc follows many of the common patterns seen in the three primary character arcs all characters—regardless of hero status—follow. However, what sets it apart is its focus on the hero’s return to their community.

To truly be a hero, it seems we have to not only grow into a better person, but into a leader as well. 🙂

What journey does your story’s hero go on? Let me know in the comments!

Thoughts on how to write a hero: the 12 stages of the hero’s character arc.

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The best description yet! Or is it because it confirms that without knowing this my character arc is right on track!

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Thank you Marta. 🙂 I’m glad to hear you were already ahead of the curve. I’ve found that many writers pick up on these character arcs subconsciously over the years, and many are shocked it’s actually an official structure when they find out!

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  • Black Elk Speaks

John Gneisenau Niehardt

  • Literature Notes
  • The Quest Journey of the Hero
  • Book Summary
  • About Black Elk Speaks
  • Character List
  • Summary and Analysis
  • Author's Postscript
  • Character Analysis
  • Black Elk's Father
  • White Cow Sees
  • Standing Bear
  • Crazy Horse
  • Sitting Bull
  • Whirlwind Chaser
  • John G. Neihardt Biography
  • Critical Essays
  • Cultural Displacement in Black Elk Speaks
  • Relationship with Nature in Black Elk Speaks
  • Neihardt's Authorship
  • Full Glossary for Black Elk Speaks
  • Essay Questions
  • Practice Projects
  • Cite this Literature Note

Critical Essays The Quest Journey of the Hero

As  Black Elk Speaks  is not a novel, it may not seem to illustrate themes in the traditional literary sense. As a narrative shaped around the life of an extraordinary person living in extraordinary times, however, it raises significant universal issues and explores central ideas that can be traced throughout the book. The following essays examine some of those thematic ideas as well as a unique textual problem posed by the circumstances of the book's publication.

The story of someone who undergoes great tests of character to become the embodiment of the values of his or her society is a familiar one. Such stories are the stuff of myths, legends, fairytales, and folktales. The most familiar plot structure for these stories is the journey: The hero sets off on an actual journey, encountering danger and intrigue, adventures that form him or her into the person that he or she is meant to be; the story of Odysseus in Homer's Odyssey follows such a plotline. Frequently, the journey is a quest, a search for a significant object that the hero must bring back to the community, as is the case with the Arthurian legends that depict the search for the Holy Grail; sometimes the hero must find and destroy an enemy of the community, as Beowulf does in killing Grendel. In the process of the literal quest, the hero develops those qualities that his or her society most values, becoming a model for the society by the time he or she returns home. In a psychoanalytical view of literature, these stories are interpreted as reflective of a psychological or spiritual process, as symbolic of any person's psychological and/or spiritual quest for the mature integration of personality and the full development of character.

Black Elk Speaks is such a story. The Sioux lifestyle of moving camp from place to place forms the journey as a plot structure. The troubled period of tribal history depicted in the story, with the Sioux migrating into exile in Canada and being forced to move out of their own territory and onto reservations, further dramatizes the journey plot. In addition, Black Elk himself travels to Europe with Buffalo Bill's Wild West Show. But the most important journey the narrative represents is Black Elk's process of fulfilling the destiny promised to him in his vision, a process that ends somewhat tragically, according to the narrative, rather than heroically.

Because of the vision he was granted at the age of nine, it is clear that Black Elk is a child with a privileged destiny. The terms of his great vision give him the mandate of maintaining the sacred hoop of his people — an imaginable structure of cultural coherence and unity. The Sioux are known as warriors, but Black Elk will be something different, a holy man and a healer, equally valued in his community. Black Elk comes from a family of medicine men, and he will need the recognition of other healers and holy men in the tribe in order to fulfill his destiny. First of all, the fact that his culture has a place for such a person is important: his task will be to equip himself to take on a public role that is already defined. One of the first steps in this process is receiving the recognition of others. This happens almost immediately on the evening following his great vision, when the medicine man Whirlwind Chaser tells Black Elk's father that his son is sitting "in a sacred manner" and that he could see "a power like a light all through his body" (see Chapter 4). When Black Elk is about 18 and old enough to assume his role, the medicine man Bear Sings helps him perform the horse dance, an enactment of his vision (see Chapter 14); later, another medicine man, Few Tails, helps him conduct the lamentation ceremony in which he receives his dog vision (see Chapter 15) and another older man, Wachpanne, helps him enact the heyoka ceremony (see Chapter 16), after which he performs his first cure (see Chapter 17).

Even as a child, Black Elk exhibits special powers. Shortly after his great vision, when he is hunting with his father, he can sense where the deer are. He feels a special kinship with the animals that figured in his vision, especially the eagle; whenever he hears the whistle of an eagle, he is imaginatively transported to the world of his vision. But Black Elk also exhibits another aspect of the developing hero, the child of destiny, and that is a self-consciousness to the point of feeling disconcertingly different from those around him. He repeatedly describes himself as feeling "queer" during these early years and knowing that others think he has become strange; his friend Standing Bear confirms his judgment. He also develops a great deal of anxiety about fulfilling the mandate of his vision, an anxiety that grows into what he calls "the compelling fear." The Sioux are living in troubled times: The U.S. Government's attempts to annex Indian territory and contain the Indians on reservations was a persecution that amounted to cultural genocide as the Sioux were starved into submission, their weapons and horses confiscated. The tribal culture that would otherwise have supported Black Elk in his role as holy man has become fragmented and does not offer him a clear way to maintain the sacred hoop of his nation.

Like other heroes, Black Elk undergoes trials that test the quality of his character. Surviving the illness, during which he experienced his great vision, is his first such trial. In other trials, he participates in the suffering of his entire tribe: the Battle of the Rosebud ("the fight with Three Stars"), the Battle of Little Bighorn, at which he took his first scalp, the exile in Canada, the move to reservation life, and the massacre at Wounded Knee. The lamentation ceremony during which Black Elk has his dog vision is a kind of crucible for him, a moment at which he undertakes the trials of all his people and, with fasting and the use of sacred ritual objects, begs for a vision that will show him how to fulfill his destiny (see Chapter 15). That vision does come, and the mandate is clarified: The white man is the enemy of the Sioux.

In traditional quest stories, the hero brings something back to the community. What Black Elk wants to bring back to his community is a restored sense of tribal identity, but the westward expansion of white Americans makes that impossible. In contrast to other such stories, Black Elk's story ends with his feeling that he was unworthy of his vision. He recognizes that as a healer he helped individual people, but mourns the fact that he could do nothing for his nation. Black Elk, then, appears to be a displaced hero, born to fulfill a role his culture could no longer support, and pitted against forces his community had no power to fight. The Author's Postscript contradicts Black Elk's conclusions, however, as the Great Spirit responds to Black Elk's invocation, and it rains.

Previous John G. Neihardt Biography

Next Cultural Displacement in Black Elk Speaks

How Is the Story of Moses a Hero’s Quest? Essay

  • To find inspiration for your paper and overcome writer’s block
  • As a source of information (ensure proper referencing)
  • As a template for you assignment

Introduction

Moses was a true hero, leader, legislator, and a symbol of courage and wisdom. This Biblical hero was a real leader, towering above all people. He led the residents of Israel out of Egypt, and it was to him that the Lord handed over the stone tablets of the covenant, on which the Ten Commandments were stamped. The story of Moses is a hero’s quest, in which Moses, the protagonist, traveled to distant regions to fulfill a critical goal designated by God.

One should state that the story of Moses should be perceived as a hero’s quest in which the main character aspired to fulfill an essential instruction by God, going on a long journey. He was passionate about conveying the commandments to the people and making them submit and be saved. Moses was the greatest of the prophets, serving as a go-between for God and Israel’s people. The Bible says about Moses: “whom the LORD knew face to face” ( The ESV Bible , Deuteronomy 34:10). In the Old Testament in the Holy Bible, he negotiates with the country’s leader for Israel’s freedom, passes God’s laws to the people, and begs for mercy on behalf of Israel when citizens anger God. Moreover, Moses is known for building the first Tabernacle, a tent for those who seek the Lord. Under this first temple, according to legend, a radiant cloud often appeared, burning with fire at night.

For forty years, Moses lived at the court of Pharaoh. Every day he saw the humiliation of the people, and once even killed an Egyptian offender and had to flee. The Bible says: “By faith he left Egypt, not fearing the king’s anger; he persevered because he saw him who is invisible” ( The ESV Bible , Hebrews 11:27). For the next forty years, he was a shepherd in a foreign land, and it was there, in the mountains, that God appeared to Moses, who appealed to him with a request to bring the people out of Egypt. He created one miracle after another through the supernatural power given to Moses. For the Pharaoh’s refusal to let the Jews go, ten terrible punishments were inflicted on the country. Jews fled Egypt at night, secretly, and the seawater parted before them. During long wanderings in the desert, due to the prayer of Moses, food appeared. He carved water out of the rock, and Moses got rid of the envious with one word – the earth swallowed them up.

The faith of Moses at one time gave him the strength to renounce the Egyptian throne from temporary sinful pleasures and choose Christ’s reproach, suffering with other people. Faith helped Moses not only to give up the advantages of the world but also to take a decisive step in this direction: to leave everything and flee from Egypt to the desert, from Satan to God. And now the faith of Moses grows to such a height that he sees the Invisible, sees the hidden God, and in personal communication with Him finds great joy, comfort, enjoyment of the spirit, his treasure, and his advantage. Unbeknownst to himself, Moses grew spiritually, rose to the highest level of faith, and became a hero of faith. His soul and character are transformed in the image of God, and he becomes a man pleasing to Him, able to bear the great burden of leadership. When he has fully matured spiritually, the Lord calls him and places this burden on him, the responsibility of pastoral ministry.

The story of Moses is about a real hero and his journey to save the people and spread God’s rules. Thus, it is known that Moses carried out a critical mission; he had to go through a rather long and thorny path to receive a message from above and fulfill an assignment from God to lead the people to the Promised Land. Furthermore, his actions showed true heroic qualities such as courage, bravery, wisdom, and steadfast obedience.

The ESV Bible . Crossway, 2001, Web.

  • The Genesis 18-19 vs. Judges 19-21 Stories
  • God’s Covenant with Abraham in Genesis 12-22
  • "The Ten Commandments" Film by Cecil Blount DeMille
  • The Jewish Passover: Religious Symbols and Beliefs
  • The Jewish Covenant with God Throughout History
  • Faith Integration in the Hebrew 11 Passage
  • The Seven Sacraments and Human Life Stages
  • Navigating Biblical Texts: Unveiling the Meaning of Luke 21: 5-33
  • The Book of Genesis 1: Figurative Approach
  • The Vedas and Upanishads: Similarities and Differences
  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2024, February 3). How Is the Story of Moses a Hero's Quest? https://ivypanda.com/essays/how-is-the-story-of-moses-a-heros-quest/

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IvyPanda . 2024. "How Is the Story of Moses a Hero's Quest?" February 3, 2024. https://ivypanda.com/essays/how-is-the-story-of-moses-a-heros-quest/.

1. IvyPanda . "How Is the Story of Moses a Hero's Quest?" February 3, 2024. https://ivypanda.com/essays/how-is-the-story-of-moses-a-heros-quest/.

Bibliography

IvyPanda . "How Is the Story of Moses a Hero's Quest?" February 3, 2024. https://ivypanda.com/essays/how-is-the-story-of-moses-a-heros-quest/.

Heroes' Quest

.
Heroes' Quest
Release date ( )
Yes
No
None
TimelineHeroic
Start area
CombatNPC combat level 70–79
Advanced data
Quest ID264
Quest create ID60
Quest timeline
override sequence
1
Experienced
Links

The Heroes' Quest is a quest that gives access to the Heroes' Guild in Burthorpe , by completing the guildmaster's rigorous initiation test.

  • 1 Official description
  • 3 Achietties' errand
  • 4.1 Obtaining the ice gloves
  • 4.2 Obtaining the feather
  • 6.1 Black Arm Gang
  • 6.2 Phoenix Gang
  • 7 Becoming a hero
  • 9 Achievements
  • 10 Required for completing
  • 11 Transcript
  • 13 Update history

Official description [ edit | edit source ]

You will first have to prove you are worthy to enter the Heroes' Guild. To prove your status as a hero, you will need to obtain a number of items. There are many challenges standing between you and these items.

Overview [ edit | edit source ]

Start point Speak with at the entrance to the in .
2002
Member requirement Members only
Official lengthMedium
Requirements
Quests:

Cooking

  • Ice gloves (can be obtained during the quest)
  • Harralander potion (unf)
  • Fishing rod (can be obtained during the quest)
  • Fishing bait if baitless fishing is not unlocked (can be obtained during the quest)
  • Multiple lockpicks in case of failure, or a hair clip , or master thief's lockpick (tool belt works)
  • Black Arm Gang members: black full helm , platebody and platelegs ( plateskirt will not work; trimmed armour versions also do not work)
  • Phoenix Gang members: 1,000 coins or ring of charos (a)
  • Black Arm Gang members: black full helm , platebody and platelegs ( plateskirt will not work)
  • Phoenix Gang members: ranged or magic weapons
  • Activated Burthorpe , Karamja , Taverley (or Catherby ) and Varrock lodestone
  • A wicked hood with a consumed law talisman for faster access to Entrana
  • Dusty key (or level 70 Agility ; can be obtained during quest; not required if fishing for lava eels in the Lava Maze ) or a Mask of the Black Demon to teleport to Taverley Dungeon
  • Entranan firebird (level 1)
  • Grip (level 22) (only if completing the quest with a partner and only if part of the Phoenix Gang; does not fight back)
  • Jailer (level 39) (to obtain the dusty key , if required)
  • Ice Queen (level 77) (to obtain the ice gloves , if not already found)

Achietties' errand [ edit | edit source ]

hero quest essay

To begin, head to the Heroes' Guild in Taverley (it is quicker to teleport to the Burthorpe lodestone ) and speak to Achietties standing outside the guild. She tells you that the requirement of joining the guild is bringing her the following three items: an Entranan firebird feather , a cooked lava eel and a master thief's armband .

The items can be retrieved and brought to Achietties in any order.

The Entrana firebird [ edit | edit source ]

You are not required to speak with the High Priest to begin searching for the ice gloves – you can head directly to the White Wolf Mountain . Moreover, if you already possess a pair of ice gloves , you can simply bring them to Entrana, fight the firebird near the law altar, and pick up the Entranan firebird feather while wearing the gloves.

Make sure all your armour and weapons are banked, and head to Entrana by your preferred method of transportation. Once there, talk to the High Priest in the church about the firebird. According to legends, a firebird's mere touch can burn human flesh, but an ancient hero named Camorra made use of a pair of magical gloves , stolen from the Queen of the Ice , to catch the firebird and keep it as a pet. The priest does not know where to find the queen, as he says it is just a myth he was told as a child. However, he suggests searching for clues in the White Wolf Mountain .

Obtaining the ice gloves [ edit | edit source ]

hero quest essay

The Ice Queen's Lair is hidden underneath the White Wolf Mountain , located between Catherby and Taverley .

From Taverley walk up the eastern side of the mountain and enter the cave just west of Grimgnash which places you on the summit near 3 trapdoors. Just east of the trapdoors is a mine-able rock slide blocking the way to 3 ladders. Mine it, and you will automatically walk through.

  • Go down the southern-most ladder and follow the tunnel southwest.
  • Climb up the ladder towards the end and you will be on the summit of the mountain with several level 56 Ice giants and 3 ladders.
  • Go down the east ladder and follow the tunnel north past the ice spiders and ice giants, following the tunnel as it loops around.
  • Climb up the ladder at the end and you will be just east of the first 3 ladders you started at.
  • Climb down the north ladder and follow the path until the dungeon opens into the Ice Queen 's throne room, which contains several level 54 ice warriors and the level 77 Ice Queen.

The queen is relatively stronger than her combat level suggests. She has no explicit weakness and hit chance against her is unusually low, but Ranged has the best hit chance.

The ice warriors are aggressive to low-level players, and attacking the Ice Queen will make the ice warriors aggressive regardless of level.

If your Prayer level is 43 or higher, using Protect from Melee will make the fight much easier. By standing near the northern wall, you can avoid the ice warriors and still be able to attack the queen.

Kill her and pick up the ice gloves . You may teleport out or make your way back through the dungeon and head to Port Sarim.

Obtaining the feather [ edit | edit source ]

With the ice gloves equipped, go to Entrana and head to the northern part of the island. The Entranan firebird can be found near the law altar and it has only 500 life points. Simply kill the firebird and it will drop a Entranan firebird feather . Make sure you are wearing the ice gloves when you pick it up.

The battle with the Ice Queen

The battle with the Ice Queen

Killing the Entranan firebird

Killing the Entranan firebird

Lava eel [ edit | edit source ]

Go to Port Sarim and talk to Gerrant in his fishing shop . Ask him about catching lava eels, and he tells you that you just need a fishing rod that has a lava-proof line. This can be done by applying some blamish oil on an ordinary rod. He gives you a vial of blamish snail slime , and tells you to mix it with a vial of water and a harralander (or a harralander potion (unf) ) to obtain some blamish oil , which requires 25 Herblore.

Buy a fishing rod from Gerrant, and right-click (to avoid accidentally drinking) and "Use" the blamish oil on it to turn it into an oily fishing rod . If you do not have any fishing bait yet, you can buy it from Gerrant or pick it up from the spawn points near the Taverley dungeon entrance, if you choose to go there.

Lava eel fishing spots can be found in two locations: the Taverley dungeon and the Lava Maze in the Wilderness . The Taverley dungeon is reasonably safer than going to the Lava Maze, although it is more time consuming, unless you possess level 70 Agility or a Mask of the Black Demon .

  • Taverley Dungeon:

The fishing spots are found after the blue dragons but before the black demons. If you already have 70 Agility or a dusty key, you can skip directly to the room with the blue dragons .

hero quest essay

The Taverley dungeon entrance can be found just south of Taverley . Walk through the dungeon, past the skeletons, ghosts, black knights, magic axes and poison scorpions. If you have a dusty key, cross the bridge and head north until you see the lesser demons.

To obtain the dusty key, go past the scorpions and continue south-west after the hill giants to enter the black knights' hideout. Head south-east to the jail, kill the jailer and pick up his jail key . Open the jail cell holding Velrak the Explorer and talk to him to get a dusty key. To make getting dusty keys easier in the future, speak to him again to make him relocate to the dungeon entrance.

With the key, open the door near the lesser demons and head across the room with the blue dragons, until you get to three fishing spots. Use your oily fishing rod and some bait to catch some raw lava eels , which requires 53 Fishing.

hero quest essay

This is easier than going through the Taverley dungeon (unless you possess 70 Agility), although significantly more risky. There are some aggressive level 105 hellhounds around the spot. Make sure to be opted out of PvP (which you normally are by default) by talking to Vala in order to avoid getting killed by other players.

Finally, once you have your eel, regardless of how you obtained it, cook it on a range or fire to get a cooked lava eel , which requires 53 Cooking.

Master thief's armband [ edit | edit source ]

Obtaining the master thief's armband can either be done solo or with the assistance of another player, requiring different items in each case.

Regardless of whether you're completing the quest solo or with a partner, you only need to complete parts related with the Varrock thieves' gang that you are associated with. Completing this segment of the quest with a partner may be easier, unless you have a high Thieving level (50+ recommended).

To find out what gang you are in, you can simply check your quest log for the Shield of Arrav quest. Alternatively, you can speak to either Katrine (Black Arm Gang) or Straven (Phoenix Gang) in Varrock. If you are not part of their gang, they will ask if you'd like to change gangs. Players can freely change gangs before or after the quest, and other players can help you even if they have already finished Heroes' Quest.

You may choose to do the quest with the help of a partner from the opposite gang. Finding a partner might be easier on World 100 (Group Questing), or through the many questing clans who offer help to those in need of a partner.

Buying the required quest item from other players without completing the quest sections will not allow you to progress in the quest.

Black Arm Gang [ edit | edit source ]

hero quest essay

Head to the Black Arm Gang 's hideout in south-western Varrock . Speak to Katrine about becoming a master thief, and she'll tell you about the highly secure artefacts in Brimhaven , one of which is held by the pirate leader, Scarface Pete . If you want the armband, you must steal Pete's candlesticks and bring it back to her. You can use the help of your fellow gang members in Brimhaven, by using the password, "Four leaved clover".

Go to Brimhaven and try to enter the gang office, located just east of the bar, but Grubor will stop you. Simply say the password to be let in. Once inside, talk to Trobert to become acquainted with the plan. Apparently, one of the keys to Pete's treasure room is with Grip , Pete's head guard. Grip is hiring a new deputy named Hartigan, a rogue black knight looking to join the pirates. The gang has managed to ambush the knight and steal his ID papers , and are waiting for someone to fill the position.

Agree to the plan and take the papers from Trobert. Equip the black armour set and walk to Pete's mansion, the large building in the north-west part of the town. Show Garv the papers and he will let you inside.

Go talk to Grip inside and ask him about your duties and whether there's anything to be done. He asks you to find the purpose of one of the mansion's keys; you must give the miscellaneous key to your Phoenix Gang partner.

Go into the north-east room and wait for your partner to assume their place in the neighbouring east-side room. Once they are, search the wall cabinet; Grip will then come into the room, yelling at you to stop rummaging through his stuff. Shut the door as soon as he enters the room, so that he stays in long enough for your partner to kill him. After he is dead, pick up Grip's key .

Go to the treasure room in the north-west part of the mansion and use Grip's key to open the door. Search the chest and take the two candlesticks . Leave the mansion and give the extra candlestick to your partner. Go back to Varrock and talk to Katrine to become a master thief and receive the master thief's armband .

Speak to Grip, then go directly to the treasure room in the north-west part of the mansion and use a lockpick or hair clip on the door – you may fail and break the lockpick. Search the chest and take the two candlesticks (you only require one of them). Leave the mansion, head back to Varrock and talk to Katrine to become a master thief and receive the master thief's armband .

Phoenix Gang [ edit | edit source ]

Head to the Phoenix Gang Hideout in southern Varrock and talk to Straven . He tells you to steal the much-coveted candlesticks , belonging to the pirate leader Scarface Pete , and stored in his mansion in Brimhaven . He also tells you to take help of the Phoenix Gang associates in Brimhaven – Charlie the Cook and Alfonse the Waiter – by using the password, "Gherkin".

Travel to the Shrimp and Parrot food shop in Brimhaven, located north of the pub, and talk to Alfonse about 'gherkins'. He tells you to go around in the back and speak to Charlie. Charlie will tell you that they haven't made great progress in retrieving the candlesticks, however, they have figured out a way to enter the mansion undetected.

Take the miscellaneous key from your Black Arm Gang partner and go through the secret wall panel between the door and the stove, and into the yard. Run past the guard dogs and enter the mansion through the side door with some barrels next to it. Once inside, use the miscellaneous key on the north door to get into a room with a cross-shaped window. Your partner should be standing there beside Grip ; wield your ranged or magic weapon and shoot/cast at Grip through the hole in the west wall. Once dead, he will drop his keys for your partner to pick up, who will obtain two candlesticks and trade you one of them.

Once you have spoken to Charlie, you will be able to bribe the guard Garv with 1000 coins, or alternatively, wear the ring of charos (a) and Garv will trust you to enter the mansion west of the food shop. Go to the treasure room in the north-west part of the mansion and use a lockpick or hair clip on the door – you may fail and break the lockpick. Search the chests and take the two candlesticks (you only require one of them). Leave the mansion, head back to Varrock and talk to Straven to become a master thief and receive the master thief's armband .

Becoming a hero [ edit | edit source ]

Go back to the Heroes' Guild with the three items and talk to Achietties , make sure to have 9 free inventory spaces. She will accept them and welcome you into the guild.

Achietties welcomes you into the Heroes' Guild.

Achietties welcomes you into the Heroes' Guild.

Congratulations, quest complete!

Rewards [ edit | edit source ]

hero quest essay

  • 1 quest point

Attack

  • Access to the Heroes' Guild
  • Ability to wield the dragon battleaxe and dragon mace , and buy them, along with their off-hand variants, from the Happy Heroes' H'emporium shop in the guild
  • Access to the Black Arm Gang hideout in Brimhaven (if you are in the Black Arm Gang)
  • Access to the garden beside Scarface Pete's house (if you are in the Phoenix Gang )
  • 2 Treasure Hunter keys ( Ironman accounts will not receive these)

Achievements [ edit | edit source ]

hero quest essay

Required for completing [ edit | edit source ]

Heroes' Quest is directly required for the following quests/miniquests:

  • Legends' Quest
  • Alpha vs Omega
  • Azzanadra's Quest
  • Battle of the Monolith
  • Children of Mah
  • City of Senntisten
  • Full comprehension of Curse of the Black Stone
  • Desperate Creatures
  • Desperate Measures
  • Full comprehension of Desperate Times
  • Dishonour among Thieves
  • Full comprehension of Evil Dave's Big Day Out
  • Eye of Het I
  • Eye of Het II
  • Fate of the Gods
  • Full comprehension of Heart of Stone
  • Full comprehension of Hero's Welcome
  • In Memory of the Myreque (miniquest)
  • Kindred Spirits
  • Koschei's Troubles (miniquest)
  • Mahjarrat Memories (miniquest)
  • Full comprehension of Missing, Presumed Death
  • Full comprehension of Nadir (saga)
  • Nomad's Elegy
  • Once Upon a Time in Gielinor: Finale
  • Full comprehension of Once Upon a Time in Gielinor: Fortunes
  • One of a Kind
  • Rebuilding Edgeville (miniquest)
  • Recipe for Disaster
  • Recipe for Disaster: Defeating the Culinaromancer
  • Recipe for Disaster: Freeing Sir Amik Varze
  • Remains of the Necrolord
  • Ritual of the Mahjarrat
  • Sins of the Father
  • Sliske's Endgame
  • Tales of Nomad (miniquest)
  • The Light Within
  • The Mighty Fall
  • Full comprehension of The World Wakes
  • Full completion of The World Wakes
  • Twilight of the Gods
  • While Guthix Sleeps

Transcript [ edit | edit source ]

This article on a has an associated dialogue page.
for a transcript of possible conversations and other messaging encountered throughout the quest.
for a transcript of the quest's journal entry.

Credits [ edit | edit source ]

Heroes' Quest
Developers
Developer , (conversion to RuneScape 2), (2017 single player version & improvements)
Audio
Audio
Other
Quest helpRob M

Update history [ edit | edit source ]

  • No longer requires Druidic Ritual, Lost City and Merlin's Crystal (padding).
  • The Rock of Dalgroth and the Rock slide in Heroes quest have had the prospect and mine ops switched around so that mine is now left click.
  • XP lamps awarded for completing Heroes' Quest are no longer non-member objects.
  • Heroes' Quest has undergone a suite of quality-of-life improvements. Most notably, while the partner gameplay has been retained, you can now complete the quest on your own. Bring a lockpick .
  • After completing Heroes' Quest, the oily fishing rod can now be reclaimed from Gerrant .
  • After completing Heroes' Quest, ice gloves can now be reclaimed from the high priest of Entrana .
  • Camorra and the origins of the Ice Queen are now mentioned in Heroes' Quest.
  • After being freed from his cell in Taverley Dungeon , Velrak the explorer now resides at the entrance to the dungeon.
  • Heroes' Quest has received a variety of quality-of-life improvements.
  • The Heroes'Quest journal is a little more helpful regarding requirements.
  • Added to game.

Trivia [ edit | edit source ]

  • Upon the completion of this quest, one's Adventurer's Log will read: "I should be proud, as few are eligible to enter the notoriously exclusive Heroes' Guild. Nothing can stop me now."
  • After completing the quest, if one talks to Juna , the player character will say, "...So after I had retrieved all the items, I became a member of the Heroes' Guild!"
      RS3
NPCs
Items
Scenery
XP lamp rewards
Locations
Music
Miscellaneous
  • Fifth Age quests
  • Heroic quests
  • Experienced quests
  • Standalone quests
  • Quests involving monsters of combat level 70 to 79
  • Medium quests
  • Quests released in 2002
  • Heroes' Quest
  • Quests with entity icons
  • Pages with update history
  • Pages with maps

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Hasbro Gaming Avalon Hill HeroQuest Game System Tabletop Board Game,Immersive Fantasy Dungeon Crawler Adventure Game for Ages 14 and Up,2-5 Players

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Hasbro Gaming Avalon Hill HeroQuest Game System Tabletop Board Game,Immersive Fantasy Dungeon Crawler Adventure Game for Ages 14 and Up,2-5 Players

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  • IMMERSIVE ADVENTURE GAME: The Avalon Hill HeroQuest board game is fantasy dungeon crawler in which players must work together to battle terrifying monsters and complete epic quests
  • MYTHICAL HEROES: The Realm is in need of champions to challenge the evil forces of the Dread sorcerer Zargon. Four heroes --Barbarian, Dwarf, Elf, and Wizard--have answered the call
  • STUNNING ARTWORK: The HeroQuest cards and booklets feature incredible artwork that helps takes players' imaginations into a fantastical world filled with hideous monsters, deadly traps, and more
  • 65 plus DETAILED MINIATURES: This semi-cooperative board game includes highly detailed miniature figures on 25mm bases, and detailed furniture models for an immersive gaming experience
  • LIMITLESS REPLAYABILITY: This HeroQuest tabletop board game is for 2-5 players, ages 14 and up. The game comes with 14 quests, and players can also create their own stories and build their own quests

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Product information

Product Dimensions 5.24 x 15.98 x 12.01 inches
Item Weight 10 pounds
ASIN B08Q4J1XHZ
Item model number F2847
Manufacturer recommended age 14 years and up
Best Sellers Rank #9,571 in Toys & Games ( )
#347 in
Customer Reviews
4.9 out of 5 stars
Is Discontinued By Manufacturer No
Release date October 1, 2021
Language English
Manufacturer Hasbro

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Product Description

In the HeroQuest dungeon crawl board game, heroes work together to complete epic quests, find treasures and defeat the forces of evil. This semi-cooperative board game has one player taking on the role of Zargon, the Game Master, while 4 mythical heroes--Barbarian, Dwarf, Elf, and Wizard--team up in their quest for adventure in a maze of monsters and eerie dark dungeons. Players can immerse themselves in the fantasy with the stunning artwork, and 65+ detailed miniatures. The game comes with 14 quests, and has limitless replayability because players can also build their own quests and create their own stories. Gather friends together for an exciting night of tabletop gameplay in an epic battle of good and evil. The game is for 2-5 players, ages 14 and up. Avalon Hill and all related trademarks and logos are trademarks of Hasbro, Inc.

Top Brand: Hasbro Gaming

From the manufacturer.

HeroQuest

High Adventure in a World of Magic

In the HeroQuest dungeon crawl board game, heroes work together to complete epic quests, find treasures and defeat the forces of evil.

This semi-cooperative board game has one player taking on the role of Zargon, the Game Master, while 4 mythical heroes--Barbarian, Dwarf, Elf, and Wizard--team up in their quest for adventure in a maze of monsters and eerie dark dungeons. Players can immerse themselves in the fantasy with the stunning artwork, and 65+ detailed miniatures. The game comes with 14 quests, and has limitless replayability because players can also build their own quests and create their own stories. Gather friends together for an exciting night of tabletop gameplay in an epic battle of good and evil.

Customer Reviews
Game Type Game System Quest Pack Quest Pack Quest Pack Quest Pack Hero Collection
Player Age 14+ 14+ 14+ 14+ 14+ 14+
Number of Players 2-5 2-5 2-5 2-5 2-5 2-5
Quests Included 14 10 10 10 10
Miniatures Included 65+ 16 17 21 33 2
Limitless Replayability
Digital Companion

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What's in the box

  • Gameboard, 31 monster miniatures, 4 hero miniatures, 15 furniture pieces, 10 skull pieces, 4 plastic rat pieces, 21 dungeon doors, 93 game cards, 4 turn-order cards, cardboard tiles, Quest Book, 4 character cards, Game Master's screen, pad of character sheets, 6 white combat dice, 2 red dice, and rulebook.

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Customers say

Customers like the quality, fun, and ease of use of the board game. They mention that it's well crafted, easy to follow, and simple to learn. They appreciate the awesomely detailed miniatures. They also appreciate originality, and expansion. Opinions are mixed on value.

AI-generated from the text of customer reviews

Customers like the quality of the board game. They say it's well-crafted, and a polished upgrade of the original. They also say it comes in excellent condition and is wonderful. However, some customers report that the doors look deformed from heat.

"...With its superb production quality , accessible yet strategic gameplay, immersive storytelling, stunning miniatures, and limitless replayability, it..." Read more

"...Classic game with a butt ton of options and upgrades. Great art and a near perfect free companion app the makes the game extremely user friendly...." Read more

"...I’ve only caused tears and anxiety once! 😅Definitely a good use of time over watching another episode of (fill in the blank)...." Read more

"...So nice to see I back in my hands! Great experience opening the box! Nice quality and great product...." Read more

Customers find the board game fun and addicting. They say the quests are fun and the game is enjoyable. They also say it's a nice family game and perfect.

"...The straightforward rules allow for quick setup and smooth gameplay , ensuring that the focus remains on the excitement of the adventure...." Read more

"Guys if you know then you know. Classic game with a butt ton of options and upgrades...." Read more

" Great game !! Takes up a lot of room to play and organize but it’s worth it! The minis are wellmade, good sized, and detailed...." Read more

" Great game ! So nice to see I back in my hands! Great experience opening the box! Nice quality and great product...." Read more

Customers find the board game easy to follow, learn, and get into. They also say the rules are very easy and the system is very simple, which is great for people just starting. Customers also say it's easy to put yourself into the journey and run your own campaign. They say it could easily be used with the original game system.

"...With its superb production quality, accessible yet strategic gameplay , immersive storytelling, stunning miniatures, and limitless replayability, it..." Read more

"...art and a near perfect free companion app the makes the game extremely user friendly . Plus it constantly goes on sale so you get it at a great price...." Read more

"...than the original, have round instead of square bases, and have way more detail ...." Read more

"...I'm impressed by the new figures; they're much more varied and interesting ! Really impressive improvements! And so many EXPANSIONS!..." Read more

Customers find the miniatures awesomely detailed, very good, and better than most board game minis. They also say the game is loaded with miniatures and pieces that genuinely expand the game. Customers also mention that the hero and monster miniatures are a true delight.

"...The hero and monster miniatures are a true delight ...." Read more

"...The minis are wellmade, good sized, and detailed . My kids are 8 and 10 while I play the evil wizard and they do great...." Read more

"...The miniatures are awesomely detailed , the quality of everything is great, and the rules are very easy once you play a couple rounds...." Read more

"... All of the miniatures are fantastically detailed and feel very durable. The artwork on all of the cards are gorgeous...." Read more

Customers find the board game an amazing remake of the original. They also describe it as a faithful recreation of a classic, a reboot of s 90s classic, and a great reprint of t a beloved classic.

"...upon opening it everything inside was found to be brand new and Factory fresh ...." Read more

"An amazing reboot of a 90s classic. It stays true to the original while modernizing the sculptures and visual...." Read more

"...the game with anyone yet, it seems like it will be enjoyable and very old school ...." Read more

"This is a great update to a timeless classic . The new miniatures are highly detailed and well sculpted...." Read more

Customers find the expansion for Hero Quest great, with official expansions and homebrew quests. They also say the game has a lot of options and upgrades, and 4 additional items are available.

"Guys if you know then you know. Classic game with a butt ton of options and upgrades ...." Read more

"...There are also 4 additional items available ...." Read more

"...The expansion packs are just as good ." Read more

"...Ingenious!! It has official expansions and you can homebrew quests. The possibilities are endless." Read more

Customers are mixed about the value of the board game. Some mention it's worth the price, while others say it' a little pricey.

"...Plus it constantly goes on sale so you get it at a great price . Well done." Read more

"...Cons:The price is outrageous , but all newer games are overpriced with many having far less bang for the buck!..." Read more

"Great game!! Takes up a lot of room to play and organize but it’s worth it ! The minis are wellmade, good sized, and detailed...." Read more

"The Amazon discount made this a good value . An essential part of the large group of game options, mods, and expansions...." Read more

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hero quest essay

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    The Hero's Journey is a common story structure for modeling both plot points and character development. A protagonist embarks on an adventure into the unknown. They learn lessons, overcome adversity, defeat evil, and return home transformed. Joseph Campbell, a scholar of literature, popularized the monomyth in his influential work The Hero ...

  4. Hero's Journey: Get a Strong Story Structure in 12 Steps

    Edited by Dario Villirilli. The Hero's Journey is a timeless story structure which follows a protagonist on an unforeseen quest, where they face challenges, gain insights, and return home transformed. From Theseus and the Minotaur to The Lion King, so many narratives follow this pattern that it's become ingrained into our cultural DNA.

  5. Hero Quest

    The Hero's Quest is an archetypal journey a character embarks on, representing their quest of overcoming an obstacle and becoming a hero. The Hero's Quest follows a specific pattern of stages the hero goes through on their quest. Typically this hero goes through great physical, mental and lifestyle changes to transform from a normal person ...

  6. The 12 Steps of the Hero's Journey, WIth Example

    The hero's journey is a timeless storytelling pattern found in many works of literature and mythology. ... journey typically involves a series of specific steps that the hero must take to achieve their goal or complete their quest. The fundamental steps include: ... Students How to Write a Social Media Essay; Writing Tips Paraphrasing a ...

  7. Writing 101: What Is the Hero's Journey? 2 Hero's ...

    This template is known as the "monomyth"—or, colloquially, the hero's journey. Hands up if you've heard this story before: A lonely hero who is trying to find himself. A sudden and unexpected journey, promising adventure and peril. A test of character, strength, and skill. An ultimate battle that tests the hero's resolve. A ...

  8. Hero's Quest Analysis

    The Hero's Quest is commonly divided into three groups: the Departure, the Initiation, and the Return. Each group has its own steps that a typical epic poem's hero would follow on his quest. In the epic poem, Beowulf, the unknown author uses several steps of the Hero's Quest to make Beowulf seem like a typical epic hero that follows the ...

  9. 12 Hero's Journey Stages Explained (+ Free Templates)

    The very first hero's journey arc was created by Joseph Campbell in 1949. It contained the following 17 steps: The Call to Adventure: The hero receives a call or a reason to go on a journey. Refusal of the Call: The hero does not accept the quest. They worry about their own abilities or fear the journey itself.

  10. How to Write a Hero: The 12 Stages of the Hero's Character Arc

    In particular, Vogler helped create the idea of the hero's character arc by separating the Hero's Journey into two halves: The Outer Journey (story structure) and the Inner Journey (character development). This Outer Journey is all about the plot of the Hero's Journey, which we discussed above, while the Inner Journey focuses on the ...

  11. The Hero's Quest In The Odyssey

    1603 Words7 Pages. The heroes' quest is a common archetype that occurs in many forms of storytelling. This way of writing occurs used in movies, books, and art. A hero's quest is a method of writing which consists of adventure, difficult decisions, victory, and then returning as a changed or transformed version of oneself.

  12. Examples Of Archetypes In Beowulf

    The story of Beowulf successfully follows every step of an Archetypal Hero Quest; the hero, Beowulf, answers a call, makes a decision, prepares, faces obstacles, reaches a climax, and returns home. Beowulf is met with three large battles within Beowulf, first with Grendel, then with Grendel's mother, and his last fatal battle, with a dragon.

  13. The Hero's Journey: A Short Story: [Essay Example], 680 words

    Published: Mar 16, 2024. The hero's journey is a common narrative structure found in literature, mythology, and folklore. It follows the path of a hero as they embark on a transformative adventure, facing various trials and challenges along the way. This narrative structure, popularized by scholar Joseph Campbell, has been used to analyze and ...

  14. Contemporary Hero's Quest Essay

    Contemporary Hero's Quest Essay. Sort By: Page 1 of 7 - About 63 essays. Satisfactory Essays. Mythic Structure Of Joseph Campbell's Monomyth . 497 Words ... or perhaps a mate won in the course of the quest. The hero's quest may be seen as a symbol of the journey of self-discovery that anyone can make, the quest to overcome inner monsters and ...

  15. The Quest Journey of the Hero

    Critical Essays The Quest Journey of the Hero As Black Elk Speaks is not a novel, it may not seem to illustrate themes in the traditional literary sense. As a narrative shaped around the life of an extraordinary person living in extraordinary times, however, it raises significant universal issues and explores central ideas that can be traced ...

  16. How Is the Story of Moses a Hero's Quest? Essay

    Analysis. One should state that the story of Moses should be perceived as a hero's quest in which the main character aspired to fulfill an essential instruction by God, going on a long journey. He was passionate about conveying the commandments to the people and making them submit and be saved. Moses was the greatest of the prophets, serving ...

  17. Examples Of Hero Quest In Beowulf

    Examples Of Hero Quest In Beowulf. 1000 Words4 Pages. The steps of an archetypal hero quest have been introduced in hundreds of books over time. In all hero quest, the journey of the hero is described differently, but the hero usually endures the stages of a common hero quest story. The stories have similar ideas as well as similar hero adventures.

  18. A Heros journey week 3

    A Hero's Journey Narrative Essay Kayla Hammons Capella University ENG April, 2022. I. The Birth of My Journey A. Developed a interest in people B. Trauma and death influence my interest in psychology II. ... Quest At 13 years old my mother got all three of us back for a little while and for once things felt sort of normal. I got into some ...

  19. Examples Of Heroic Quest

    Examples Of Heroic Quest. Decent Essays. 736 Words. 3 Pages. Open Document. Heroic quest pattern. 1. Ordinary World - Ordinary world is the start of a heroic story, which the hero lived before being a hero. This is were some of the most essential and personal information is given to the reader and where the sub pots are formed.

  20. Explanatory essay

    The hero in my film actually does go through a spiritual transformation when he learns that he actually has what it takes to defeat the antagonist and push through to win whole movie he's trying to figure out how to actually be spiderman while also chasing

  21. Hero Quest Research Paper

    Hero Quest Essay Devon Myles, as played by Nick Cannon, is on a personal journey to be the greatest snare drummer that has ever gone through Atlanta A&T University. Devon wants to take part of every opportunity that comes his way while he is at college. But that also includes steamrolling people into thinking like him with his attitude.

  22. The Hero Quest: The Epic Of Beowulf

    The Hero Quest: The Epic Of Beowulf. Beowulf is an Anglo-saxon story that would have been sung around a fire with the purpose of teaching morals and traits to the listeners. There were three separate parts to the story: the fight and defeat of Grendel, the attack and defeat of Grendel's mother, and the fight with the dragon which resulted in ...

  23. Heroes' Quest

    The Heroes' Quest is a quest that gives access to the Heroes' Guild in Burthorpe, by completing the guildmaster's rigorous initiation test. Heroes' Quest. ... The gang has managed to ambush the knight and steal his ID papers, and are waiting for someone to fill the position. Agree to the plan and take the papers from Trobert.

  24. Amazon.com: Hasbro Gaming Avalon Hill HeroQuest Game System Tabletop

    In the HeroQuest dungeon crawl board game, heroes work together to complete epic quests, find treasures and defeat the forces of evil. This semi-cooperative board game has one player taking on the role of Zargon, the Game Master, while 4 mythical heroes--Barbarian, Dwarf, Elf, and Wizard--team up in their quest for adventure in a maze of monsters and eerie dark dungeons.