The Hero’s Journey
Joseph Campbell first defined the Hero's Journey structure in The Hero with a Thousand Faces after conducting a comparative study of myths, legends, and religious stories. Christopher Vogler, a Disney consultant, later simplified Campbell's 17 stages into 12 in his book The Writer's Journey. This streamlined version is widely used by modern writers today.
Story Beats
1. Ordinary World
The hero’s “before” picture. We see their daily life, flaws, and what’s missing.
- Purpose: Establishes the hero’s baseline — their environment, values, and what’s lacking in their life. This contrast makes the later transformation visible and meaningful.
- Effect: The audience understands who the hero is before the changes begin, creating emotional investment in their journey and a clear “before and after” arc.
2. Call to Adventure
Something disrupts the status quo — a problem, threat, or invitation that pushes the hero towards change.
- Purpose: Establishes the story’s central problem and what’s at stake, creating urgency and momentum.
- Effect: Signals that the Ordinary World can no longer continue as it was. The audience can sense a turning point — the hero’s life is about to change.
3. Refusal of the Call
The hero hesitates or outright refuses. Fear and obligations hold them back.
- Purpose: Adds depth to the character by showing inner conflict and highlights what they stand to lose by accepting the Call.
- Effect: The audience feels the weight of the choice, understanding what this cost the hero. This deepens empathy and heightens investment in the journey.
4. Meeting the Mentor
The Mentor → is a guide, a teacher, or a helper who appears, typically to give the hero the confidence to embark on the adventure. They provide advice, encouragement, even tools.
- Purpose: Gives the hero confidence or resources to continue. This also allows exposition by having the Mentor teach the hero about the new world. The Mentor’s lessons here often foreshadow the wisdom the hero will need later.
- Effect:
- Grounds both hero and audience in the rules of the new world. What was once unknown now feels navigable, and the adventure gains momentum.
- The Mentor’s faith in the hero provides an emotional touchstone for the journey. It’s not just about the trials and triumphs ahead, but also the meaningful relationships formed along the way.
5. Crossing the Threshold
The hero leaves the familiar world and enters the “special world” of the adventure. Internally, this is a decisive moment: continue life as it was, or risk everything for the chance to grow and change.
- Purpose: Marks a decisive break from the Ordinary World, giving Luke both motivation (loss of family) and freedom (no ties left) to embark. Heroes cross thresholds in different ways — some are pushed by circumstance or tragedy, while others choose to leap willingly. The way this moment unfolds defines the story’s tone: reluctant journeys feel tragic or fated, while chosen ones feel empowering or defiant.
- Effect: There is no path back for Luke. The stakes are clear — instead of simply seeking freedom as he once dreamed, we now understand this journey is about something far more important.
6. Test, Allies, Enemies
The hero learns to navigate the Special World, forming alliances and facing threats. Through trials big and small, they begin to prove themselves in this unfamiliar terrain.
- Purpose: Showcase the Special World in sharp contrast to the Ordinary (Luke’s awe in the cantina says it all). This stage demonstrates how different the rules are here — everything is more dangerous, and the every mistake has a higher cost. Early challenges build the hero’s competence, while alliances test the hero’s judgment and ability to inspire trust. Early enemies or threats reveal the world’s dangers — whether through minor foes that test the hero’s limits or an early glimpse of the main enemy’s power. The encounter here foreshadows the larger conflict and hints at what’s truly at stake.
- Effect: The audience sees the hero’s growth in action — learning, failing, adapting, and proving they can survive in this unfamiliar world. Confidence builds, but so does the sense of looming danger.
7. Approach to the Inmost Cave
The hero prepares for the central ordeal. The stakes are made clear, plans are made, and doubts resurface. This stage acts as a lull in the pace — a breath before the plunge.
- Purpose:
- Create anticipation: the audience knows the ordeal is coming.
- Clarify stakes: remind the audience what will be lost if the hero fails and reinforce that the clock is ticking.
- Deepen emotion: moments of bonding, romance, or last laughs highlight what’s at risk of being lost. If there is a romance subplot, this is the time for that kiss between potential lovers.
- Test resilience: the hero might face a smaller setback that threatens to discourage them. The purpose of this setback is to solidify the hero’s commitment and underscore their willingness to proceed.
- Flesh out antagonists: a switch to the antagonist point of view may happen here, sharpening the tension while clarifying the villain’s motives.
- Effect: The audience feels the mounting pressure and emotional investment. The pause before the storm makes the ordeal feel more intense.
8. Ordeal
The hero faces a brush with death, or something akin to it, like the death of a relationship, of their old self, or a self-altering confrontation. Something has to “die” so rebirth is possible.
- Purpose: Heighten tension at the midpoint and plant the seeds for the final confrontation. The Ordeal keeps Act II alive by raising the stakes and forcing the hero to face genuine struggle. In some stories, the Ordeal also serves as a rehearsal for the final confrontation — either smaller in scale, or testing the hero in a different way. By surviving this “near death,” the hero gains the insight or resilience needed to face what’s still to come.
- Effect: The audience feels jolted. They see the hero tested in a way that makes survival uncertain. The mounting danger heightens emotional engagement — each close call makes the stakes more tangible and the coming climax more intense.
9. Reward (Seizing the Sword)
The hero overcomes the Ordeal and gains a reward — a prize, knowledge, reconciliation, or new power.
- Purpose: Marks the first tangible success of the hero’s journey. The hero has earned something through suffering and now holds a symbol of change or power.
- Effect: Offers emotional release after the tension of the Ordeal, while recharging momentum toward the final act. The victory feels bittersweet — the hero has gained something, but also paid a cost.
10. Road Back
The hero recommits to returning home or finishing the mission, but the consequences of the Ordeal stay with him. The world pushes back, and what was once a goal now feels like a fight for survival.
- Purpose: Reignite urgency and shift momentum toward the story’s resolution. The hero must actively choose to continue, not just be carried forward.
- Effect: The audience feels renewed tension mixed with pride in the hero — there’s no turning back, and the final confrontation feels inevitable.
11. Resurrection
The final test. The hero faces death or destruction one last time, and it is the ultimate test of transformation.
- Purpose: Culmination of all growth and lessons. All allies converge to help with the final act.
- Effect: Catharsis. The audience feels emotional payoff as the hero embodies everything they’ve learned — the farm boy becomes the Jedi.
12. Return with the Elixir
The hero returns to the Ordinary World, carrying the fruits of the journey (”The Elixir”), which could be wisdom, healing, or victory.
- Purpose: Close the loop, showing that the transformation endures beyond the adventure.
- Effect: Satisfaction and restoration. The world and the hero are both renewed, giving the audience a sense of emotional and thematic closure.
Why It Works
The Hero’s Journey resonates because it mirrors how humans experience change. Across cultures and centuries, we’ve told stories with the same rhythm: leaving the familiar, facing trials, and returning transformed. Research in psychology and neuroscience suggests we process life the same way — we naturally frame our own challenges as journeys that lead to transformation. That deep alignment between narrative and lived experience is why audiences instinctively connect to the Hero’s Journey.
Key Point for Writers
The Hero’s Journey is best used as a flexible map, not a rigid checklist. Not every story needs all 12 stages or the exact order. What matters most is the transformation: how the hero leaves comfort, changes under pressure, and returns with new insight or strength. The cycle of departure → ordeal → return is powerful not because of its exact beats, but because it captures this arc of change. Writers who focus on the hero’s inner journey — and how the audience experiences that change alongside them — will unlock the true power of this structure.
Examples in Action
Here are some examples of The Hero’s Journey structure in film & books.
Story Beats | The Hunger Games | ||
Ordinary World | Simba is a cub in the Pride Lands, carefree under Mufasa’s guidance. | Katniss in District 12, struggling to feed her family. | Harry lives with Dursleys, unloved and powerless. |
Call to Adventure | Scar murders Mufasa, seizing the throne. | Prim’s name is drawn at the Reaping. | “You’re a wizard, Harry.” |
Refusal of the Call | Simba flees into exile, guilt-ridden and unwilling to face his destiny. | Katniss volunteers to take her sister’s place to save her, but dreads her odds for survival. | The Dursley try to stamp out the truth, while Harry doubts. |
Meeting the Mentor | Rafiki shows Simba Mufasa’s spirit: “Remember who you are.” | Haymitch offers survival advice (grudgingly). | Hagrid guides Harry into the Wizarding World. |
Crossing the Threshold | Leaves the carefree jungle, heading back to Pride Rock. | Train to the Capitol. | Getting onto the Hogwarts Express. |
Tests, Allies, Enemies | Faces challenges in exile, gains allies Timon and Pumbaa. Scar rules as the enemy. | Becomes allies with Peeta. Other tributes and Careers are enemies. | Become friends with Ron & Hermione after the troll incident. Draco and Snape as enemies. |
Approach to the Inmost Cave | Prepares to confront Scar after years of denial. | Training & prepping for the arena. | Solving the clue of Nicholas Flamel & realizing the stone is under threat. |
Ordeal | Fights Scar for the Pride Lands. | Katniss faces near-death in the arena. | Facing magical trials under the trapdoor. |
Reward | Defeats Scar and reclaims his role as king. | Against all odds, Katniss manages to survive, even helping Peeta. | Stone saved; Voldemort thwarted. |
Road Back | Simba must rebuild the broken Pride Lands. | Capitol goes back on their word, demanding a final act of submission: there can only be one victor. Katniss & Peeta are expected to kill one another. | Recovery in the hospital wing. |
Resurrection | Simba roars. The rain return, Pride Lands are restored. | Katniss defies the Capitol by threatening to eat deadly berries with Peeta. She wins on her terms. | “Gryffindor wins the House Cup!” |
Return with the Elixir | Simba restores balance, bringing life and hope back to the Pride Lands. | Katniss returns home as the symbol of the rebellion. | Harry returns to the Dursleys, knowing he belongs in the Wizarding World. |
Works Mentioned
- Joseph Campbell, The Hero with a Thousand Faces (1949)
- Christopher Vogler, The Writer’s Journey: Mythic Structure for Writers (1992)
- George Lucas (dir.), Star Wars: Episode IV – A New Hope (1977)
- Roger Allers & Rob Minkoff (dirs.), The Lion King (1994)
- Suzanne Collins, The Hunger Games (2008) Book / Movie
- J.K. Rowling, Harry Potter and the Philosopher’s Stone (1997) Book / Movie
- Cover Image: Odysseus and Polyphemus (1896), Arnold Böcklin. Museum of Fine Arts, Boston. Public domain.
- Some links above are affiliate links. As an Amazon Associate, I earn from qualifying purchases, which I reinvest into this project.
- The Hero’s Journey
- Story Beats
- 1. Ordinary World
- 2. Call to Adventure
- 3. Refusal of the Call
- 4. Meeting the Mentor
- 5. Crossing the Threshold
- 6. Test, Allies, Enemies
- 7. Approach to the Inmost Cave
- 8. Ordeal
- 9. Reward (Seizing the Sword)
- 10. Road Back
- 11. Resurrection
- 12. Return with the Elixir
- Why It Works
- Key Point for Writers
- Examples in Action
- Works Mentioned