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Sometimes a female character offers danger to the hero/is a distraction

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Characters who help the hero throughout the quest

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Clowns and mischief makers

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ARCHETYPES APPEARING IN THE HERO'S JOURNEY

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ARCHETYPES APPEARING IN THE HERO'S JOURNEY

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Joesph Campbell was heavily influenced by the Swiss Psychiatrist Carl Jung whose theory of the collective unconscious involved archetypes, recurring images, patterns, and ideas from dreams and myths.

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While Joseph CAmpbell's monolith works best with the traditional form of the quest - folk and fairy tales, myths, legends, and other fantasies.

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MASTER OF TWO WORLDS/ RESTORING THE WORLD

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MASTER OF TWO WORLDS/ RESTORING THE WORLD

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Success on the heroes' quest is life-changing, for them and often for many others.

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Creatures like vampires/werewolves who change shape.

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Typically, there is a reward given to heroes for passing the Supreme ordeal.

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Forces that stand in the way at important turning points, including jealous enemies, etc.

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The heroes progress through a series of tests, a set of obstacles that make them stronger, preparing them for the final showdown.

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Every hero needs a helper, much like every superhero needs a sidekick.

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A special and often magical items that assist the heroes on their quest.

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This supernatural character often gives them the means to complete the quest.

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The one who brings the Call to Adventure

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As they embark on their journey, the heroes enter a world they have never experienced before.

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Once the adventure is accepted, the heroes advance into the next stage of their journey.

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The hero's guide/guiding principles

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During the call to adventure heroes are given a task or quest which only they can complete and most of the time deny it.

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For heroes to begin their journeys, they must be called away from the ordinary world.

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The "bad guy" in a film.

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Heroes exist in a world is considered ordinary or uneventful by those who live there.

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Is a timeless story-structure which has existed for thousands of years.

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The "good guy" in a film.