Oh, Neverminds
Cerebus: Minds
Issues 187-200
October 1994-November 1995
286 pages
Although Pluto has been kicked out of the solar system’s
exclusive Planet Club, it still serves as a great locale for sorting out one’s
thoughts. Minds continues exploring dichotomies (actions and consequences)
and maintains the mythic grandeur present in the previous Cerebus volumes. Throughout
this reading, surprise arose by the discovery that Minds fits the footsteps of a hero’s journey, and fulfills a role
of myths according to Joseph Campbell in The
Hero with a Thousand Faces where myths can “touch and inspire deep creative
centers dwells in the smallest nursery fairy tale –as the flavor of the ocean
is contained in a droplet or the whole mystery of life within the egg of a
flea” (4).
Summary:
In this final installment of Mothers
& Daughters, many of the lingering secrets about Cerebus receive
explanation. It concludes one aspect of the aardvark’s life and sets him up for
a new direction.
Readers meet Cerebus and Cirin floating in space on a small
chunk of rock. They argue until the
chunk of rock splits in two and sends each aardvark floating in opposite
directions.
Readers follow Cerebus who engages his creator, Dave, in
conversation. Dave answers Cerebus’s questions about his medallions and destiny
to rule world (the earth-pig missed his chance). The origins of Cirin and the Motherhood is
explained (a sibling betrayal, a co-opting of identity and unhealthy heaps of
denial resulted in the intolerant viciousness of the current Motherhood). Jaka is revealed to Cerebus to be living and
Dave shows that every possibility of Cerebus and Jaka getting together ends in
disaster. Such knowledge depresses
Cerebus and, after some eye surgery, he ends up stranded on Pluto until Dave
returns and transports Cerebus to a tavern at the Wall of Tsi.
Response: Reading
Minds feels like unleashing the two
streams Heracles rerouted to sluice through Augeas’ stables. This volume cleansed the muck of questions
and massive supporting story elements that gathered around Cerebus in his
previous186 issues. This refreshing narrative simultaneously gave the larger
Cerebus arc a sense of enlarged possibility and imparted a sense of excitement
and a strong dose of the unknown about the future narrative.
The structure of Minds
occupies itself with images (compared to the Reads’s, the previous volume, preference to words). Metacommentary again works its way, to the
advantage of the story, into the narrative.
There are stunning celestial renderings of space, Jupiter, Saturn, and
the surface of Pluto sprawl across pages and convey the mythic element of
Cerebus better than any paragraph. Joseph
Campbell’s hero cycle provides a clarification that enlarges the purpose and
setting for the celestial environment of Minds.
After a prolonged study of mythology, Carl Jung, and many
others the scholar of comparative myth and religion Joseph Campbell, derived a
pattern for the trials and situations through which a protagonist progressed in
mythology. Campbell framed it as a hero on a quest. Applying Campbell’s vague definition of “hero” (“the
man [to be understood as human being] of self-achieved submission” on page 16) to
Cerebus and looking more closely at a trial of a hero, Cerebus’s environment in Minds acquires greater significance.
Of a trial endured by a hero, Campbell writes “And so it
happens
that if anyone—in whatever society—undertakes for himself the perilous
journey into the darkness by descending, either intentionally or
unintentionally, into the crooked lanes of his own spiritual labyrinth, he soon
finds himself in a landscape of symbolic figures (any one of which may swallow
him) which is no less marvelous than the wild Siberian world of the pudak [differing obstacles] and sacred
mountains. …this is the process of dissolving, transcending, or transmuting the
infantile images of our personal past…forms we may see reflect[] not only the
whole picture of our present case, but also the clue to what we must do to be
saved” (on page 101).
Space is Cerebus’s spiritual labyrinth, a symbolic landscape
(and what better than the cold vacuum of space to represent Cerebus’s current
ethical and moral state). His journey
through space and time on Pluto stands for his reflection and
metamorphosis.
In space and on Pluto Cerebus confronts his distasteful self
and recognizes a change is needed in his actions. He resolves to make an effort
at change, and he is whisked from the planet named after the Roman ruler of the
dead “to the little tavern at the Wall
of Tsi—just below Castle Wallis” (Minds
282). The voice of Dave gives clues to
what Cerebus must do to be saved.
Though hesitant to suggest the idea, Cerebus’s eye patch
could read as a parallel to Odin trading his eye for wisdom; perhaps this
momentary loss of the eye and self-assessment give Cerebus, and readers, the
sense that things are going to change around here, in the pages of Cerebus.
The choice of situating Cerebus’s spiritual trial on Pluto
(named after the Roman god of the underworld) is a masterful stroke that reinvigorates
a conventional trope. The journeys to
the underworld by Gilgamesh, Orpheus, Odysseus, and Aeneas, and even Percy
Jackson are repeated when Cerebus gets a clue about what to do with his life on
the surface of a dead planet. Cold,
dark,
and silent and far removed from the warmth of the sun, Pluto mirrors the
sensations and perceptions experienced by the self examination Cerebus
undertakes to discover that many many MANY abhorrent aspects of his personality. Cerebus himself is like a ghost in that he is
immune to any physical discomfort and is alone aside from his thoughts and a single
psychic phone call to Aardvark-Vanaheim Publishing.
The setting also clarifies the plethora of panels and pages bereft
of words. Space is vast, silent, and
replete with solitude, in space, no one can hear you soliloquize. Outer space is a perfect setting for self
reflection, or intense intimate one-on-one conversation for those who don’t
want to be interrupted or distracted from this thinking process.
While Reads
promoted readers to think and examine their reads to arrive at their own
conclusions, Minds gives another
example of a locale and method on how to set about thinking and arriving at
conclusions.
Minds ends with
Cerebus jumping to his selected destination and with an amused Dave viewing the
comic book page where his aardvark protagonist falls to his fate. Dave’s
classification as Cerebus as an “ultra-maroon” promises the presence of future
hijinks before concluding with a full page heralding the next story arc of Guys.
With the promise of free alcohol, and no last call, readers can mirror
Cerebus in following the final imperative Dave gives Cerebus, “So jump already”
to arrive at the next tale. Cerebus falls
into the next step of his hero’s journey.