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Disney magic is a significant force in the story. Because millions of kids believe in that magic, it comes to life in the form of fictional characters developed by Disney artists. To defend against the bad ones, the DHI kids must use the magic of belief to create their own supernatural powers that can protect the park and the world beyond.
Walt Disney knew his creations might come to life. Wayne says, “If you believe strongly enough, anything can happen” (71). Walt prepared for this with clues and items—a pen and park plans—that, when the day arrived, would be findable by the right people.
Disney Imagineers invent a holographic system that records the DHIs’ performances and displays them throughout the park to entertain visitors. This system also affects the kids, who nightly go to sleep and wake up in the park as holograms themselves. In this form, they can see the evil Disney characters perform mischief, and they can fight back.
As a nighttime hologram, Finn discovers that by focusing his thoughts, he can either move through objects or interact with them as if he’s in his normal body. This gives him and the others the power to interact with and sometimes defeat the bad characters. Finn thus learns that many things happen only if a person believes they can happen.
He also learns some of the limits of his own magic. Confronted by Maleficent, who traps him in a cage of light, Finn attempts to break free:
He focused on the single idea: I am light. I am nothing but light. Nothing can stop me if I’m nothing but light. Nothing can harm me if I’m—Wham! Reaching the fence at full stride, he was knocked back off his feet and onto the floor. He felt as if he’d been stabbed in the chest (289).
Maleficent’s magic overpowers Finn’s belief in his own abilities. He prevails later, though: Confronted by Jez’s daytime attempt to steal the Disney plans, Finn, “by thinking of himself as pure light” (314), transforms into a hologram that’s immune to her magic and frees Jez from a spell placed on her by Maleficent. Finn thus gets better at using belief to access magic.
The imagination of millions creates magical events at the park, but it’s the magic of creativity—the holographic invention of the Imagineers—that, harnessed by belief, empowers the DHI kids to stand up to and defeat the forces of evil wreaking havoc in the Magic Kingdom. The message to young readers is that, if they believe in themselves, good things will manifest in their life in ways that sometimes seem magical.
Amanda makes a comment to Finn that changes his perspective: He realizes that an important key to solving the Stonecutter mystery, or any difficult problem, is to alter one’s viewpoint. This shift helps him and the other DHIs crack the puzzles they face. In the process, Finn also unravels the enigma that is Amanda herself.
Amanda tells Finn that, when she’s doing the wrong things, her mother suggests she get “a new pair of glasses” (153). Her point is that, to solve a difficult problem, sometimes a person needs a shift in perspective. Finn realizes that Walt Disney himself already gave the team the same hint when, decades earlier, he told Wayne that he planned to “put things into perspective” (158). The DHIs need to look anew at the situation.
Finn takes a further step and theorizes that Walt’s hint should be taken literally. He therefore has the team wear 3-D glasses and search for clues painted onto the park rides that contain visual themes similar to the four elements—fire, air, water, and stone—of Walt’s Stonecutter fable. This approach works, and the kids uncover a series of letters that point to a fountain pen and a set of architectural plans at Walt’s museum that, together, purify the park of evil.
During the search, Finn wrestles with his perspective on Amanda. She’s an enigma who can move objects at a distance, find information unavailable to the DHIs, and appear when most needed. She also refuses to explain who she is or where she comes from. To Finn’s worried mind, this suggests she might be an enemy spy, and he misinterprets the evidence and concludes she’s a baddie. He ignores the tears of frustration she sheds at his condemnation.
Not until he frees Jez from Maleficent’s enslavement spell does he see that Amanda’s original purpose is to rescue the girl. A shift in perspective, from seeing Amanda as a threat to recognizing her love for another, changes Finn’s viewpoint, and he realizes with a shock that she’s been his friend all along.
Her comment about glasses alters Finn’s mindset, which leads to sets of real glasses that can see anew the Magic Kingdom rides. This, in turn, reveals the things the team needs to defeat the Overtakers. The entire experience also gives Finn the mental flexibility to recognize, at last, that his best friend has been by his side the whole time. All it took was a shift in perspective.
From a random collection of boys and girls who wander alone through a Disney theme park at night, the DHIs evolve into a tight-knit team of young warriors who take down a major conspiracy launched by wicked Disney characters. They do so by mastering the art of teamwork. In the process, the kids come to understand that no one can fight the monsters alone, but a strong team can win the day.
Finn finds himself, after dark, at large in the Disney World Magic Kingdom. He learns that other kids—who, like him, have performed in recordings that the park uses as holographic hosts—also become stranded there. Finn must contact the others and coordinate with them, so they can show up together; this will make them powerful enough to cope with the emerging problem of the Overtakers. It also teaches Finn important lessons about leadership when he must struggle to convince the others to join the fight.
At first, they merely react to problems the Overtakers toss at them. Finn ad-libs a defense against the animatronic pirates, and the team later improvises a victory over a massed attack of Small World dolls. Soon, though, they decide to make more organized efforts: They break into teams to search carefully different areas of the park.
Problems arise when the Overtakers find they can attack the group when it’s split into smaller groups. The baddies also figure out how to capture Maybeck by using Jez as a lure. The kids make progress in their clue search, but, on many occasions, they must get through deadly obstacle courses to do so.
Trust doesn’t come easily. The kids struggle with cryptic advice from Wayne, who offers some information but isn’t much of a leader. Charlene at first wants to back out of the entire project, though later she comes around. Finn worries about Amanda’s trustworthiness, and this slows the team’s efforts when her counsel is ignored. Maybeck’s attempted tryst with Jez blows up in his face, and Charlene says what the others are thinking: “He could be a spy” (174). Maybeck, though, learns a hard lesson and becomes the team member most willing to face dangers.
As troubles arise, each kid contributes ideas that help the rest. Philby is especially good with knowledge of the park, while Maybeck knows how to interpret shifts in the holographic computers’ behaviors. Willa shows a knack for finding small, but important, objects; Charlene warns them when they think up ideas that might be too dangerous.
The group gets good at meeting together at agreed-on times and places, and they improvise more quickly and effectively as their night visits continue. When Jez casts a numbing spell on Charlene and Amanda at the Halloween party, Finn quickly gets his friend Dillard to help Willa take care of the girls, while he, Maybeck, and Philby chase after Jez.
Their courage and willingness to risk themselves—crucial strengths of a team in peril—also increase. At the Pirates of the Caribbean catacombs, the boys, though scared, pursue the witches directly into their lair. Attacked by Maleficent and Jez, Finn helps the other boys escape undamaged, and he forces the witches to release Charlene and Amanda from harm.
Finally, the DHIs form a coordinated team that lures Maleficent out of hiding, so that Wayne and cast members can capture her and retrieve the stolen plans. The ruse works, and Wayne congratulates them on a job well done. The DHIs have become a cohesive, creative, determined squad of fighters against evil—and they did so, not by being lone heroes, but by working together as a team.
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