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Thirteen-year-old Finn Whitman wakes to find himself standing in his pajamas at night in the Town Square on Main Street at the Magic Kingdom. Nearby sits an elderly man who says, “Tell me what you see” (2). Finn describes the scene and notes that it’s empty of any other people. The old man—his name tag says “Wayne”—seems disappointed.
He walks toward Cinderella’s Castle; Finn follows. They stop at Central Plaza in front of its statue of Walt Disney and Mickey Mouse. Finn checks his wristwatch and notices he can see through his arm, which glows along with the rest of him. Perplexed, he asks what’s happening; Wayne says, “Figure it out” (4). Finn pulls from his pocket a fob with a red button; Wayne says the fob will send him back to sleep, but that he’s not dreaming.
Finn sees two human-sized chipmunks leave the Castle and head toward New Fantasyland. He also sees Goofy running past. Wayne shouts at Finn that he “saw something.” Finn says he saw Chip and Dale as well as Goofy. Wayne seems delighted. He says Finn has the ability to visit the park at night. When he returns to his bed, he’ll see the crescent moon in the same position as it is now in the sky.
Wayne confesses that he’s a Disney Imagineer, one of the park’s original designers, and that the place is threatened by a group of baddies called the Overtakers. He needs Finn and four other “hosts” to meet here and solve a puzzle, the “Stonecutter’s Quill,” that will help them vanquish the evil invaders. They can do so by agreeing to fall asleep at roughly the same hour, when they’ll be transported to the nighttime Kingdom.
Tom Sawyer walks past. Wayne pulls out his own fob, presses it, and Finn wakes up in his bed. His body once again is solid. Through the window, he sees the crescent moon: It’s in exactly the same spot in the sky as it was at the Magic Kingdom.
Finn recently auditioned for the job of Disney Host Interactive, or DHI. The studio would record him moving and talking and convert that into a holographic host who greets park guests. Already an Orlando, Florida resident, Finn loves to visit the Disney parks, but his mom used the deciding argument: “Finn, you love special effects! What they’re offering is for you to be the special effect” (16).
At his audition at Disney’s Hollywood Studios, in front of a green screen, wearing a green costume fitted with shiny buttons, Finn moved about while a computer recorded the motions of the buttons. These were then converted into animations. With Finn were four other kids—gorgeous Charlene, geeky-smart Native American Willa, tall and confident African American Maybeck, and British-accented Philby. Maybeck called them “one of every flavor” (19).
The recording system is new, and the kids wonder if it might harm them. Maybeck believes it’s a weird conspiracy, but he’ll take the money and fame. Philby points out that, as holograms, they’ll all be ghosts.
At middle school, Finn tells his friend Dillard about the strange visit to the nighttime Magic Kingdom. Dillard thinks Finn has lost his mind. Finn believes he can locate at least two of his fellow DHIs, Maybeck and Philby, as those are last names. For more help—and noting that many school kids’ parents work at the resort—Finn wants to meet the new girl, the deeply tanned Amanda Lockhart of the exotic eyes and face freckles. Again, Dillard, who “thought of girls as a separate life-form,” fears Finn has lost his marbles. Strangely, Finn agrees: “Maybe I have” (24).
To confuse park guests who might see both Finn the hologram and Finn the live human, the boy is required to wear a hat and dark glasses to hide his identity when he visits the resort. Finn needs to contact the other DHIs, but all his visits must be pre-approved, and his reason for going is frankly supernatural. Instead, he talks Amanda into using family comp tickets and going to the Magic Kingdom with him. There, he can take pictures of the holograms of the other DHIs and show them around in case anyone recognizes them.
Amanda still doesn’t quite understand Finn’s purpose. He’s not sure why she agreed to go with him, given his lame-sounding reason for the trip. She says, “I have my reasons. I want to help. […] Besides, I’ve never met a real psycho before” (26-27).
Just inside the park, they see Charlene’s hologram. Amanda hurries over and poses with the image as it talks and gestures while Finn snaps pictures. Another kid walks through Charlene’s image; Amanda thinks that’s rude. The hologram reminds Finn that, when he falls asleep, he becomes a hologram at the park.
Amanda sees a Maybeck hologram and walks to it. Finn notices an old man who looks like Wayne. The old man gestures to Finn’s left, and Finn sees four men in uniforms walking toward him. Realizing it’s security, he calls out to Amanda: “Trouble!” At that signal, Amanda disappears into the crowd, intending to meet him later at the Haunted Mansion.
Finn walks into the Emporium, where everything Disney is for sale. The place is crowded, but Finn spots a couple of security men following him. If he’s caught, his family might lose their comp tickets, and his DHI might be switched off. In the hat section, a little boy recognizes Finn and deliberately walks into him to see if he’s real.
Finn quickly dons a Finn-host costume, collects a crowd of admiring children, and walks out onto Main Street, where his own hologram is giving a guided tour. Remembering his lines, Finn mimics the hologram, which confuses the security men, who can’t tell which is which. Finn moves his clique of kids down the street, copying the hologram, then escapes down a side alley, where he removes the costume and runs toward the Haunted Mansion.
He finds Amanda. They notice more security men searching nearby. Amanda takes Finn’s hand and leads him into the Mansion’s entrance line. They enter the Stretching Room, which begins to stretch downward, but the security men angle toward them. They duck down and move toward the walls. A door opens and the guests crowd onto the loading dock for the ride’s “Doom Buggies.” Amanda and Finn hurry in, then dash through a side door and down a hallway to the outside. They hide in a gift shop as the security guards hurry past.
Finn and Amanda take a bus to Disney’s Hollywood Studios. They find the hologram producer, Brad, and beg him to help find the other DHI actors. Brad refuses. Finn says the DHIs are in danger; Brad scoffs. Finn says he knows Wayne; Brad looks impressed. Finn adds that he knows about the Overtakers; Brad looks scared. Finn tells him to contact Wayne, then he and Amanda leave.
Amanda asks if the Overtakers are a sports team. Finn says no, but he asks if she’s ever had a dream that felt real and that afterward, something in waking life confirmed the dream. Amanda says yes. Finn hesitates; she tells him she can help, but only if he lets her into his confidence. She has to hurry home, so she takes the next bus. The driver looks exactly like Wayne.
The next day at school, Finn receives from the office an unsigned note: “Howard Lee Maitland Jackson” (43). These are the names of four nearby schools. Clearly, the note is from Brad. Amanda talks Finn into bringing her along when he ditches lunch period and heads to Lee Middle School. On a city bus, she asks him again about the Overtakers, but Finn admits he knows almost nothing about them.
The bus driver keeps staring at them, then gets on the radio. Alarmed, the two kids exit at the next stop. They walk several blocks to Lee, then split up and scour the cafeteria tables, searching for a DHI host.
A big kid confronts Finn, asking what he’s doing, and pulls off Finn’s dark glasses. He recognizes Finn as someone he’s seen; a girl says Finn is a Disney host, “like Charlene Turner” (47). Finn now has a last name.
It doesn’t matter: Amanda has found her. She’s outside on the playing area, shooting baskets.
As they approach her, Charlene looks bothered. Finn says he needs to talk to her; she says no and walks away. Finn says, “The dreams. Disney after dark” (48), and Charlene stops. In a rush, Finn says the old guy, Wayne, needs all the DHI actors back at the park as soon as possible. She says she’s seen Willa’s posts on Snap. Finn asks her to contact Willa and get to sleep early so they can meet up at the Magic Kingdom. Reluctantly, Charlene agrees but insists it all stays a secret. She adds, “It isn’t safe” (50).
Finn’s mom heard from her DHI contact, who asked if Finn had been to the resort. Despite his denials—he hated lying to her—she grounds him. After dinner, Finn announces that he’ll go to bed early. His mom suspects he’ll try to sneak off somewhere, but Finn assures her he won’t. She tries to pry out more about his visit to Disney World; he lets slip that “her name’s Amanda” (52), and his mom looks greatly relieved.
Finn puts on jeans instead of pajamas, lies down, and, fidgeting, waits for sleep. Finally he dozes off, and he hears Wayne: “You’re learning.” They’re in Frontierland; Wayne sits in a golf cart. Finn says he found Charlene. Wayne says all of them must be there together. He adds that they’re a combination of a human and a hologram, and that some of their thoughts will be robotic.
Wayne asks what Finn thought of the park when he was a small child; Finn replies, “Magic.” Wayne says there’s a dark side to magic, something Walt Disney understood. Finn hops in the golf cart and his feet disappear. Wayne says the holographic projection system doesn’t work everywhere in the park, especially in places he calls “shadows.”
He drives forward, but Finn grabs the wheel as several figures dart past. Wayne says he can’t see the beings Finn can see in the park. Finn realizes the figures are audio-animatronic robots from the Pirates of the Caribbean ride, somehow come to life. Several more push small blue cars down the path.
Wayne says the actor who plays Mickey in the Fantasmic show got set on fire by the robotic dragon. The actor jumped in the water and is ok, and the audience thought it was part of the show, but something’s wrong with the robots. Wayne adds that Finn is the leader of the DHIs and that they all depend on him.
A glowing Charlene appears suddenly, clad in a nightgown. Philby appears, too. Finn focuses and walks through the golf cart toward her. She tries to walk through a tree but merely bumps into it. A robotic pirate captain demands that they help his mates push the blue cars—Buzz Lightyear ride cars, Finn realizes. He refuses, and the pirate, angry, draws his sword. The other pirates pull knives. Charlene and Philby hide behind a tree.
A pirate fires a laser blast from a car; the laser is real and burns his skin. The pirates surround Finn, but Philby calls out and distracts them. Finn jumps into a Buzz Lightyear car and fires it at a pirate, damaging its leg and knocking it over.
The captain orders a charge, and the other pirates run at Finn, who slices them down at the knees. The captain calls a retreat but warns Finn to leave the park and not return. The pirates limp away, and Finn exits the car, the small wound on his arm now a blister.
Charlene compliments Finn, and Philby shakes hand with him. Wayne considers the fight with the pirates a “first victory,” and he celebrates by opening a food kiosk and handing out ice cream sandwiches. Finn can taste his, but it’s not as sweet as he remembers.
Philby and Charlene already have met. Wayne is about to use his fob to send them back, but Finn says he won’t cooperate unless he gets a full explanation about what’s going on. Charlene and Philby second Finn’s motion.
Wayne concedes. He takes them to the Country Bear Jamboree auditorium. They sit while he explains that, when people believe strongly enough in something, it becomes real. Millions believe in the Disney characters, including the bad ones, who now have come to life at night to cause mayhem. The purpose of these Overtakers is to rule the world with madness and mayhem.
Among the bad ones are the Pirates, Maleficent, Ursula, and Cruella de Vil. Walt Disney foresaw this possibility and left a “treasure map” of clues, the “Stonecutter’s Quill,” to direct the DHIs in their battle against the Overtakers.
Small problems have cropped up: missing costumes and cars, stolen padlocks, a sudden change in the parade route. A hurricane swept over Walt Disney World and “lost power.” Wayne believes the Overtakers extracted energy from the storm to strengthen themselves. The DHI program was launched to imbue five kids with the ability to see and thwart the Overtakers. Creating daytime holographic hosts was the excuse to get the program funded.
Wayne can’t see the Overtakers, but Finn, Charlene, and Philby can, and already they’ve identified some of them. This proves the nighttime DHI visits are useful. Their job now is to solve the Stonecutter’s Quill, find the Overtakers' leader, and lure out that character so Wayne and the other Imagineers can somehow redraw or reprogram them.
Charlene wants none of this. Wayne says that when she sleeps, she’ll visit the nighttime Magic Kingdom whether she wants to or not: “I’m sorry, my dear girl, but there is no skipping this ride” (77).
Finn wakes up at home and finds an actual burn on his arm. In the bathroom, he cleans it and cries out at the pain. His mother enters and accuses him of sneaking out. He says it was a bully who pressed a cigarette against his arm earlier in the day, and it’s not his fault if she didn’t notice it at dinner.
Finally, he says he climbed out the window on the fire escape ladder installed there. She buys Finn’s story, grounds him, and then cleans up his arm wound.
Amanda finds Finn at his locker and gives him the news: “Isabella Angelo. They call her Willa” (84). The girl attends Maitland Middle School, does swimming and archery, thinks Finn is cute, and will meet the other DHIs that evening at the Magic Kingdom. Surprised and impressed by Amanda’s detective work, Finn asks how she learned all this, but Amanda won’t tell. She asks what happened at Disney World, and Finn mentions Charlene, Philby, and Pirates. He shows her the laser hit to his arm. She says it looks like a cigarette burn.
She also reports that Maybeck works at his aunt’s ceramics store in town. She insists on going with Finn when he visits there. Finn explains that he’s grounded “forever,” but Amanda suggests they ride their bikes to Maybeck’s workplace on the way home from school.
Something grabs her attention, and her head whips around as she exclaims, “Uh-oh.” At the same moment, Finn feels numb with cold and nausea. He sags to the floor; Amanda catches him and hugs him tightly, telling him to imagine a warm place like a beach under a hot sun. It works, and Finn warms up quickly. He asks what she saw when she turned her head; she hesitates. Finn realizes, “It isn’t safe” (88). He decides to meet Amanda after school for the ride to Maybeck’s store.
Crazy Glaze, where Maybeck works, is crowded with parents and their kids painting pottery. Finn and Amanda find the store’s owner, Bess, and ask for Donny Maybeck. Bess says his real name is Terry. She remembers Finn, then expresses delight with Finn’s “sweet-looking” friend, and Amanda introduces herself. Bess says the kids call her “Jelly”—it’s something about donuts.
Finn asks again about Terry, and Jelly says he’s not feeling well. Finn asks if he felt faint, and Jelly gets suspicious at Finn’s accurate guess. Finn begs to see him; Jelly relents.
At first, Maybeck doesn’t want to see them—he’s afraid of losing his DHI money—but Finn assures him he won’t. Finn asks if Maybeck has had strange dreams; Maybeck has, and he doesn’t want them. Finn says there’s no escaping them, and they all must meet at the Magic Kingdom to deal with it. Grudgingly, Maybeck agrees.
The first several chapters introduce the heroes, five young actors whose computerized recordings serve as holographic hosts at the Disney World Magic Kingdom, along with their enemies, the Overtakers, who are embodied evil spirits that have escaped their confinement within the Disney stories and now threaten the Kingdom and the world.
Something happened when the kids performed their host scripts in front of the computers that generated their animated images: Each girl and boy now has the ability to visit the Magic Kingdom at night in holographic form, where they must do battle with the bad characters from Disney fiction. Somehow, their human spirit, clad in a hologram, can see and combat the evil spirits. Wayne, an Imagineer, cannot see the baddies at all. The kids are his eyes and ears.
The story contains two central literary conceits, or arbitrary assumptions, that place the tale firmly in the realm of fantasy and sci-fi. The first is that millions of visitors somehow combine their strong belief in the Disney characters causing them to come to life in the real world, the foundation for the Magic of Belief theme. The second is that the holographic process affects the kids, so they wake up at night as holograms themselves who can wander the Magic Kingdom. The hologram aspect adds a touch of science fiction with its notion that, just ahead in the development of technology, there awaits a photographic process that might affect its users in unexpected ways.
The longest chapter in the book is Chapter 8. The average chapter length is just under 10 pages, but Chapter 8 stretches to 27 pages. In this chapter, three of the DHI kids meet as holographs inside the Magic Kingdom and face their first battle, a sword-versus-laser melee in Frontierland. They also learn details about the dreaded Overtakers and that their task as magically empowered holographic projections is to defeat those characters before they escape the park and threaten the world. It’s a lot for them to take in, and the kids, especially Charlene and Maybeck, feel a quite-natural reluctance to become involved.
Amanda, meanwhile, seems to know more about the DHIs’ nighttime jaunts than she’ll admit. She’s beautiful, charming, energetic, and a good person, and thus might easily be a Disney Princess on a mission from Wayne. She is, in fact, a Disney-related character, but she withholds that information from Finn, and this creates problems between them as the story unfolds. As the novel’s main couple with romantic potential, part of Amanda and Finn’s journey together will involve misunderstandings and break-ups.
The five DHI kids possess various looks and personalities. Maybeck is black, confident, and outgoing; Willa, an Asian or Native American, is somewhat shy; Philby, British, is a methodical and logical thinker; Charlene, a great beauty, is also the most fearful; Finn is athletic and easy-going. Philby calls them “quite the motley group,” while Maybeck cracks that they’re “the Orlando assortment pack […]. One of every flavor” (19).
Though not a DHI, Amanda is effectively an associate team member. Her “deep, natural tan” (23) suggests someone with many possible ethnic origins. Freckles lend her a pixie-like quality, suggesting a fairy or related mythical character. Despite her outgoing confidence, an aura of mystery surrounds her.
The author, and Disney, want as many readers as possible to feel included. The DHI team’s assortment is ethnically random; as such, it represents an attempt to offer as inclusive a set of characters as possible. The selection system might easily have chosen kids from the Middle East, South Asia, and elsewhere. It’s not perfect, but the goal is to make readers from everywhere feel invited.
The five DHIs are the very first people to be introduced to each other via their holographic forms. This has its awkward aspects, and the kids at first tend to squabble as they try to find their footing with their teammates. It’s a process not too different from the one most children go through when they first meet their fellows at school or on a sports team. They’ll need get along if they’re to survive the tests that await them, realized in the theme, The Importance of Teamwork. Much of the story concerns how they learn, through hard knocks and last-minute escapes, to work together.