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From time to time, Finn and the others feel an intense chill. Finn connects it to Maleficent, whose ice-cold touch freezes things. The chill symbolizes the coldness and shivering unease spread by pure evil. It acts as a motif that heralds the witch’s presence. To feel her chill and not see her is to be spied upon yet unable to respond; in that sense, the chill confers a sense of foreboding and helplessness.
In Walt Disney’s story of the Stonecutter’s Quill, a stonecutter progressively wishes for, and becomes, the sun, a cloud, the wind, and a mountain. These four things are akin to the four elements that several ancient cultures, including the classical Greeks, Romans, and East Indians, believed made up the world: fire, water, air, and earth. Those cultures also believed in magic. Faith in the four elements and magic have, in the modern world, been replaced by atoms and technology, but the human mind responds strongly to the old images.
A premise of the novel is that magic still interacts with the world, perhaps through the four elements. This serves as a literary conceit, or arbitrary assumption, that makes possible the plot and its many marvels. It also brings the Disney characters to life, where they can interact in real space and time with the resort and, especially, the DHI kids.
Finn and the other DHIs perform on video recordings converted by computers into 3-D holograms that look and sound like the actors. At night, a magical connection between the actors and their holograms enables them to wander the Magic Kingdom in holographic form as they try to defeat the Overtakers. While in this state, they can perceive the evil spirits from Disney stories. The kids’ holographic aspect gives them a certain freedom of action: They can move through things or manipulate them as needed. In effect, the holographic technology allows the ordinary and magical realms to mingle, so that the kids can be both holographic and human at the same time.
Their holographic form represents freedom of thought and ingenuity, the powers that everyone possesses and that sometimes have an aura of magic about them. When Finn sees himself as pure light, he becomes holographic, even in daytime; this represents his ability to see things differently and creatively, and even to change reality itself by imagining it in a different, but useful, way.
(See also “Scientific Context: Holograms” in the guide section “Background.”)
The DHI kids search the Magic Kingdom’s rides for clues suggested by the fable of the Stonecutter’s Quill. That fable mentions fire, water, wind, and stone, and Finn’s team discovers letters, visible only through 3-D glasses, painted onto ride backdrops that have pictures of the four elements. The letters they collect, when rearranged, spell “my first pen,” a reference to Walt Disney’s original drawing tools. Finn steals the pens, along with a set of Walt’s original plans for the park, from a resort museum.
Walt knew there might be trouble if evil Disney characters came to life, so he imbued the pens with a spell that prevents evil spirits from touching them. Only good people can do so, and if they place a drop of ink from one of the pens onto the plans, they can purify the park of evil. Thus, the pens and plans are the items sought by both the DHIs and the Overtakers; they’re the central objects around which the story’s conflict churns.
Computer servers hidden beneath the Magic Kingdom manage and project the holograms of the DHI kids, both automatically during the day, to entertain visitors, and at night, when the human team visits the park in holographic form. The servers are a focus of the Overtakers, who want to shut them down so the Kingdom Keepers can’t use their holographic form to frustrate the Overtakers’ evil plans. The servers thus are a weak spot in the DHI armor that the team must keep protected.
The Stonecutter’s Quill is a puzzle presented by Walt Disney to his Imagineer, Wayne. Its purpose is to enclose a series of clues that can help defeat the Overtakers. Walt predicted that his fictional characters might come to life someday, and that the evil ones might cause trouble. He housed the means to defeat those spirits inside the puzzle, so that only the good people Wayne selects would have access to them.
The puzzle tells of a Stonecutter who labors against a wall of stone, wishes he were the sun beating down on him, becomes the sun, then wishes, in turn, that he’s the cloud that blocks the sun, the wind that pushes the cloud, and the mountain that withstands the wind. He becomes each, only to find, at the end, that the mountain itself is being eroded by the Stonecutter himself. The story contains four clues—sun, cloud, wind, and stone—that solvers must combine with a quill of some sort to access the answer.
The DHIs realize that the four elements mentioned in the fable are featured throughout the park as painted backdrops to the various rides and attractions. The kids locate letters hidden within, respectively, a sun scene, clouds, windswept trees, and walls of rock, and these letters form an anagram that leads to Walt’s fountain pen and a set of design plans that together purify the park.
The Stonecutter’s Quill serves as a high-level challenge to the DHI kids’ intellectual powers. It rewards intelligent, outside-the-box thinking and enables the right good-hearted people to defeat an evil threat. Its purpose in the story is as the mystery that must be solved to defeat the antagonists and as a quest whose solution helps young minds grow stronger.