Full Synopsis
Full Synopsis
A group of nervous and excited Junior Imagineers arrive at the Walt Disney Imagineering Studios to begin their training ("A Dream Is a Wish Your Heart Makes"). Players 1 and 2, the mentors, welcome the group of trainees to the Studios ("Be Our Guest"), encouraging each student to think about their dreams ("When You Wish Upon a Star" / "A Dream Is a Wish - Reprise"). Player 3 admits that she does not yet have a dream, but she is told not to worry, as the training will help her discover one.
Players 6, 7, 12, and 13 share their dreams to set out on a big, life-changing adventure ("Part of Your World" / "How Far I'll Go") ("Just Around the Riverbend" / "Out There"). An impatient Player 5 feels it is impossible to wait for a dream to come true ("I Just Can't Wait to Be King").
Still concerned about how to select the perfect dream, Player 3 reveals the stress she feels ("Surface Pressure"). To make her feel better, Player 10 shares a strategy for navigating through big feelings and problems ("Let It Go"). The mentors remind the group that it is worth working hard to achieve a difficult goal, encouraging each trainee to believe in themself. Players 8 and 9 share that friends can be an incredible support system when you find it hard to accomplish something alone ("Friend Like Me") ("You've Got a Friend in Me").
Emotional from the outpouring of love and friendship, Players 1 and 2 call a short break, and the Junior Imagineers disperse. Player 4 checks in with Player 3 to see how her journey to find a dream is going. Player 3 reveals she is still unsure, and Player 4 encourages her to keep going ("Dig a Little Deeper"). Joining them, Player 11 shares that he doesn't have one concrete dream because he is leaving his options open ("Try Everything").
The mentors return from the break to find all of their students working together to cheer on Player 3. With this inspiration from her fellow trainees, Player 3 realizes that she is strong enough and brave enough to achieve any goal she sets her mind to ("Go the Distance"). She finally understands that she doesn't need to commit to one singular dream.
After Player 3's revelation, Player 5 feels a sense of relief, knowing there's plenty of time to make life's big decisions ("When I Am Older"). Players 1 and 2 remind the group that their goals will grow and shift over time and there is no cause for worry ("Hakuna Matata" / "Bare Necessities"). Thrilled to be letting loose, Player 14 helps the others find inspiration in the silliest of places ("Nonsense Medley").
As the day of training comes to an end, Player 15 points out something that has been missing from their lessons, reminding everyone that dreams are often shared with others and can live on for generations ("Remember Me").
The Junior Imagineers reflect on the power of dreams to bring people together, no matter how different they may seem ("I've Got a Dream"). Players 1 and 2 announce that the group has completed their training and are now full-fledged Imagineers! Together, the newly minted Imagineers celebrate all they have learned and all they can share with the next generation ("Finale").