Exordium

Title Card To Be Changed

The **Exordium** is an introductory arc that begins the first game, *Disney's Final Frontier*. This allows players to get an attachment to any of the six main characters of the game: Tod, Marian, Tramp, Bolt, Bagheera, and Simba, as well as get a feel for the controls of the game.

## Story Events

### Figonia I

Deep within the realm of Imagination, a couple of friends got together to meet up one day in an old Colosseum. It was such an odd place to hang out at, seeing as though nature itself has taken over the place, but it has a certain magic to it that makes it a very unique home for people with creative minds, or in this case, some animals with that kind of sense. No one knew who organized this setup, but one thing is for sure, everything was about to change in their lives.

Tod, Tramp, and Bolt were playing a casual game of tag, while Bagheera and Simba were resting at the moment. Marian decided to playfully intervene in Tod's game, Tod thinking she was Bolt for a second as he was the chaser until he caught Tramp. Marian gave him the idea to find a perfect place to hide and he takes off for a perfect hiding spot. As Tod completely vanishes, they change the rules to "Whoever finds him first in 5 minutes wins." The player starts off controlling either Tramp or Bolt as they race to find Tod. Among the possible hiding spots, Bagheera could show up and catch one of them. If one of them picks right, Tod will instead catch them, however when five minutes pass, Tod will declare himself victor only to be tagged by both Tramp and Bolt.

The three of them and Marian then get an odd feeling. An orb of light appears above them heading for the center of the Colosseum within Figonia. The light then split into six individual *sparks* before the six landed on the ground and created a crater. Tod, being distracted by this, goes ahead to take a look, control being swapped over to him. From his own perspective, Tod managed to see what seems to be the ground acting as a bowl he can easily slide down into, and from within the ground appears to be a strange wristband that could easily fit his own wrist. His immediate thought was the word Magic, followed by another word Band. It was obvious when 2 and 2 are together he had an idea for what the item was, but what it could actually do, he isn't quite sure. He slid down into the bowl to get in close range of the Magic Band as he checked for any possible traps. He lightly tapped the band, and that would be the last mistake he would ever make.

The band glowed and attached onto his left paw instantly. There was a sudden shockwave as he is sent careening into the wall of the bowl. Bolt and Tramp help him up. The two dogs questioned about the wristband on Tod as he tried to get it off. He gave up after a few moments of trying and decided to see what it can do, accidentally igniting his paw on fire. This caught Simba's attention as he woke up. Simba paid no attention to it as he walked into the hideaway to grab a bite to eat, Bagheera following to see what was up. Simba didn't really want to talk about a nightmare he had to Bagheera, so the panther told him, "Well, if you ever want to talk about it Simba, my door is always open."

Simba and Bagheera, in truth, were just as clueless as the other boys in the group. The group got together for their first dinner as the sun started to go down. For their first meal, Marian tried to be as diverse as possible cooking for everyone. The group explained what time each of them was from, Tod being from the 1980s, Bolt from the Early 2000s, Tramp from the 1910s, Simba from the 1990s, Marian from the mid-14th Century, and Bagheera from the 1890s. Tod also learned he could use his newfound power to heat his meal.

After supper, the group head back outside one last time, keeping their eyes peeled for anything suspicious, control switching to Marian and Bagheera, with Tod trying to tell them the events of what happened that gave him his Magic Band. A second orb of light appeared as they investigated the bowl again, this time being completely purple as it fell down for a dramatic reveal. From there appears a dragon from the spark surprising the group. He introduces himself as Figment, Figment of the Imagination.

Figment explains that a Spark of Imagination fell into this place (which in later revealed events were actually of his doing), saying he was searching for a Magic Band that fell. He recognized Tod easily, to his surprise, saying he read about him back home in Figonia (which was kept a secret from the gang at the time). Tod showed the Magic Band he found, and Figment manages to say it made his job easier, confusing the young fox. Figment then proceeds to teach the six main characters about the laws of magic within all the worlds. He also mentions that the magic is linked to their imaginations as well, allowing Tod to stand on two-legs in order to call out his weapon, Dreamweaver, for the first time. Figment then taught Tod how-to channel magic, which when he aced immediately, surprised the dragon senseless. Marian said this to Figment, "If you can't think on your paws, you end up six feet under rather quickly."

With Figment explaining that the remaining Sparks of Imagination are in danger of The Block, an organization meant to spread havoc across the many Stories, he gives the rest of the team their Magic Bands built exclusively to their personalities. Tod's loyalty and compassion towards others bound him towards the Fire Element the most. Marian's care and go with the flow style attitude gave her the Water Element, which helped her cast her Rainbow spell for the first time. Tramp's street smarts and kid-like nature gave him the Earth element, allowing him to create a temporary platform of earth for a moment in his excitement. Bolt's fervent and lively personality bound him to the Thunder Element. Bagheera's will to protect his friends in the shadows gave him the Dark Element, creating a cool purple magic circle as he twisted his paw around. Simba initially rejected the idea of magic existing, but Figment mentioned Simba had a lot of hidden potential within himself, which made Simba come around a bit, eventually convincing and binding him to the Light Element.

With the six getting attuned to their elements, Figment mentions a certain somebody needed their help. Figment snapped his claw to create a hexagonal tile on the floor as he explained how the portal system worked. "Have fun, and remember, keep your imagination infinite, imaginators!" He then flew out of sight for the night as Snow White and the Seven Dwarfs was unlocked for the group. Tod and Co, instead of deciding to go directly into the portal, decide to hit the hay and challenge it in the morning, bar Simba who just wanted to catch up on his Zs.

The next day, Tod and Simba wake up to different nightmares, with Simba's being the same nightmare from before while Tod gets a more vivid dream, being one where Copper and Chief, Tod's former friend and his friend's mentor respectively, got covered in ink as a Shadow Demon loomed over them before striking Tod waking him up. Tod went over to Simba to talk about his nightmare, but Simba was not interested in small talk. Tod decided to wake him up anyways and "take things outside." Simba was slightly afraid he would say that and the two went outside, Bolt sneaking a look. The fox told Simba, in short terms, that he was getting too worked up over something he doesn't have any real control over. Tod told him he's been holding onto an incident that happened to himself as well. Finally realizing they were both in the same boat, Simba decided to get the hang of how things worked in the world with Tod. The two decided to start training, with Figment's guidance as well.

This is where control switches to Tod and Simba and the player learns how combat works in the story. While the tutorial teaches them basic button commands and combos, while also teaching them about HP, MP, and Munny pickups, the player can basically train for as long as they want. Bolt is surprised by Tod and Simba's newfound chemistry, and wakes Bagheera up to tell him about it, however the screen fades to black as we transition to Bagheera and Tramp talking about what Bolt told them. Marian in the meantime worries about what if the gang ends up getting into trouble, only to have the voice of Robin Hood in subconscious let her know everything is going to be alright. The group readies themselves for their first mission. Simba, Bolt, and Bagheera decide to stay behind to get some more practice in, while Tod, Marian, and Tramp agree to do some exploring of the new world in the meantime. With the group split, the adventure officially begins.

### Bonus Chapter - The Blot Recruits The Villains

*To unlock this chapter, you must be playing the game on Medium Difficulty or higher. This chapter occurs between the first night and second day moments in Figonia I.*

Meanwhile in an unmarked location known as Castle Deysin, various villains were called together. As it turned out, they were there as they have all failed in their own missions previously, but were all given a second chance by two unknown individuals, the first would make himself known immediately, as The Blot. Of these villains are Queen Grimhilde, Honest John, Man, The Headless Horseman, The Queen of Hearts, Captain Hook, Queen Maleficent, Shere Khan, Prince John, Amos Slade, Copper, The Horned King, Ratigan, Gaston, Scar, and Judge Frollo. The Blot convinces them to help them out if they could free him from the castle-like prison he has been contained in. This promise would only be possible if they were given a second chance and search for the Items of Creativity. After some discussion, the group of villains unanimously agree, alongside for their own evil ways turned up to eleven.

After brewing a potion inside the cauldron, and a chant from Grimhilde ("Magic cauldron on the ground, where's the first object that must be found?"), the first item of creativity is shown, which Honest John immediately recognizes. The cutscene fades out before it could be said. The chase for the Items of Creativity begins.