Story Structure — 4 Plot Phases
A 4F Aspirant Finds Magic
Bill Morgan dreams of fighting in World War II but cannot enlist because he is 4F. While collecting scrap metal he discovers a brass bottle that brings him a magical offer of three wishes.
Key Events
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Bill Classified 4F — Bill Morgan cannot join World War II forces because of his 4F draft classification. Characters: Bill Morgan
Location: WWII-Era American Home Front
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Scrap Metal War Work — Bill supports the war effort by collecting scrap metal instead of fighting. Characters: Bill Morgan
Location: Neighborhood Scrap Collection Point
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Mysterious Brass Bottle — Among the discarded junk Bill finds a strange bottle and rubs off its grime. Characters: Bill Morgan
Location: Discarded Scrap Site
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Three Wishes Offered — A magical wish-giver appears and promises Bill three wishes. Characters: Bill Morgan
Location: Discarded Scrap Site
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First Wish Spoken — Bill asks to be in the U.S. Army and vanishes in a puff of smoke. Characters: Bill Morgan
Location: Discarded Scrap Site
Boots in the Wrong Century
Bill's wish for army service flings him into the Continental Army during the American Revolution. After clashing with Hessian troops, he escapes by wishing into the Navy.
Key Events
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First Wish Spoken — Bill asks to be in the U.S. Army and vanishes in a puff of smoke. Characters: Bill Morgan
Location: Discarded Scrap Site
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Continental Army Soldier — Bill materializes as a foot soldier in the Continental Army during the American Revolution. Characters: Bill Morgan
Location: Revolutionary War Colonial Battleground
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Run-In With Hessians — Hessian soldiers confront Bill and he must flee for safety. Characters: Bill Morgan
Location: Revolutionary War Battlefield
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Escape Wish Into Navy — Bill escapes by wishing himself into the U.S. Navy. Characters: Bill Morgan
Location: Revolutionary War Battlefield
Historic Detour With Columbus
Instead of the modern Navy Bill becomes a crewman on Christopher Columbus's first voyage. He reaches the New World and agrees to purchase Manhattan Island from a local native.
Key Events
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Aboard Columbus's Vessel — Bill is transferred onto the crew of Christopher Columbus's expedition to the New World. Characters: Bill Morgan, Christopher Columbus
Location: Christopher Columbus's Ship During Maiden Voyage
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Maiden Atlantic Crossing — Bill sails westward with Columbus during the historic first crossing. Characters: Bill Morgan, Christopher Columbus
Location: Columbus's Ship in the Atlantic
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Landfall in New World — The expedition comes ashore in the New World. Characters: Bill Morgan, Christopher Columbus
Location: New World Shoreline
The Would-Be Island Owner
Bill is flung forward into seventeenth-century New Amsterdam where he claims to own the island. His boast leads him straight into a colonial jail until his wishes are finally corrected.
Key Events
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Manhattan Island Purchase — Bill agrees to buy Manhattan Island from a local native. Characters: Bill Morgan
Location: New World Shoreline
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Leap to New Amsterdam — Bill is abruptly moved forward in time to the Dutch settlement of New Amsterdam. Characters: Bill Morgan
Location: New Amsterdam, Mid-17th Century
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Claiming Island Ownership — Bill insists he owns the island, causing conflict with colonial authorities. Characters: Bill Morgan
Location: New Amsterdam Settlement
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Locked in New Amsterdam Jail — Bill is thrown into jail for claiming ownership of the island. Characters: Bill Morgan
Location: New Amsterdam Jail
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Right Place at Last — The magic finally works correctly and Bill lands in the right time and place. Characters: Bill Morgan
Location: Correct Time and Place at Film's End