Creature Keepers

Worlds / Magical Creatures

MAGICAL CREATURES · AGES 5–10

Creature Keepers

Thornak the Bramble King carried the Elemental Orb into his Bramble Hollow! Light the Glow Mushrooms, wake the Elemental Spring and untie his bramble knots. A glowing forest adventure.

Ages 5–1020 minutes3 crews + the Commander 📱 Tablet games or printed puzzles
The opening film

Every Creature Keepers party starts like this

The story, the call for help, the search for a hero and the launch. At your party the hero is your child: their everyday photo transforms into the hero on screen.

In this film the hero is Leo, an AI-generated boy. Sound on!

The story

Why the world needs a hero

Deep in the forest, where the mushrooms glow, lies Glimmer Grove. In the Sunstone Tree shines the Elemental Orb, which keeps the little creatures of fire, water and leaf safe and happy.

Thornak the Bramble King wants the whole grove for his brambles. He carries the orb off to his Bramble Hollow, puts out the Glow Mushrooms and dries up the Elemental Spring.

Pip calls the keepers, and the call finds a hero at your party: the birthday child, who leads three crews of friends to set the creatures free.

The villain
Thornak is a towering tangle of branches with mossy antlers and green eyes, never truly scary. Like every villain in our worlds, he is beaten without anyone getting hurt.
Three missions

Three crews, one Commander

In every mission the red, blue and gold crews each play their own game, matched to their age. Every code they win flies to the big screen, and the birthday child, the Commander, plays the deciding game.

Mission 1: Light the Glow Mushrooms

Light the Glow Mushrooms

Thornak put out the giant Glow Mushrooms on the forest path. Each crew's code lights one, then the whole party shouts KEEPERS UNITE! and their light shows the way to his Hollow.

Mission 2: Wake the Elemental Spring

Wake the Elemental Spring

The Elemental Spring has run dry. Each crew brings back one element, then everyone shouts ELEMENTS AWAKE!

Mission 3: Untie the Bramble Knots

Untie the Bramble Knots

Thorny bramble knots tie the Hollow gate. Each crew unties one, the Commander chooses the way in, and the whole party shouts SET THEM FREE!

Every guest goes home a hero

A certificate for every guest, with the three badges of Creature Keepers:

🏅 Glow Finder🏅 Spring Keeper🏅 Grove Guardian

Want Creature Keepers for a party?

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