Worlds / Magical Creatures
MAGICAL CREATURES · AGES 5–10Creature 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.
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!
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.

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