Just a magical tree portal away from our world, there awaits a fantastical Island that any child with an explorer’s spirit can discover for themselves. On arrival, they will need to use all their natural creativity and exuberance to help the Island’s magical inhabitants and save them from the looming threat to their serene existence. In doing so, they might just become honorary members of the Exceptional Explorers Society and gain the skills worthy of the title ‘Master Explorer’!
Audience members will make this spectacular journey in the company of Pip, Finn and Pebble, three young explorers with their own surprising connections to the Island. Together, they will meet the Island’s Guardian, Amperes Wattson, and learn of the epic struggle he is facing against the dark and powerful forces of Joules Volter, his villainous twin brother.
The whole party must master a wide variety of skills to successfully navigate the Island’s various environments, known as the Ranges. In doing so, they will learn to harness the magical powers of the Island, each of which has its own Spark badge to be earned. As they solve puzzles, defeat enemies and earn Sparks, their place in the Exceptional Explorers Society history draws ever closer… Will you join them on this thrilling adventure?
Pip’s sheer enthusiasm for exploring new horizons hugely exceeds his experience. He is desperate to break free from his restrictive city life and, somewhere within himself, he senses that a larger destiny awaits him.
A child of the Island, Pebble is excitable, determined and a brilliantly skilled inventor whose flying contraptions are capable of defying the laws of physics. Pebble’s magic also extends to her pig-tails, which help her climb trees, shield her when danger is near, and expressively rearrange themselves as she talks.
Finn sees himself as more of a thinker than a swashbuckler and fancies that his deductive and observational skills are his team’s secret weapon. Finn is ruled by his brain (and his stomach) rather than his sense of adventure. However, this does nothing to diminish his loyalty to his best friend Pip.
The de facto leader of the entire Island community, Amperes is something of a father figure to them all. Aged, gentle, benevolent, yet reluctant to discuss the more troubled aspects of the Island’s past, he has spent centuries welcoming brave explorers to the place. He resides in the lighthouse, a primary source of the Island's power.
For centuries, Joules has been in conflict with Amperes over how the Island should be run. Having been trapped underground for much of this time, Joules Volter has developed his energy into a dark magnetic force that he intends to use to bring darkness and stasis to the Island. He wants to rid it of visitors and is prepared to use his mole army to take the fight all the way to Amperes-Wattson’s lighthouse.
The Flambows reflect the well-being of the Island. Their light also guides and protects explorers during their journey and, when they travel in groups, they form constellations that indicate the way forward.
Shelly is part-human and part-crustacean, bubbly and giggly. She loves to hang out in her Imaginarium, where she can make the most grumpy of crabs crack up with her stand-up routines and jazzy musical numbers.
Like a cross between an outsize teddy bear and a Yeti in floral and tweed, the two Grumbles are a frumpy couple that love living the high life. Perched on the top of a pinnacle, their aromatic bakery is famous for its Twinkle Tarts and an array of over-sized cakes and pastries.
An extremely experienced explorer who prides himself on having discovered several rare and elusive Island species, he spends his time making very important broadcasts, perfecting the secret Explorer’s Handshake and giving out vital missions in times of crisis.