A nightmare reminds white witch Cara it's time for her calling. Buzzard Bakkestoe helps her spot four youngsters, soccer goalkeeper Arne, his adventurous friend Babs, computer game nerd Tuur and would be musical singer Kato. Messages trick them all for fake summer camps or courses to Bokrijk, a Flemish folk-law theme park. They're not amused, but decide to stay once puzzled by a magical book which Cara claims will help them and a fifth she must still locate to fight Mordus, a monster to be released by the impending 199-yearly Jupiter-Orion conjunction. They unwillingly already alarmed his sidekick, the local blacksmith.
—KGF Vissers