Twice Upon a Time

Twice Upon a Time

Year: 1983

Runtime: 73 mins

Language: English

Directors: John Korty, Charles Swenson

ComedyAdventureFantasyAnimation

Meet Ralph and Mumford, the most hilariously flawed heroes who stumble into the nightmarish realm of the Murkworks. There, the villainous Synonamess Botch plots to unleash endless nightmares. The duo, uprooted misfits from the bright, dream‑crafting land of Frivoli, must use their unconventional wit to thwart his scheme and restore good dreams.

Warning: spoilers below!

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Timeline – Twice Upon a Time (1983)

Trace every key event in Twice Upon a Time (1983) with our detailed, chronological timeline. Perfect for unpacking nonlinear stories, spotting hidden connections, and understanding how each scene builds toward the film’s climax. Whether you're revisiting or decoding for the first time, this timeline gives you the full picture.

1

Din's dreamworld split: Frivoli and the Murkworks

In the eternally busy city of Din, Rushers work non-stop while two dream worlds hover on the horizon. Greensleeves and his Figmen of Imagination craft Frivoli, delivering sweet dreams, while the Murkworks births waking nightmares. Greensleeves writes an SOS to Frivoli signaling trouble ahead.

Din
2

Ralph and Mumford on trial

Ralph and Mumford are put on trial for incompetence at work, facing a dim future if they fail. They vow to prove themselves by taking on a dangerous assignment. Flora Fauna arrives, finds Greensleeves' SOS, and volunteers to join the rescue.

Din
3

Flora Fauna seeks Greensleeves' rescue

Flora Fauna decides she will rescue her uncle Greensleeves and believes the trio can help. Botch begins spying on them through his robot Ibor and plots to manipulate their motives. Flora carries hope into the danger of Din.

Din
4

Botch dupes the trio into a dangerous mission

Botch disguises himself as a friend of Greenie and spins a lie: saving Greensleeves requires stealing the main spring from the Cosmic Clock. Ralph, Mumford, and Flora are convinced to go into Din and grab the spring. Flora stays behind, playing the damsel in distress to lure the heroes into Botch's trap.

Din
5

The spring is released and time freezes

Ralph and Mumford release the spring, and time freezes in Din as the clock's gears grind to a standstill. Botch's vultures seize the spring and scatter nightmare bombs throughout the Murkworks and beyond. The city and factory fall silent while the two misfits stumble through a paused world.

Din
6

Fairy Godmother arrives and offers help

The Fairy Godmother appears to reveal the ruse and gifts Ralph and Mumford three dimes to summon a rescue phone booth if needed. She also enlists Rod Rescueman, a musclebound ally who fancies Flora. Rod heads off toward Flora, leaving the boys to push on without him.

Din
7

Rod rescues Flora and joins the pursuit

Rod rescues Flora from her sky-high floating apartment and joins the pursuit toward the Murkworks. Flora escapes but falls onto a mechanical serpent blocking the path to the heroes. Rod, Flora, Ralph, Mumford, and Scuzzbopper prepare to storm the Murkworks.

Murkworks
8

The crew breaches Murkworks with Scuzzbopper's help

The team breaches the Murkworks with the aid of Scuzzbopper, Botch's former nightmare screenwriter who joins the resistance after Botch discards him. They press toward Botch's control hub amid sabotage and danger. The goal is to reach Greensleeves, the Figs, and the spring’s destination.

Murkworks
9

Greensleeves is rescued; Flora destroys the robot

Ralph and Mumford confront Ibor while Rod and Flora work to rescue Greensleeves and the Figs. Flora destroys the robot herself, helping to level the playing field. The mission edges closer to Botch's inner sanctum as the spring's fate hangs in the balance.

Murkworks
10

Rudy flies the spring back to Din

Botch orders his head vulture Rudy to fly the spring back to Din as the final phase of his plan begins. The heroes race to intercept as the clockwork countdown resumes. The tension peaks as Din’s fate seems to hinge on a single move.

Din
11

Ralph the fly disrupts Botch and triggers the Big Red One

Ralph, in the form of a fly, threads through Botch's booby traps and slips into the control room. He unravels Botch's defenses and helps Mumford press toward the simulated nightmare bomb button. Ralph triggers The Big Red One, detonating the nightmare bombs before the spring is restored.

Botch's office
12

Mumford’s final act saves the day

As the bombs threaten the immobilized Rushers, the last nightmare turns out to be Mumford himself, stretched into a disguise with his hat and cigar smoke. He detonates the ruse to complete the destruction of the bombs and buys time for the spring to return. Botch is knocked out the window but is later carried away by his vultures.

Botch's office
13

A new order and the spring restarts time

Scuzzbopper, Flora, and Rod take command of the Murkworks, while Flora offers Ralph and Mumford a parting kiss for helping Greensleeves. The Fairy Godmother congratulates them and lets them keep their last dime as a token of good luck. The Cosmic Clock restarts at a gentler pace, allowing the Rushers to enjoy their lives again.

Murkworks

Last Updated: October 09, 2025 at 14:42

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Twice Upon a Time Summary

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Twice Upon a Time Summary

Characters, Settings & Themes in Twice Upon a Time

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Characters, Settings & Themes in Twice Upon a Time

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