Gesamtlänge aller Episoden: 13 days 10 hours 33 minutes
Fitzroy has been taken to the Crypt and has to rely on some new friends to make it through. Rainer and Argo rush to... save him? Does he need saving? No one is sure. The Firbolg goes home. Journeys are made. Alliances are forged. Goodbyes are said.
Fitzroy, Argo and Rainer rush to save the captive students from a pack of hellhounds. Is help on the way? Things look grim, luckily some accessories brighten up everyone's day. Then, the Thundermen meet a new advisor. Five questions need answered. A mind is poisoned. A painful transformation.
The time has come for a climbing adventure! Better yet, a falling adventure. But first, we should check and make sure our allies are okay. Is it just me, or has Argo been acting weird lately? There's nowhere left to go, but down!
Time to answer some questions. Time to make some plans. Time for everything to change.
The enemy of my enemy is REALLY ANGRY. The boys are headed to the principal's office and beyond. Before they head out for adventure, they check in with a few friends and set some plans in motion. Time to dig deep and find the magic within.
Upon arriving at the Drip n' Sip, the Thundermen have to deal with a very chilly reception. Then, it's time to get high in the HOG. The boys waste no time before slipping a crab and angering a friend. Sometimes, the facts you find were not the facts you were looking for.
It's time for the boys to get down to business of planning a heist. Job interviews, eating scones, and getting haircuts. Pretty standard stuff, really. Hey, did you know there was a Firbolg here?
Has this ever happened to you? You're in the middle of planning a heist when who should show up, but your mortal enemy? Then, one of your friends has confidence issues in the bathroom? And your other buddy is hiding in your pocket as a mouse? Sure, we've all be there! Pockets gets ripped. Hairs get cut. Water gets made.
It's the day of the show y'all. The planning is done, and now it's time to move. The Thundermen are (more or less) ready to infiltrate the Heroic Oversight Guild and wreak havoc on their records. Thankfully, they have their very special trash can. Time to answer the eternal question: should we start this party right, or start this party quickly?
Having more or less made it to the Archives, it's time for the Thundermen to get down to business. It's a simple job: do something to the filing cabinets/contracts and then get out! That said, what kind of heist would it be without a few hiccups? It's great when friends show up to the party, isn't it?