Biff, Wilf and Floppy are whisked aboard HMS Sweet Tooth, where they must guard all the chocolate in the cargo hold : what will happen when a band of chocoholic pirates arrive?
Kipper, Wilma and Floppy are whisked away to another planet, where a magic bubble puddle makes them grow a bit bigger than normal
The gang are transported to an enchanted farm where the wicked Rook King transforms them : how can they reverse his spell?
Old Mother Clutter is persuaded to part with her bric-a-brac to lighten the load on the sinking island
Wilf attempts to rescue Biff and Gran from a band of trolls.
Annena, Chip and Floppy visit Patchwork World and discover that the patchmaker has made some serious errors
Wilma misreads a coded message and wrongly announces an impending battle.
A magic potion releases a whirlwind, causing trouble for Kipper
Wilma is captured as she tries to release some animals from a rare species collector, and it's up to Biff and Floppy to rescue her
Wilf and Floppy are captured by the evil Grabber Lotterdosh and turned into robots.
To his horror, Chip finds himself in charge of four wacky flying machines. Will he be able to get them to behave?
Gran and Kipper visit tropical Crayon World.
The gang arrive in a strange world where everyone looks and sounds like Anneena. How will they identify the real one?
Nadim, Wilma and Floppy find themselves trapped inside computer game Dragon Land : and have to win if they are ever to escape
The gang meet the bad-tempered Queen of Hearts, who assigns Biff and Kipper to do the washing.
Floppy is framed by two seemingly pleasant puppies at Brenda Barking's pet rescue centre.
The pals look like being stuck in a never-ending story unless Wilf gets his act together, and a giant mistakes Teddy for his own lost bear.
The gang become embroiled in a crime mystery and try to discover who has been stealing all of the Baker's cakes
The pals meet Hansel and Gretel, and Kipper has to come up with a happy ending to save them all from a wicked witch
Wilma and Floppy find themselves on an island where the animals make strange noises
The Moochacha family feel the cold when the Weather Man stops smiling, prompting Biff and Anneena to try to cheer him up
The gang help a distraught Queen Sharon recover the Stone of Contentment.
Nadim learns about tools and tries to persuade everybody to work together.
Kipper has to choose a new food for a company to promote : but he's terrible at decision-making
The gang discover a magic fountain that makes them younger.
The friends are trapped underwater with an alien and a shark.