
12 集
Wheeling Tin Man - 15

Wheeling Tin Man - 15
When Tin Man falls in with the dangerous Wheelers, Dorothy and the guys have to save him before he attempts to jump across Emerald Gorge.
Home Away From Home - 16

Home Away From Home - 16
The Wizard creates a device so Dorothy will never be homesick. However, when it goes awry and starts replacing things from Oz with things from Kansas, Dorothy is told in order to separate the two worlds, she will have to leave Oz forever!
The Vault Heist - 17

The Vault Heist - 17
When Ozma goes on a trip, she leaves Dorothy and her friends to look after the castle. The Wicked Witch sees an opportunity to get a hold of Ozma's most powerful magic and attempts to get the Wizard to help her break into the magical vault.
Witch One's the Boss?! - 18

Witch One's the Boss?! - 18
Now that the Wicked Witch has lost her witch powers, she must turn to Wilhelmina in hopes that her niece can help her get her evil magic groove back. Meanwhile, Dorothy and the gang help the Wizard get a handle on his magic powers.
Wingmen No More - 19

Wingmen No More - 19
After failing Wilhelmina for the last time, Frank and Lyman are stripped of their wings and replaced. Meanwhile, their wings attach themselves to Lion and Scarecrow. Dorothy has to make things right or Frank and Lyman are, Wingmen No More.
Hammer Time - 20

Hammer Time - 20
Dorothy uses some Kansas know how to corral a dangerous mob of creatures known as Hammerheads before they can destroy Emerald City's new museum.
Jest Kidding - 21

Jest Kidding - 21
The Wicked Witch gives Ozma's unfunny Jester a laughing charm, which leaves Dorothy and crew helpless with hysterics.
Sisterhood of the Witch - 22

Sisterhood of the Witch - 22
When the Sisterhood of the Witch discovers the Wicked Witch has lost her powers, a rival witch takes over her castle and now the Wicked Witch must recruit the Wizard to help regain control of the castle.
The Old Classic - 23

The Old Classic - 23
When Wilhelmina temporarily loses her powers, she has Frank and Lyman go undercover to try and get Dorothy's ruby slippers, but the monkeys find out that it's easy to get in too deep.
Too Predictable - 24

Too Predictable - 24
When the Wizard invents a magical device called the Predictalizer that can predict with one hundred percent accuracy the day of every single citizen of Oz, Dorothy thinks things have become a little too predictable.
Oztember Surprise - 25

Oztember Surprise - 25
After the Wicked Witch tricks the Wizard into sharing his powers for an Oztember celebration, Dorothy and her friends must stop her from making the change permanent.
Sir Hokus of Pokes - 26

Sir Hokus of Pokes - 26
When legendary knight Sir Hokus arrives in Oz, Dorothy tries to help him find an adventure. However, Sir Hokus is a bit "past his prime," and Dorothy quickly finds herself trying to save both Oz and Sir Hokus from an army of angry statues.





















