

All at Sea - 1

All at Sea - 1
Boulder leads the class on an underwater ocean clean-up mission.
All Washed Up - 2

All Washed Up - 2
Hoist builds a cleaning droid to help scrub the academy, but instead it nearly destroys it.
Trick or Treat - 3

Trick or Treat - 3
The team are sent to evacuate a colony of rare Yellow-Eyed penguins from an island.
Space Case - 4

Space Case - 4
When the Bots become stranded in space while making repairs on the Asgard, the Recruits have to figure out who does what to perform a daring rescue.
Balloon Up A Tree - 5

Balloon Up A Tree - 5
Hoist builds a cleaning droid to help scrub the academy, but instead it nearly destroys it.
The Mystery of Dragon Mountain - 6

The Mystery of Dragon Mountain - 6
When they tackle a fantasy simulation that pits them against a fire-breathing dragon, the Recruits learn that the obvious answer isn't always the right one.
Milford Goes To The Dogs - 7

Milford Goes To The Dogs - 7
When the dogs start behaving strangely near the Academy, Hoist sees the investigation as an opportunity to try out his new communications system, but it's the comms that are the problem.
The Ice Wave - 8

The Ice Wave - 8
When the Rescue Bots face a Sim they can't beat, they must learn to deal with failure and focus on what's really important.
Tyrannosaurus Wrecked - 9

Tyrannosaurus Wrecked - 9
Hoist is terrified by the Academy's new teacher, Grimlock - until some intervention from his friends and Heatwave shows him everyone is scared of something, but courage is proceeding anyway.
Dino Hard - 10

Dino Hard - 10
Alone in the Academy with a Triceratops, Hoist must overcome his fear of dinosaurs and calm the savage beast.
Hack Attack - 11

Hack Attack - 11
When Hot Shot replaces Chase's traffic stop simulation for his computer game - the recruits find themselves unprepared as they face giant hedgehogs.
Life of the Party - 12

Life of the Party - 12
Hoist spots an opportunity to try out his new communications system.
Buddy Cop - 13

Buddy Cop - 13
When the recruits take part in a training exercise for covert policing, Hot Shot is partnered with the least stealthy of all Rescue Bots, Grimlock. But has the duo taken on mission impossible? Or could Hot Shot learn from Grimlock's unconventional skills.
Escape from Penguin Island - 14

Escape from Penguin Island - 14
When the team are sent to evacuate a colony of rare Yellow-Eyed penguins from an island, the approaching electrical storm affects the Trainees abilities and they discover the only tool they have left is their brains.
All that Glitters - 15

All that Glitters - 15
Hoist uses an unfair advantage to win a search game, allowing him to choose the location for the next Sim Exercise. He picks the Old West, and as the Recruits search for gold, Hoist learns that winning isn't everything.
Dig Fest - 16

Dig Fest - 16
The bots swap roles with the teachers to show them that learning can be fun but their efforts backfire especially when they're called out on rescue.
Monster Savings - 17

Monster Savings - 17
Medix mistakes TV commercial for a real monster attack in Milford and sets off to save the city.
Tune Out - 18

Tune Out - 18
When Hoist is put in charge of a new sonic fence, he can only remember its access code by creating a tune. But when that tune becomes too catchy and endangers missions, the team have to learn to remain calm to succeed.
Who's Teaching Who? - 19

Who's Teaching Who? - 19
The bots swap roles with the teachers to show them that learning can be fun but their efforts backfire especially when they're called out on rescue.
Metal Munchers - 20

Metal Munchers - 20
On a field trip to an area of natural beauty the Recruits face a swarm of metalmunching Scraplets.
Bee Prepared - 21

Bee Prepared - 21
Wedge is excited when his hero Bumblebee visits the academy as a guest teacher, but the young bot's attempts to impress backfire.
Whirl's Wise-Bot Quest - 22

Whirl's Wise-Bot Quest - 22
When Whirl struggles with a tricky maneuver, she doubts her place on the team. Reassuring her, Blades mentions a distant Rescue Bot Guru who once helped him. But he knows it's really the journey on the way to the Wise One that will help the most...
Flying Hunk-A-Junk - 23

Flying Hunk-A-Junk - 23
When the Bots go on a satellite repair mission, their carelessly discarded trash hurtles around the earth's orbit, growing into a problem big enough to destroy them and the Sigma.
Into the Depths - 24

Into the Depths - 24
The Recruits travel deep underwater to find an unmanned submersible. But a struggle to communicate effectively in the deep, dark waters nearly scuppers the mission.
























