
Dawn of the Meka - Part One - 1

Dawn of the Meka - Part One - 1
No rest for our Heroes: the Dark Lord Voidus has found a new source of power: the Meka Artifacts! Can they save Gorm again?
Dawn of the Meka - Part Two - 2

Dawn of the Meka - Part Two - 2
Powered by the Meka Artifacts, the Darkan have accessed Omega-level power. Time to call the Ultra Gormiti!
The First Beacon - 3

The First Beacon - 3
Trek needs to activate a beacon to call the Meka Rock Knight. But that beacon can turn the ground into quicksand!
Cliffhanger - 4

Cliffhanger - 4
Trek and Eron try to activate the next beacon by themselves. But it's on top of a mountain, and Rock Gormiti don't climb!
Deep Trouble - 5

Deep Trouble - 5
Eager to activate the third beacon, Riff rushes into the deepest mines of Gorm alongside Trek. And traps them inside!
Solid as a Rock - 6

Solid as a Rock - 6
When his friends are attacked during the Meka Trial Arena, Trek has to choose between saving them and saving the world!
Rockies United - 7

Rockies United - 7
In order to free the Meka Artifact from the Darkans, our heroes have to dodge giant boulders, and face Omega Gredd!
Brain vs Brawn - 8

Brain vs Brawn - 8
Riff is determined to activate the Meka Rock Beacons in record time. He rushes ahead, only to fall into Xathor's trap!
Fire and Fear - 9

Fire and Fear - 9
The next beacon is hidden in the Fire Pits, home to the terrifying Morkogons! Luckily, Riff isn't afraid of them. Or is he?
A Blast of Hot Air - 10

A Blast of Hot Air - 10
Riff wants to activate the last beacon alone, all by himself. But Eron is determined to make his last quest fun!
Riff under Fire - 11

Riff under Fire - 11
Riff faces the most obnoxious of all Meka Knights: Nukleor. Can Riff control his boiling rage?
Surrounded by Evil - 12

Surrounded by Evil - 12
Xathor uses Omega Power to multiply himself, attacking our heroes from all angles. And Riff wants him to multiply even more!
Voidus Rising - 13

Voidus Rising - 13
Voidus himself is heading for Gorm! The Heralds need heavy-duty backup: only the Meka Lord can stop the Darkan leader.
Gorm with the Wind - 14

Gorm with the Wind - 14
Eron insists that his quest has to be the funniest ever. He activates the beacon's defenses. And the beacon flies away!
Wind Wiped! - 15

Wind Wiped! - 15
The Wind Beacon wipes the memories of our heroes. Kratus seizes the opportunity to turn the Heralds against each other.
Out of Order - 16

Out of Order - 16
To face Kratus, the energy vampire, Riff calls Vulkan, the magma-powered Gormiti. But what if Kratus absorbs his powers?
The Windy Way - 17

The Windy Way - 17
Eron faces Cosmyr, the Meka Knight, in the Trial Arena. Despite his cute appearance, Cosmyr is an incredible opponent.
Catch the Wind - 18

Catch the Wind - 18
When a piece of the Wind Meka Artifact's crystal speeds away, the most important game of catch ever begins!
Cold as Ice - 19

Cold as Ice - 19
Cryptus uses his portals to launch sneak attacks on our heroes from all sides. Ikor must become a true master of the Ice!
The Final Curse - 20

The Final Curse - 20
Ikor's quest propels him and Riff at the bottom of the Cursed Ice Valley. They have to escape it before it explodes!
Portals of Chaos - 21

Portals of Chaos - 21
When one of Cryptus' portals touches the third Ice Beacon, it triggers an energy blasts that swaps everyone's powers!
No Laughing Matter - 22

No Laughing Matter - 22
Ikor's only chance to beat the Meka Knight Kyonos' ultimate techniques may well be. Eron's silliness!
Alone Together - 23

Alone Together - 23
Ikor and Trityon, Lord of the Ice Gormiti, need to find a way to beat Cryptus and power down the last Meka Artifact.
The Dark Fortress - Part One - 24

The Dark Fortress - Part One - 24
Voidus' Fortress of Darkness and all of the Darkans invade Gorm. The Heralds choose to call. All of the Gormiti Lords!












