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Our heroes have beaten Valhalla--but their companions are stuck fighting another round! The robot attendants try to relieve them of their "companion", the snaked-up Cracko Jacko, but Mugen refuses to budge. When Junkman begins talking about his robot companion Jeremy, however, things take a turn. Will our heroes be able to save their friends and leave the Land of Nod? Or will they end up stranded?
In Valhalla, everyone must fight--and in the other corner, the finest heroes of the last century! Monster Mash, Velázqez, and the greatest hero of all--Mimi Best--are raining down hell on our heroes, and it'll take their all to win. As if that weren't enough, they've got to keep an eye on Zion Duke and make sure that red snake inside him stays put--or who knows who that thing could end up infesting...
The postman has been by Old Pimm Manor with another round of listener mail, from superfans and new fans alike. Join James, Ryan, and Michael as they answer them all, and talk about coming attractions.
They've gotten their morsels of food from Valhalla's table, but our heroes have a big day ahead of them: a battle against all comers. But as they settle down for a quiet night's rest, Mugen starts getting a bad feeling. They've got a passenger hitching a ride inside one of them, one unaccounted for in the earlier tallies. Will they stop it in time? Or will the battle reach them first?
Twelve days after the Night of Dreams, Mugen finally succumbs to sleep. Meanwhile, the depleted party seeks any source of food they can find and Junkman encounters a familiar face. Before they get any closer to learning the secrets of the universe, our heroes will need to take a steep climb up Maslow's hierarchy of needs on this week's City Limits.
Part 2 of the season premiere. After an eventful evening, our heroes' companions reveal a troubling level of involvement in both of their lives. Mugen questions everything he's ever known about himself. Junkman feels even less certain of who he is anymore. Turns out ymir may be the least of their worries.
In this first episode of the new season our heroes have to crawl out from the wreckage and start limping their way towards the center of the Dreamcatcher. While Mugen digests the true scope of Calliope's betrayal, Junkman does what he can to hold their tattered band together. They need supplies. They need direction. They need hope.
They got their answers, and now it's time to go--but how do you run from an angry god? Our heroes flee Barrents Tower from the top floor, but the dragon-form of Kvasir is hot on their tails, leaving burning trail of destruction in his wake. Soldiers in the streets--the city is burning. Will our heroes see the morning?
Kvasir has just outlawed the past--and Mugen and Junkman don't have much time before they're outlaws as well. As they go through Kvasir's personal effects in his caped-crusader fanboy bedroom, they learn the Nepenthe's grip on the Cities is weakening. Is this the end of an era? The end of the world? Or just the end of our heroes?
The party in Barent's Tower is in full swing, and our heroes are in the thick of it. Junkman tries to spy on Kvasir's private affairs in the Hall of Heroes while Mugen learns more than he can handle about Sammy Sharpels and Cormick Redfern. They're in it now--can they face the truth? Or is it too late?
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