
Kid adventurers Waldo and Wenda are part of an international wizard society that celebrates cultures and problem solving. But to complete their missions, these young Wanderers must face Odlulu, a rival globetrotter who uses magic to cause trouble all over the world.

It's the Lunar New year and Odlulu has accidentally brought a stone dragon to life! Waldo and Wendi work with local members of a dragon dance team to tame the dragon and save the celebration.

Odlulu has a magical shrinking key in France and has set her sights on the Great Race (aka the Tour de France). Waldo and Wenda help local racer Jacques after Odlulu shrink his and everyone else's bikes.

Waldo and Wenda go to Turkey to find a sleeping rug for Arf. They meet a fellow Wanderer, Yasemin, and realize that their Turkish rug is actually a map to the Doubling Key! Odlulu and Fritz find the key first and the race is on to find them.

When Odlulu challenges the Wanderers to win best chili (and a magic key) at the annual chili cook-off in New Mexico, Whitebeard pulls out his family recipe. Only problem is - they don't have the most important ingredient - a ghost pepper.

Waldo and Wenda head to Tahiti to help Wizard Wavybeard find his lost Wave Key. Odlulu sees the Wave Key as her chance to win the surf competition and earn a statue of herself on the beach. The Wanderers and Odlulu have a surf-off, and the winner gets the key.

When the watering hole at a Zimbabwean animal park dries up, the Wanderers arrive to the scene with a rain producing Weather Key; but when Odlulu gets a hold of the key, the Wanderers must pursue her through rain, fog, and snow to save those animals.

When Whitebeard attempts to magically enhance his voice for a singing duet with an old Wizard friend, he accidentally switches bodies with Arf. It's up to Waldo and Wenda to reverse the mix-up before the concert!

Waldo and Wenda head to the Costa Rican rain forest to meet up with Wizard Featherbird and investigate why the beautiful birds of the forest have lost their color.

Arf gets a chance to run with sled dogs when he travels with Waldo and Wenda to wintry northern Canada to deliver an important package to Wizard Whitebeard is off watching the Northern Lights with a fellow wizard.

Everyone heads to Scotland, where Odlulu is using the Strength Key to give her an advantage in the Highland Games. Wenda competes in the games alongside other Wanderers while Waldo and Whitebeard try to get the key from an elusive Fritz!

When Odlulu uses the Greek Myth Key to bring Greek myths to life so she can capture the Golden Fleece, the Wanderers embark on a legendary quest to restore order in modern Athens with the help of the mythic Jason of the Argo.

Odlulu is in Venice, where she aims to become belle of the Venetian Carnival ball with the help of the Crystal Glass Key. But when Odlulu accidentally turns the canals of Venice to glass, the Wanderers must head to the ball to get the key back and restore the city.

When a mother kangaroo hops away with Waldo's hat on her head and Fritz in her pouch, Waldo, Wenda and Odlulu must work together to find them in the Australian outback by using the Talk to Animals Key.

When Odlulu zaps Fritz with the Mega Mega Monster key, he grows to the monster size and tries to eat all the noodles in the city. Waldo and Wenda travel to a Kaiju festival in Tokyo and meet up with Koichi, fellow Wanderer and action comic Go Hero Go fan. Together, the Wanderers must team up to stop Mega Fritz!

Wizard Whitebeard has been training for months for a marathon in New York City. But Odlulu wants to win the race, so she uses the Slo-Mo Key to slow down all of the other runners. In a twist on the Tortoise and the Hare, Waldo and Wenda use New York's various modes of transportation to pursue Odlulu throughout the five boroughs to save the marathon.

When Odlulu uses the Bubble Key to raise a sunken pirate ship in the Bahamas in her quest for sunken treasure, the Wanderers and Wizard Doubloon must take to the high-seas to catch this bubble-wielding buccaneer before she makes off with the ship's booty.

The Wanderers travel to Antarctica to witness the annual march of the emperor penguins. But when Odlulu's new ice castle separates a waddle of penguins from their eggs, the Wanderers must find a way to reunite the parents with their chicks.

After Whitebeard uses the Grow Key to make himself 40 feet tall, the key breaks! So the Wanderers take the key to Wizard Fix-It in Moscow. While mending the key, Fix- It accidentally makes Waldo, Wenda, and herself two inches tall...and loses the key! So begins a Nutcracker - like the mini-adventure in Moscow to retrieve the key from Odlulu and Fritz.

The Wanderers head to Switzerland to get chocolate for Whitebeard's chocolate fondue fountain. But Odlulu wants to create the largest chocolate sculpture in Switzerland, so she uses the Vacuum Key to suck up Zermatt's chocolate and create a mountain of cocoa-the Odlulu-horn. Waldo and Wenda must take to the slopes to save Switzerland's chocolate before it all melts.

When Odlulu finds out she's on Santa's Naughty List, she travels the globe and tries to spread holiday cheer by adding to various Christmas celebrations. When it turns out that Odlulu's "help" ruins Christmas around the world, the Wanderers must use the Tick Tock Key to go back in time and restore the Christmas traditions.

Waldo and Wenda go on a mission to return the borrowed Quick Bloom Key to its owner, an Amazon-dwelling wizard named Vinebeard; Odlulu intercepts the key so she can use its magic for her lemonade stand.

Waldo, Wenda and Wizard Whitebeard visit a fellow wizard in Mumbai, India, to take part in a big Bollywood dance number.

Waldo and Wenda accompany Wizard Dustybeard on his latest archaeology expedition to find the Lost Chamber of Magic Keys; Odlulu is on their tail, and the Wanderers must navigate a hidden pyramid full of tricks and traps.

The Wanderers travel to Madagascar to get fresh vanilla for Wizard Flambé; Woof playfully takes a key and starts a game of game of catch-me-if-you-can; they must catch Woof before the entire island of Madagascar is turned into a bouncy house.

Odlulu is on the hunt for the Wind Key so she can use it as the world's greatest hair dryer; however, the Wind Key is too powerful for Odlulu to handle, so Waldo, Wenda and Whitebeard head to Norway to locate the key before Odlulu can find it.

Odlulu uses the Shadow Puppet Key to create her own living shadows; when her mischievous shadows run off with the key, the Wanderers learn the only way to reattach the shadows is to touch them with the key.

When Woof disappears into the magic suitcase, Waldo and Wenda launch an international search for their happily wandering puppy.

Waldo and Wenda's plan to watch a soccer game in London is interrupted when Odlulu and Fritz use the Key in the Stone to summon a medieval castle in the middle of modern-day England.

When Odlulu uses the Become an Animal Key to transform herself into different animals, she accidentally disrupts the Galapagos Islands animal populations.

Odlulu wants her own quinceañera, a traditional Mexican celebration for a girl's 15th birthday, so she uses the Grow-Up Key to skip ahead a few years.

The Wanderers receive a WanderPost with some odd news from paleontologist, WIZARD AMBER: living dinosaurs are roaming around Mongolia!

When a Yeti is spotted in Nepal, chasing away all the locals, the Wanderers investigate only to find out it's another Odlulu plot.

It's Halloween time and the Wanderers get a WanderPost from Odlulu issuing a challenge: "Come to my Haunted House in Wales… if you dare!"

The Wanderers and Whitebeard visit Wizard Blizzardbeard in Quebec City, Canada, for the big Wanderers Ice Hockey Tournament.

Odlulu takes the Guitar Key from Wizard Melodia in order to be the best guitar player in Buenos Aires. Only problem is that the Guitar Key is what Wizard Melodia plays the guitar to control the rising & setting of the blue moon every 2.5 years.

When Odlulu uses the Fairytale Key to pull Hans Christian Andersen's fairytale characters from an old storybook and into present day Copenhagen, the Wanderers must rely on their knowledge of these timeless stories to put these characters back where they belong.

When Odlulu enters Fritz as a dog in a sheepherding competition, Fritz uses the Magnet Key to gently guide all the sheep. But when he loses control of the sheep and they spill into Auckland, the Wanderers must find a way to lead the flock back where they belong.

When Odlulu uses a Wake-A-Troll Key to get her kite down from a tree, she accidentally brings two mythical Icelandic creatures to life. Using their wits and some Icelandic troll knowledge, the Wanderers must find a way to turn these mischievous creatures back to rock.

When Waldo and Wenda head to WWS Great Magic Key Vault, located in Gibraltar, to find Whitebeard a key for his birthday, they find that Odlulu has already cleaned out the vault; the Wanderers must round up all these keys, and they'll have to do it in time for Whitebeard's surprise birthday party.

Waldo and Wenda return to Japan for the big Wanderer gymnastics competition.
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