Cyberchase Season 2 Episodes
Season 2 Episode Guide
Episode 1 - Cool It!Determined to destroy Motherboard in any way possible, Hacker cleverly clogs up her cooling system. Digit brings the kids into cyberspace to help to help fix her, but the special coolant Motherboard needs, cryoxide, is found only in Castleblanca – and supply is closely monitored! To bring back exactly enough cryoxide for Motherboard, the kids have to figure out the exact volume of Motherboard’s tank. In the process, they discover the importance of a standard unit of measure – and fill a most unusual container with the precious cryoxide. |
Episode 2 - Eureeka!Pursued by Hacker, Digit lands on cybersite Eureka, where his mission is to find Professor Achimedes – the maker of the encryptor chip, a unique computer chip that can fix Motherboard. But Archimedes is nowhere to be found – only a pile of 2-dimensional rods where his chip factory should be. The kids arrive to help, and discover that by linking the 2-dimensional rods together into certain geometrical patterns they actually create a surprising 3-dimensional shape that leads directly to unraveling the mystery of Archimedes’ strange disappearance. |
Episode 3 - Problem Solving in Shangri-LaHacker is holding the kids captive aboard the Grim Wreaker, when a storm forces the Wreaker to land on a snowy mountaintop. They are taken prisoner by a peaceful but mysterious Zen Master, who devises a game of strategy to test their problem solving skills. The winner of the game will be set free – the loser will remain a prisoner. In the battle of brainpower, the kids discover that each of them has a different way of solving problems – and that despite anger and frustration; they need to be tolerant of these differences. Hacker, of course, has his own way of solving problems. Working together, the kids find a way to defeat Hacker and gain their freedom. |
Episode 4 - Find Those GleamersThe Hacker challenges Jackie, Matt and Inez to a contest on cyber-wide television! In order to prove to all of Cyberspace that Hacker’s not as powerful or smart as he seems – the kids return to Topsy-Turvy Island on the Northern frontier for the contest. Their mission is to power up a Mini-Wreaker using cyber-fireflies of varying power before the island turns inside out at sunset. The kids must use algebraic equations to determine how many Gleamers – and how much power – they’ll need. |
Episode 5 - Of All the LuckConvinced that his failure to defeat Motherboard is simply a result of bad luck, Hacker collects the Ten Lucky Charms of Cyberspace. The caper works. Hacker’s luck changes, and good things begin happening to him. When Motherboard realizes what Hacker has done – she sends the kids and Digit to Hacker’s hideout in the Northern Frontier to help the Lucky Charms escape. The kids use logic, Venn Diagrams and the understanding of the words “and”, “or” and “not” to free the Charms. |
Episode 6 - Codename: IckyIn the watery depths of cybersite Aquari-yum, the kids and Hacker go in search of a giant cyber-slug, who feeds on pure energy. The kids and Digit travel underwater in two separate vessels, but Hacker has a listening device that taps into their communications system, allowing him to overhear their plans – and track every move they make. The kids outsmart Hacker by devising a series of codes so they can send messages back and forth in secret – even though Hacker can hear what they’re saying. But unless the kids can reach the slug first, Hacker will use the slug to attack Motherboard’s circuitry and disable her once and for all! |
Episode 7 - Send in the ClonesHacker’s plan to clone himself so he can wreak havoc throughout cyberspace in many places at once, goes haywire - when his newly invented Clonitron clones Delete instead of himself. But Hacker takes advantage of the mishap by sending the Delete clones to takeover the R-Fair City cybersite. To complicate matters, every time Delete sneezes – his clones multiply even more. As the problem escalates, the kids do the math to keep track of the number of clones as they increase. Meanwhile, Cy Clone, a famous clone catcher sent to the site by Motherboard, vacuums up the clones – while Digit tries to get the Clonitron away from Hacker. |
Episode 8 - Trading PlacesWhile attempting to rescue Dr. Marbles, the kids and Digit crash land on cybersite Nowhere, along with Hacker, Buzz and Delete. As a result of the crash, Hacker is shrunk, and Buzz and Delete become smart. In a race to rebuild their cybercraft and save Marbles, Digit and the kids learn to trade and barter and eventually create a monetary system. But who will finish first? |
Episode 9 - Out of SyncThe balance and harmony of the Mount Olympus cybersite is controlled and protected by the Music of the Spheres. When Hacker disrupts this balance and throws the site into utter chaos, the kids and Digit have until sunset to make the sound of the music right! For the beat to go on, the kids must recreate the music and find the missing element in the musical pattern. |
Episode 10 - Model BehaviorTo protect themselves from Hacker’s constant attempts to capture cybersite Happily-Ever-After, the King and his fairy tale subjects construct a glass Skywall to keep Hacker out of the kingdom. But Hacker unfolds a brilliant scheme to crack open the Skywall – using the Wicked Witch’s Voice! Can the kids use models to outwit Hacker before Wicked sings? |
Episode 11 - Fortress of AttitudeHacker decides that he can force cybersites to surrender by annoying them big time. He broadcasts his loud and obnoxious voice across the vastness of cyberspace from a massive statue shaped like the arrogant Hacker himself. The kids and Digit are sent by Motherboard to the Northern Frontier, where they carry out a Mission Impossible style scheme to silence the statue and disable Hacker’s intimidation. Using their skills at measuring length, the kids make their way up through the inside of the booby-trapped statue to Hacker’s pointy chin and big mouth. But can they shut him up before Hacker shuts them down? |
Episode 12 - Size Me UpHacker plans to launch a new virus at Motherboard – one that will crash her hard drive once and for all so he can take over cyberspace. To stop the kids and Digit from getting in his way, he tricks them into a cybersite from which escape seems impossible. In a confounding juxtaposition of scale and size, the kids first find themselves in a land of giants – then become giants themselves in a land of little people. The kids must cope with these disparities in scale and size, and use their brainpower to escape and warn Motherboard before Hacker can launch his virus. |
Episode 13 - Battle of EqualsHacker pollutes cyberspace with dangerous cyberstatic by tampering with four Satellites designed to keep everything free from cyber-static cling. But is his plan only to trash cyberspace – or does he have something even more devious up his cloak? The kids learn the answer as they use balance scales and equations to restore the satellites and save Motherboard. |
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