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1x16 What's For Linner?

5/21/201823 minWelcome to the Wayne

Season 1 Episodes

20 episodes
Rise and Shine Sleepyhead
23 min

1. Rise and Shine Sleepyhead

As Ansi, a new resident of the Wayne, wonders whether or not he truly belongs here, he must work with brother and sister Olly and Saraline Timbers to stop a rampaging threat deep within their home.

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23 min

2. Like a Happy, Happy Bird

With Ansi on board, Team Timbers follow a mysterious figure into the Wayne's secret library; Ansi tries to protect his new friend and budding crush Julia from a terrifying monster.

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23 min

3. Mail Those Cards, Boys!

After a robotic pigeon steals their mysterious post cards, Team Timbers and Leif must fight their way through the Wayne Postal Service to get them back.

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23 min

4. Today Was Wassome

Tired of being bossed around, Ansi joins forces with Wendell Wasserman, a spoon-wielding vampire hunter, to track down the Wayne's last remaining vampire.

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23 min

5. Some Kind of Tap-Dancing, Beekeeping Whaler

As Olly helps his new neighbor regain his memory, Ansi is convinced that his best friend is in mortal danger.

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23 min

6. Like No Other Market on Earth

On the search for a mysterious rainbow gas, Team Timbers ends up in the Wayne's supernatural supermarket trailed by a dangerous creature determined to break up their friendship forever!

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23 min

7. Beeping the Binklemobile

When the biggest Gleeco competition of the year comes to the Wayne, Ansi meets his biggest competition -- Dennis O'Bannon. But when Ansi's creation comes to life, Team Timbers has to take down the unstoppable Gleeco Man.

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23 min

8. Spacefish

When Olly, Ansi, and Andrei have a boys' bonding night "roof camping" they try to conjure a ghost -- but something even more terrifying appears.

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23 min

9. A Pair of Normas

Team Timbers tries to stop reality TV show hosts from revealing the secrets of the Wayne… and exposing themselves and the world to danger.

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23 min

10. It's the Mid-Season Finale

When a supernatural storm strikes, Olly and Ansi's favorite TV characters come to life. Meanwhile, Saraline learns some terrifying truths about the Wayne from the mysterious figure who has been tracking them.

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23 min

11. Hit It, Toofus!

Olly arranges a long-awaited dinner between his and Ansi's family… but when the Spy unexpectedly shows up, Team Timbers must outsmart the bad guys without their parents finding out.

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23 min

12. Wall-to-Wall Ping-Pong Ball

Team Timbers heads to the Wayne's secret library to find out more about its vampire-filled past. But when they are ambushed by a ninja, they discover that their new friend Andrei could be evil!

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23 min

13. Swap Shop Hop & Bop

At the annual Wayne flea market, Ansi has to let go of his childhood toys, Olly is on a mission to find the ultimate collection, and Andrei's vintage clothing comes to life in pursuit of a mysterious object.

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23 min

14. 8:08:08

Saraline's 8th birthday turns into a late night adventure through the Wayne with all of their friends to investigate a strange clue from Tony Stanza.

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23 min

15. Flutch

Ansi gets captured by a talking pipe and taken down to a mysterious kingdom below the Wayne, ruled by a washing machine pharaoh! Team Timbers begins to rely on their new friends for help on their adventures.

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23 min

16. What's For Linner?

Team Timbers follows a magical paper butterfly to a fantastical origami world created by Katherine Alice, a girl without a voice who needs their help.

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23 min

17. Leave the Funny, Find the Bunny

At the Wayne Talent Show, Olly and Ansi put on a magic act and encounter a powerful rabbit bent on revenge.

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23 min

18. Gimble in the Wabe

The Wayne loses power on the hottest day of the year, forcing Team Timbers to search for the fabled swimming pool. A discovery leads them on the trail of the Gyre, a secret organization that can save the Wayne from destruction.

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23 min

19. Keep an Eye on the Nose

Saraline investigates a mysterious walking nose that's loose in the Wayne while Olly is convinced Julia is hiding a major secret.

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23 min

20. So This is Glamsterdam

With the Spy close to opening the Gates of Glamsterdam, Team Timbers prepares for an all out battle for the Wayne. But where did Ansi go? How will they stop an army of vampires? And where is the Gyre when they need it most?