The Story So Far... Season 2


As Season Two opens, Immie is confronted by a face from his past, while Boris is challenged once again for ownership of his estate. Things get ugly real fast, and with the fate of the manor still hanging in the balance, our heroes face off against surprisingly potent adversaries.
- 168. Breaking the Ice
- 169. This Land Is My Land
- 170. Turning Point
- 174. An Old Flame
- 175. Unwitting Accomplices
- 176. Dismissal


Meg suddenly finds herself in unfamiliar territory but soon finds a guide among the unlikely denizens of an underground refuge. As Meg is being led to the ruler of the caverns by her new acquaintances, Immie appears with some startling information about their latest foe.
- 177. Make Light of It
- 178. Weighty Matters
- 179. Keeper of the Deep
- 180. A Grand Tour
- 181. The Great Geode
- 182. 'Nuff Said
- 183. Narrative Threads
- 184. Potent Potables
- 185. Ready, Set, Go


Boris awakens to find that he isn't exactly in Medsylvakia anymore. Eager to find his way back to the manor, our fanged friend must cross paths with a pair of tomb raiders, an exhausted nomad and his camel, a pyromaniacal caravan, and a rather confusing surprise.
- 186. Do Not Disturb
- 187. A Clear Head
- 188. A Ha Moment
- 189. Belay That
- 190. Can't Be That Bad
- 191. The Lightweight
- 192. Can-Do Camel
- 193. Self-Reliance
- 194. A Real No-Know
- 195. Metaphorically Speaking
- 196. Order of Treatment
- 197. A Name to the Face
- 198. Reassuring Words
- 199. Prone to Anger
- 200. Needs Attention


Meg and Immie reunite with Bentley and visit the Rat King, who informs the trio that a dangerous, chaotic power seeks to take control of the rats' most treasured energy source. With the potential repercussions extending far beyond Brandenblood Manor, Immie and Meg are sent off to find a way out of the estate. Their goal? Seek out the seer who holds the keys to defeating chaos incarnate.
- 201. Secret Stash
- 202. Etiquette and Protocol
- 203. A Kingly Verdict
- 204. Set Upon
- 205. Crucial Information
- 206. The Prophe-seer
- 207. Benching Bentley
- 208. Interference
- 209. Stranger Still
- 210. A Clear Signal
- 211. Trust Issues
- 212. A Secret Location
- 213. Concerning Crystals
- 214. A Matter of Where and When
- 215. Three's a Crowd
- 216. I Think We're Alone Now, Part I
- 217. I Think We're Alone Now, Part II
- 218. I Think We're Alone Now, Part III
- 219. Sound Advice
- 220. High Output
- 221. Time to Book It
- 222. Observations
- 223. Course Correction
- 224. Concentrated Evil
- 225. Tome Talk
- 226. The Sorcerer's Phone
- 227. Ring Her Up
- 228. Malediction
- 229. Predictive Behavior
- 230. Garbled
- 231. Hands On


Boris awakens once more, this time to the realization that the lines between friend and foe have been blurred. As the sun begins to crest over ancient Egyptian dunes, Boris is sent, along with the enigmatic nomad Oded, to investigate the source of a mysterious noise. The events that follow quickly reunite friends, uncover prophecies long forgotten, and paint a way back to the present.
- 232. Darkvision
- 233. The Listener
- 234. Fitting Names
- 235. Death Cloak
- 236. Morning, Sunshine
- 237. Feel the Heat
- 238. Omens and Arrivals
- 239. The Time Paradox
- 240. Double-Baked
- 241. Stranger than Fiction
- 242. Top Secrets
- 243. Chat Request
- 244. Back in a Flash
- 245. Common Knowledge
- 246. Powers Within
- 247. The Great Seer
- 248. Fuggedaboutit
- 249. Tomb Hater
- 250. The Writing on the Wall
- 251. Privacy Policy
- 252. The Secret Keepers, Part I
- 253. The Secret Keepers, Part II
- 254. The Secret Keepers, Part III
- 255. The Secret Keepers, Part IV
- 256. The Secret Keepers, Part V
- 257. The Secret Keepers, Part VI
- 258. Seer of the Desert
- 259. Noteworthy
- 260. Recalled


Finally back in their own time, Boris and the gang hitch a ride in Lenny's car. When the group visits Mesmerelda at her home in the woods, ancient forces make their presence known, and Meg's book sheds some much-needed light on the meaning of the Prophecy of Horus.
- 261. A Temporal Test
- 262. Back in the Loop
- 263. Along for the Ride
- 264. Couped Up
- 265. Line of Sight
- 266. Name-Dropping
- 267. Ultimatum
- 268. A Factual Text
- 269. Steakout
- 270. Help You Can Count On
- 271. Money Minder
- 272. The House Rules
- 273. Cursed
- 274. One Bad Set o' Pipes
- 275. Powerless
- 276. Intercepted
- 277. Dogged
- 278. Total Recall
- 279. By the Book
- 280. The Fifth Exile
- 281. Death Sentence
- 282. Dead Ringer
- 283. Clearing the Air
- 284. Grimm Gotta Grudge
- 285. The New Hire
- 286. Behind Every Great Reaper...
- 287. Whereabouts
- 288. Dead Letter Day
- 289. The Summons


With Grimm back in the mix, Boris, Meg and Immie join him at the front door to the manor, as dark powers converge to carve a way in for the heroes. With time running out for Tari, and Immie committed to saving her, the gang must assemble the final pieces of the prophecy to restore order and dethrone the God of Chaos.
- 290. Night of the Living Deaf
- 291. Contextual Help
- 292. Nonverbal Cue
- 293. The Lure of Love
- 294. Deceived
- 295. True to Form
- 296. Cursory Glance
- 297. Corrupted
- 298. Mental Block
- 299. Suit Yourself
- 300. Only a Matter of Timing
- 301. Eviction Notice
- 302. Deadly Gambit
- 303. Delayed Reaction
- 304. Grand Opening
- 305. Gut Check Redux
- 306. An Alternate Reading
- 307. Orders
- 308. Green Machine
- 309. Grand Witch Indeed
- 310. The Final Key
- 311. Game, Set, Match