

After defeating Fendra and Gastley, Max and the Midknights are living their best lives in Byjovia. Although things seem perfect, Max is itching to go on another quest. Her desire for a new adventure is answered when Queen Nerelia of Tresk shows up begging for help.

When the Gnomes of Tresk are kidnapped by a mysterious evil, Max and the Midknights volunteer to save them; Max's plans for her second quest go awry when she learns not all the Midknights are as eager as she is to go on the mission.

As Max and the Midknights sail across the sea on their quest, they get spooked when Uncle Budrick claims there's a ghost on board their ship; Mumblin fears someone is out to get him.

After being blown off course, the Midknights navigate a set of treacherous waterfalls as they try to reach the Gnomes of Tresk; Mumblin pleads for his freedom in Wizard Court where the odds are stacked against him.

Max and the Midknights wash up on the shore of strange lands where a local holiday puts their party in danger; Sir Gadabout ventures out to clatterback territory and makes a shocking discovery.

Max and the Midknights have a breakthrough in their quest when they meet a runaway Gnome, but finding the other kidnapped Gnomes is trickier than they think; Mumblin starts his community service in a mysterious building with even stranger employees.

Max and the Midknights find the missing Gnomes of Tresk; the Gnomes are terrified of their captors and Max realizes she needs to inspire them to fight back if they're ever going to escape.

In a high stakes jailbreak, Max and the Midknights pull out all the stops to get the Gnomes of Tresk to safety; dead set on escaping Outpost 71, Mumblin tries to reach the elevator Lenny mentioned.