

The town of San Lorenzo is in peril and threatened by the Bloodwolf, leaving our feline hero feeling like he's failed. So he seeks a new career path.

Uli has key information about the Bloodwolf, but he's jailed by the Mole King. Puss reclaims his role as a hero and sets off on a rescue mission.

Puss swallows his pride and asks his mentor El Guante Blanco for help defending San Lorenzo, but the old maestro’s busy with a surprising new protégé.

Puss and company seek out the mighty Golem to help save San Lorenzo, but our courageous kitty feels sorely lacking in the brawn department.

Puss reluctantly agrees to recruit Goodsword as the final member of his army, but the powerful blade isn't easily convinced.

With his team finally assembled, Puss realizes he has no idea how to lead them into battle to rescue Uli. But one plucky would-be warrior steps up.

While he's distracted, Puss agrees to ride for two different groups in the town's horse race. Artephius conjures a Puss "twin" with iffy skills.

Puss and others get addicted to a coin toss game, leaving the town vulnerable to thieves. Dulcinea devises a plan to rid the town of gambling fever.

Kid Pickles hates birthdays, so Puss hatches a plan to help him feel like a king on his special day. But the power soon goes to his head.

Puss joins a pack of quirky pirates on their quest for some legendary treasure, hoping to nab a mystical crown that could help defeat the Bloodwolf.

When Puss's pirate friends toss him overboard to help him overcome his fear of the ocean, his watery plunge reunites him with a fishy former flame.