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Team Detention Adventure confronts Lounsberry about their findings on the Island and questions his intentions, and the whole mystery is finally revealed. Back on the Island, the team faces some hard truths and make an even harder decision to preserve Island School.
The Detention Team gather outside the school and discuss how getting dressed up and going to a dance isn't their style - suddenly they're interrupted by Kelly, who reveals that she knows where the real treasure might be on the island. Befuddled, the kids immediately decide to ditch the dance and go to the Island to finish their adventure, but when they arrive and find the real answer to their most mysterious adventure yet, a tough decision must be made.
When the school's pool miraculously freezes and the Detention Four are accused of the crime, Kelly makes a documentary to try to get to the bottom of who the true culprit could be. Using interviews and investigative journalism, she figures out who pulled the pool prank... and also makes a discovery that that gang's previous mystery may not be as solved as they thought.
Raign's realisation brings the Team back to the Forbidden Valley, where the team uses sound waves and teamwork to discover an actual treasure chest! Inside is a deed that declares the whole island was owned by Lawren Harris, as well as the original paintings from each corner to prove it - the kids are crowned heroes again, and their time at Island School comes to an end. Everyone is happy with the result... except Kelly, who doesn't think the mystery adds up.
Raign wakes up in a black space where a lone spotlight illuminates her from above. She tries to cry for help, but she can't speak - she can only sing. Raign gets lost in the dark woods, has a pesky visitor from her past, and dances around searching for a familiar voice - when she wakes up from her hallucination in the nurse's office surrounded by her friends, she has made a discovery... and Brett makes a revelation that causes sparks to fly between the two.
With the next clue revealed, the Detention Adventure crew head past the camp boundaries and canoe into the heart of the Forbidden Valley - however, the gang become separated during their search, and their fears begin to manifest themselves. Joy finds herself trapped in a crevasse while Raign navigates a dangerous bridge - their harrowing journeys finish at a mysterious clearing in the woods, but they are forced to return to camp before solving the next clue.
The gang tries to crack the illuminated code of the train platform contraption, but they use up another precious fuse with each failed attempt. Joy and Dash have proven themselves the best at the puzzle, so they decide to stay in the woods to keep trying to solve the riddle. Meanwhile, Brett, Hulk, and Raign build a Dummy Joy from a CPR mannequin and manipulate it to give the impression that Joy is still with the gang in an attempt to trick the teachers.
Several failed attempts to solve the illuminated contraption result in the blowing of fuses needed to make the platform function - the kids realise that they must search the camp and its classroom buildings in order to steal the fuses they need to continue. The only catch is that all of the buildings have students in them, so the gang's mission is to infiltrate the classes, trick the kids, and steal the fuses. Will the group successfully replace the fuses?
Our heroes follow their new clue to a path into the forest, but before they can venture too far, sirens blare and the kids are punished for being late for a bunk check. Now under the watchful eye of Miss Marner and Coach Rod, they must prank their chaperones to continue exploring in the woods - the ensuing navigation results in heart-to-heart conversations that eventually lead our team to their next clue, a switch, and a colour-coded contraption to decipher.
In the midst of a treasure hunt, the Core Four are sent off to the dreaded Island School, an honour reserved only for the highest academic achievers. With Kelly needing to stay behind on account of her allergies, the crew enlists the help of a mysterious art student named Dash and discovers that their next clue is actually on the island with them!
Trapped and running out of time, the gang need to confront their fears and learn from their past if they ever hope to have a future.
Our party of five have followed the last clue to a silent snowy graveyard where they dig up more skeletons then they can handle.
Reunited, our core four gain some perspective as they endure public humiliation performing the worst play in history.
Brett finds himself treasure hunting solo while also attempting to get the gang back together. Gym class forces the group to reunite and learn that a strong foundation is the key to any obstacle.
The fab five must team up with an old enemy to pull off a daring heist on the Historical Society. Tensions run high when someone is a no-show, making the group leave their comfort zone.
A bright star leads these wise boys and girls to a dusty antique store in search of the next clue. They must quickly choose if the eerie shopkeeper is friend or foe as he teaches them a lesson.
Upon realizing someone is following them, the core four need to find a creative way to escape the church while decoding the next clue.
The detention team follow their clue to a 'haunted' church that supposedly reveals your darkest fears. Kelly stays behind to 'keep watch' - but is she keeping a secret of her own?
Principal Lounsberry assigns our heroes to perform in a historical reenactment as their detention, under the watchful eye of shrewd local historian Miss Dumont.
After a prank rocks Alexander Graham Bell Middle School, Raign, Brett, Joy & Hulk end up in detention where the true prankster comes clean and shares a clue to find Ignatius Cockshutt's lost fortune.
Trapped underground with a neurotic Bruno, no cell phone reception, and unbeknownst parents - the gang must combine their scientific knowledge to save themselves or be lost forever.
The four friends reach a dead-end, and worse yet, are caught by a lurking Bruno Black. Bruno gives our heroes a sobering reality check, but Hulk refuses to give up, even when all hope is lost.
Caught red-handed, the gang are suspended and grounded. They have only one choice for redemption - disobey their parents, break into the school at night, and discover the lab before it's destroyed.
Stumped by their latest riddle, Raign is forced to reveal an embarrassing secret and relive a traumatic event from her past. The gang is then dealt a blow that could spell the end of their quest.
While the staff is distracted by the sporting event of the year, the gang orchestrates an Ocean's Eleven-style heist to retrieve their confiscated book from the safe in Principal Lounsberry's office.
As a storm rages outside, it enhances the terror that lies beneath, all the way down in the pitch-black underground tunnels, where the gang must overcome their fear and brave the darkness together.
Hulk witnesses Brett's dark side, which threatens to tear the group apart. As tempers flare, kooky Miss Marner drops by for a surprise visit, forcing the gang to work together to get rid of her.
The gang hit a literal brick wall in an old boiler room that requires them to do something unthinkable to continue the adventure, or else let their dreams go up in smoke.
Brett's help with unearthing the trap door sees him voted onto the team for good, much to Raign's chagrin. While they search for another clue, Principal Lounsberry puts their discovery in peril.
Raign, Joy, and Hulk get themselves thrown in detention in order to hunt for a secret trap door. They must work with the school bully Brett in order to solve the riddle before their time is up.
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