2004
Digit disappears while visiting his friends the Scritters, so Motherboard sends Matt, Jackie and Inez to investigate. They discover that Hacker has found a supply of Magnetite, and will use it to fill up a rocket capable of erasing all of Motherboard's memory disks. Can the kids stop Hacker before he collects a hundred percent of the Magnetite he needs to launch the rocket, or will Motherboard be shut down once and for all?
2004
It's the day before his all-important "Changing of the Shell" Ceremony and the young Prince of the Crab Kingdom has been struck by a terrible cyberglitch - now he can't stop telling lies! If the glitch isn't fixed pronto, the prince will never be king. To cure him, Motherboard sends the kids and Digit to get the Grapes of Plath from the Fountain of Truth. Hacker overhears the mission and wants the cure for himself. The CyberSquad must save the grapes for the Prince and keep them away from Hacker by estimating their way through a series of underwater adventures.
2004
The CyberSquad and their new friend Scanner embark on a quest to build a new Encryptor Chip for Motherboard and cure her virus. With Hacker in hot pursuit, the kids must run, ski, canoe and climb their way to the end of the mission. In the process, they learn that a little activity over time adds up. But will they also cure Motherboard?
2004
Hacker returns to wreak his revenge on Ms. Fileshare and hides her away in the Cybrary. Jackie, Matt, Inez and Digit must use deductive reasoning to sort through a maze of confusing facts to find Ms. Fileshare and help her escape. If they fail, that beastly 'borg will steal the Cybrary's most precious books - that reveal the most secret inner-workings of Motherboard!
Wed, Oct 6, 2004
The long lost encryptor chip, the only computer component that can restore Motherboard to full power, unexpectedly appears on the popular cyberauction U-WANT, U-BID! To make matters worse, Hacker is the top bidder - and if he gets it, Motherboard is doomed! The CyberSquad and their friend Slider get jobs in Cyberspace, and figure out how much they need to save per day to outbid Hacker. They succeed in winning the auction, but are totally unprepared for what happens when they install the chip in MotherboardàHacker takes over Cyberspace!!!
Wed, Oct 13, 2004
It's the CyberSquad's biggest challenge ever - Hacker is in complete control of Cyberspace! Jackie, Matt, Inez and Digit must find a way to bring Motherboard back to power and oust Hacker. Slider's "Syncolator" invention is the answeràbut some of the pieces are missing. With limited funds, the kids must go to various cybersites and purchase the necessary parts, wheeling and dealing with the nefarious owners, learning to spend their money wisely in the process. If they run out of money before the Syncolator can be fixed, Hacker will toss Motherboard's last hope for recovery into a black hole where it will be lost forever.
Thu, Dec 30, 2004
It's Starlight Night, the annual holiday when all the stars in Cyberspace are refreshed for the new year. But Hacker concocts a scheme to darken the stars of cyberspace forever. He sends Buzz and Delete to stop all production of the new star circuits and take inventor Archimedes away to the Northern Frontier. With the ceremony only hours away, the kids and Digit must find a simple way to make the complex circuits and rescue Archimedes - all before Hacker turns out the lights in cyberspace!