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Max & the Midknights - Thoroughly Malevolent Millie (S2E3)

Max & the Midknights – Season 2 - Episode 3 – Thoroughly Malevolent Millie

Max is re-energized to find King Conrad and save Byjovia, but the Midknights' quest is interrupted by a strange boy trapped in a tower. Meanwhile, Millie deals with the repercussions of using dark magic.

Runtime (min)22
Air Date
GenresAnimation, Sci-Fi & Fantasy

Where To Watch

Storyline

In this episode of 'Max & the Midknights,' Max's determination to locate King Conrad and save Byjovia takes center stage. However, the quest takes an unexpected turn when the Midknights encounter a mysterious boy trapped in a tower. This new subplot introduces elements of bravery and teamwork as the group decides whether to assist him, creating a blend of adventure and moral choices.

Meanwhile, Millie faces the consequences of her recent dabble in dark magic. As the repercussions unfold, Millie grapples with her decisions, showcasing the emotional weight of her choices. This subplot not only adds depth to Millie's character but also reinforces the series' themes of responsibility and the impact of one's actions, culminating in a thrilling and thought-provoking episode.

What Children Can Learn

This episode teaches kids about the importance of teamwork and making moral choices. As the Midknights decide to help the boy trapped in the tower, viewers learn that sometimes helping others requires courage and collaboration. The dynamics of the group highlight how working together can lead to overcoming challenges.

Millie's struggle with the consequences of dark magic serves as a cautionary tale about the choices we make. It encourages children to think about the long-term effects of their actions, fostering discussions about ethics and personal responsibility. Kids can resonate with Millie's journey, understanding that decisions can have surprising outcomes.

Five Most Asked Questions

Question Answer
What is the main plot of this episode? Max and the Midknights continue their quest to find King Conrad and save Byjovia. However, their journey is interrupted by a boy trapped in a tower, prompting them to decide whether to help him. Meanwhile, Millie deals with the consequences of her dark magic use, adding complexity to her character and the storyline.
How does Millie's use of dark magic affect her in this episode? Millie faces serious repercussions from her use of dark magic, which weighs heavily on her throughout the episode. This subplot explores her internal conflict and highlights the importance of understanding the consequences of one's actions, making it a pivotal moment for her character development.
What lessons about teamwork are presented? The episode emphasizes the value of teamwork as the Midknights work together to help the boy trapped in the tower. Their collaboration illustrates that overcoming challenges is often easier when friends support one another, reinforcing the idea that collective effort can lead to success.
Is there a moral lesson in Millie's storyline? Yes, Millie's storyline serves as a cautionary tale about the dangers of using dark magic without considering the consequences. This moral lesson encourages viewers to reflect on their own choices and the potential impact they can have, fostering a sense of responsibility among young audiences.
How does this episode balance adventure and emotional depth? The episode skillfully balances adventure with emotional depth by intertwining the quest to save the boy with Millie's struggles regarding her past choices. This dual narrative not only provides exciting moments but also engages viewers emotionally, allowing them to connect with the characters on a deeper level.

Cast

Brian Stepanek
King Gastley (voice)

Writing

Directing

Season
Season #Episode #Episode Name
11
Unsatisfied with the troubadour lifestyle, Max dreams of becoming a knight. After escaping from a thief, Max and Uncle Budrick go to Byjovia, Budrick's hometown, but when they arrive, it is not as Uncle Budrick remembers it.
12
When Uncle Budrick is held captive as King Gastley's jester, it's up to Max to rescue him from the castle's dungeon, with a little help from her newest pals, Simon, Millie, Kevyn, and world-renowned wizard, Mumblin.
13
Things take an unexpected turn when Max and the Midknights attempt to break into the castle to save Uncle Budrick. Meanwhile, Uncle Budrick entertains King Gastley like his life depends on it.
14
Chaos ensues as Max & the Midknights try to break Uncle Budrick out of the castle before he is beheaded. With Mumblin's help, they narrowly escape King Gastley's clutches and later learn from Kevyn that King Conrad is alive!
15
As King Gastley searches the kingdom for Max and the others, Max & the Midknights learn about a prophecy and devise a plan to escape from Byjovia to find the missing King Conrad.
16
Knowing there's a prophecy written about her, Max feels confident that the Midknights' quest will be a success; her confidence is dashed when Uncle Budrick is captured by a hungry chef and the Midknights face off with a pair of ferocious trolls.
17
After their run-in with the trolls, Max decides to play it safe and lead the Midknights down a seemingly serene garden trail; unfortunately, Max's choice causes the quest to take a turn when the gang encounters an unexpected obstacle.
18
Max and the Midknights unwittingly make camp in a graveyard and are surprised when zombies emerge from the ground and attack; they retreat to a cave, where they find a once-noble knight of Byjovia whose courage was magically stolen.
19
Max and the Midknights go to Fendra's cottage to retrieve Sir Gadabout's stolen courage; Millie makes a discovery, but their search for Sir Gababout's courage is interrupted when Fendra returns home.
110
After battling Fendra, Max is determined to get far away from the evil sorceress, even if it means leading the tired Midknights through a snowy mountain; unfortunately, this new journey has dire consequences for Max and her friends.
Season #Episode #Episode Name
21
Max comes face-to-face with an imprisoned dragon and must decide between slaying the dragon to fulfil the prophecy, or doing the right thing and freeing him.
22
As Max is trapped in a haunting fever dream, the rest of the Midknights find themselves in the magical home of dragons, where they must race against the clock to find a way to save Max from the venom that is quickly taking hold.
23
Max is re-energized to find King Conrad and save Byjovia, but the Midknights' quest is interrupted by a strange boy trapped in a tower. Meanwhile, Millie deals with the repercussions of using dark magic.
24
As Max and the Midknights struggle to complete their quest, Mumblin reappears with shocking news, revealing the truth about King Conrad's disappearance, and they soon learn that the threat to Byjovia is even closer than they thought.
25
As Max reels from failing her quest and losing Mumblin, she loses all hope, and it's down to Uncle Budrick to inspire her not to give up. Meanwhile, Millie grows closer to Fendra, and learns how she came to be an all-powerful sorceress.
26
With renewed hope, Max, Simon, and Uncle Budrick are ready to take back Byjovia, until they realize that Kevyn is missing; Fendra traverses her old haunts looking for ingredients for her evil spell.
27
Max, Simon, Kevyn, and Uncle Budrick infiltrate Byjovia in disguise, but their plan goes awry when they're swept into Fendra's tournament to find a true knight's courage; a tiny Alice and Nolan attempt to cross the throne room.
28
Newly reunited, Max and the Midknights break into the castle to find King Conrad and encounter an unexpected obstacle; Fendra finds her courage, as the tournament comes to a shocking close.
29
In a battle of good vs. evil, Max and the Midknights team up with some unexpected allies to take Fendra down once and for all; their plans are thwarted when Fendra reveals a few tricks up her sleeve that put all of Byjovia in danger.
210
In a heart-pounding finale, Fendra completes her spell and reigns supreme over Byjovia. The Midknights struggle to regroup after Max takes a devastating blow.
Season #Episode #Episode Name
31
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.
32
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.
33
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.
34
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.
35
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.
36
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.
37
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.
38
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.
39
Max and the Midknights victoriously return to Byjovia with the missing Gnomes of Tresk, but Max feels that their mission isn't over yet; Millie and Kevyn's sibling rivalry hits a low point when Millie reveals a major secret about Kevyn's new book.
310
Max and the Midknights journey to an ancient tomb to investigate the legend of King Torin and his Bodkin, where they make several unexpected discoveries; Mumblin learns more about operations at the Tower of Time.

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