Where's Waldo? - Trolling Through Iceland (S2E18)
When Odlulu uses a Wake-A-Troll Key to get her kite down from a tree, she accidentally brings two mythical Icelandic creatures to life. Using their wits and some Icelandic troll knowledge, the Wanderers must find a way to turn these mischievous creatures back to rock.
| Runtime (min) | 22 |
|---|---|
| Air Date | 2020-08-12 |
| Genres | Animation, Kids |
Where To Watch
Streaming information unavailable.
Storyline
In this exciting episode of 'Where's Waldo?', titled 'Trolling Through Iceland', Odlulu's attempt to retrieve her kite from a tree goes awry when she accidentally activates a magical Wake-A-Troll Key. This mishap brings two Icelandic trolls to life, setting the stage for a whimsical adventure. The Wanderers must quickly devise a plan to outsmart these mischievous creatures.
Utilizing their combined knowledge of Icelandic folklore and teamwork, the group embarks on a quest to revert the trolls back to their stony form. As they navigate various challenges and puzzles, viewers are treated to a rich exploration of Icelandic culture and mythology, all while enjoying the vibrant animation and humor that the series is known for.
What Parents Say
This episode offers a delightful mix of adventure and problem-solving that keeps children engaged while introducing them to Icelandic folklore. The characters' determination to resolve the chaos caused by the trolls provides a wonderful message about teamwork and resilience. Parents will appreciate how the story encourages critical thinking as the Wanderers strategize to confront the trolls.
The light-hearted tone and whimsical animation make it entertaining for viewers of all ages. Additionally, the cultural elements woven into the plot serve as a subtle educational tool, sparking interest in exploring different mythologies. Parents might find it a good conversation starter about teamwork and the importance of respecting nature.
What Children Can Learn
Throughout 'Trolling Through Iceland', kids learn about the importance of collaboration and using one's knowledge to solve problems. As the Wanderers face the trolls, they realize that each member's unique skills contribute to the group's success. This emphasizes the value of working together and leveraging different strengths to overcome obstacles.
Additionally, the episode introduces children to Icelandic culture and mythology, which can foster curiosity about the world around them. By engaging with the story, kids gain insights into how folklore shapes different societies, encouraging them to appreciate and learn about diverse backgrounds and traditions.
Five Most Asked Questions
| Question | Answer |
|---|---|
| What is the main conflict in 'Trolling Through Iceland'? | The main conflict arises when Odlulu uses a Wake-A-Troll Key to retrieve her kite, inadvertently bringing two mischievous Icelandic trolls to life. The Wanderers must figure out how to deal with these unruly creatures and find a way to turn them back into stone before their antics cause more chaos. |
| What lessons do the characters learn in this episode? | The characters learn the importance of teamwork and problem-solving. As they work together to confront the trolls, they realize that each person's unique skills and knowledge are essential for overcoming challenges. This reinforces the idea that collaboration is key to achieving a common goal. |
| How does this episode incorporate Icelandic culture? | The episode introduces viewers to elements of Icelandic folklore, particularly through the depiction of trolls. The Wanderers' quest reflects aspects of Icelandic mythology, and the vibrant animation showcases the beauty of the Icelandic landscape, enriching the story with cultural context and sparking curiosity about the country. |
| Are there any humorous moments in this episode? | Yes, the episode is filled with humor, particularly in the interactions between the Wanderers and the trolls. The trolls' playful antics and the Wanderers' reactions create comedic situations that entertain children while maintaining a light-hearted tone throughout the adventure. |
| What age group is this episode appropriate for? | This episode is suitable for preschoolers and early elementary-aged children, generally ages 4 to 8. The engaging story, colorful animation, and simple messages about teamwork and culture make it accessible and enjoyable for young viewers, while also appealing to their parents. |
Cast
Writing
Directing
| Season # | Episode # | Episode Name |
|---|---|---|
| 1 | 1 | It’s the Lunar New year and Odlulu has accidentally brought a stone dragon to life! |
| 1 | 2 | Odlulu has a magical shrinking key in France and has set her sights on the Great Race (aka the Tour de France). |
| 1 | 3 | Waldo and Wenda go to Turkey to find a sleeping rug for Arf. They meet a fellow Wanderer, Yasemin, and realize that their Turkish rug is actually a map to the Doubling Key! |
| 1 | 4 | When Odlulu challenges the Wanderers to win best chili (and a magic key) at the annual chili cook-off in New Mexico, Whitebeard pulls out his family recipe. |
| 1 | 5 | When the watering hole at a Zimbabwean animal park dries up, the Wanderers arrive to the scene with a rain producing Weather Key. |
| 1 | 6 | When Whitebeard attempts to magically enhance his voice for a singing duet with an old Wizard friend, he accidentally switches bodies with Arf. |
| 1 | 7 | Waldo and Wenda head to the Costa Rican rain forest to meet up with Wizard Featherbird and investigate why the beautiful birds of the forest have lost their color. |
| 1 | 8 | Waldo and Wenda head to Tahiti to help Wizard Wavybeard find his lost Wave Key. Odlulu sees the Wave Key as her chance to win the surf competition and earn a statue of herself on the beach. |
| 1 | 9 | Arf gets a chance to run with sled dogs when he travels with Waldo and Wenda to wintry northern Canada to deliver an important package to Wizard Whitebeard is off watching the Northern Lights with a fellow wizard. |
| 1 | 10 | Everyone heads to Scotland, where Odlulu is using the Strength Key to give her an advantage in the Highland Games. |
| 1 | 11 | When Odlulu uses the Greek Myth Key to bring Greek myths to life so she can capture the Golden Fleece, the Wanderers embark on a legendary quest to restore order in modern Athens with the help of the mythic Jason of the Argo. |
| 1 | 12 | Odlulu is in Venice, where she aims to become belle of the Venetian Carnival ball with the help of the Crystal Glass Key. |
| 1 | 13 | When a mother kangaroo hops away with Waldo's hat on her head and Fritz in her pouch, Waldo, Wenda and Odlulu must work together to find them in the Australian outback by using the Talk to Animals Key. |
| 1 | 14 | When Odlulu zaps Fritz with the Mega Mega Monster key, he grows to the monster size and tries to eat all the noodles in the city. |
| 1 | 15 | Wizard Whitebeard has been training for months for a marathon in New York City. But Odlulu wants to win the race, so she uses the Slo-Mo Key to slow down all of the other runners. |
| 1 | 16 | When Odlulu uses the Bubble Key to raise a sunken pirate ship in the Bahamas in her quest for sunken treasure. |
| 1 | 17 | The Wanderers travel to Antarctica to witness the annual march of the emperor penguins. |
| 1 | 18 | After Whitebeard uses the Grow Key to make himself 40 feet tall, the key breaks! So the Wanderers take the key to Wizard Fix-It in Moscow. |
| 1 | 19 | The Wanderers head to Switzerland to get chocolate for Whitebeard's chocolate fondue fountain. |
| 1 | 20 | When Odlulu finds out she's on Santa's Naughty List, she travels the globe and tries to spread holiday cheer by adding to various Christmas celebra |
| Season # | Episode # | Episode Name |
|---|---|---|
| 2 | 1 | Waldo and Wenda go on a mission to return the borrowed Quick Bloom Key to its owner, an Amazon-dwelling wizard named Vinebeard. |
| 2 | 2 | Waldo, Wenda and Wizard Whitebeard visit a fellow Wizard in Mumbai to take part in a big Bollywood dance number. |
| 2 | 3 | Waldo and Wenda accompany Wizard Dustybeard on his latest archaeology expedition: finding the Lost Chamber of Magic Keys. |
| 2 | 4 | The Wanderers travel to Madagascar to get fresh vanilla for Wizard Flambė. Odlulu is already there; using the Bouncy-Bounce Key to build an ice cream parlor up in a Baobab tree! |
| 2 | 5 | Odlulu is on the hunt for the Wind Key so she can use it as the world's greatest hair dryer. But the Wind Key is too powerful for Odlulu to handle. |
| 2 | 6 | Odlulu uses the Shadow Puppet Key to create her own living shadows. When her mischievous shadows run off with the key. |
| 2 | 7 | When Woof disappears into the magic suitcase, Waldo and Wenda launch an international search for their happily wandering puppy. |
| 2 | 8 | Waldo and Wenda's plan to watch a soccer game in London is interrupted when Odlulu and Fritz use the Key in the Stone to summon a medieval castle in the middle of modern-day England. |
| 2 | 9 | When Odlulu uses the Become an Animal Key to transform herself into different animals, she accidentally disrupts the Galapagos Islands animal populations. |
| 2 | 10 | Odlulu wants her own quinceañera, a traditional Mexican celebration for a girl's 15th birthday, so she uses the Grow-Up Key to skip ahead a few years. |
| 2 | 11 | The Wanderers receive a WanderPost with some odd news from paleontologist, WIZARD AMBER: living dinosaurs are roaming around Mongolia! |
| 2 | 12 | When a Yeti is spotted in Nepal, chasing away all the locals, the Wanderers investigate only to find out it’s another Odlulu plot. |
| 2 | 13 | It’s Halloween time and the Wanderers get a WanderPost from Odlulu issuing a challenge: "Come to my Haunted House in Wales… if you dare!" |
| 2 | 14 | The Wanderers and Whitebeard visit Wizard Blizzardbeard in Quebec City, Canada, for the big Wanderers Ice Hockey Tournament. |
| 2 | 15 | Odlulu takes the Guitar Key from Wizard Melodia in order to be the best guitar player in Buenos Aires. Only problem is that the Guitar Key is what Wizard Melodia plays the guitar to control the rising & setting of the blue moon every 2.5 years. |
| 2 | 16 | When Odlulu uses the Fairytale Key to pull Hans Christian Andersen’s fairytale characters from an old storybook and into present day Copenhagen, the Wanderers must rely on their knowledge of these timeless stories to put these characters back where they belong. |
| 2 | 17 | When Odlulu enters Fritz as a dog in a sheepherding competition, Fritz uses the Magnet Key to gently guide all the sheep. But when he loses control of the sheep and they spill into Auckland, the Wanderers must find a way to lead the flock back where they belong. |
| 2 | 18 | When Odlulu uses a Wake-A-Troll Key to get her kite down from a tree, she accidentally brings two mythical Icelandic creatures to life. Using their wits and some Icelandic troll knowledge, the Wanderers must find a way to turn these mischievous creatures back to rock. |
| 2 | 19 | When Waldo and Wenda head to WWS Great Magic Key Vault, located in Gibraltar, to find Whitebeard a key for his birthday, they find that Odlulu has already cleaned out the vault; the Wanderers must round up all these keys, and they’ll have to do it in time for Whitebeard’s surprise birthday party. |
| 2 | 20 | Waldo and Wenda return to Japan for the big Wanderer gymnastics competition. |
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