Leslie compliments Jessie on his drawing and Jessie finds himself inspired by Leslie's ability to write stories. Jessie helps Leslie escape a bully on the bus, and the two of them decide to hang out after school. Leslie decides they need a place just for them, a place without bullies. Being the more adventurous of the two, she leads them across the creek and begins building their new enchanted world.
After perfecting the prosthetic caudal fin and a successful flying lesson with Toothless, Hiccup realises that everything the village knows about the dragons is wrong. When Stoick the Vast returns home, he tries to talk to Hiccup about his new dragon-fighting skills. Receiving such praise for the first time from his father, Hiccup has conflicting emotions and he is unable to tell him the truth about his new abilities.
Hiccup finds the night fury dragon stuck in a ravine, missing a caudal fin and unable to fly. That night, the recruits are told to study each dragon, but they see no value in reading and leave Hiccup alone. Hiccup discovers a consistent theme, "kill on sight". Meanwhile, the Vikings hunt for the dragon nest. During training, Astrid tells Hiccup to choose sides, but Hiccup realises he can't. Hiccup bonds with the dragon he has named Toothless.
Hiccup sets out to find the night fury dragon he believes he hit the night before with his new invention. After locating the dragon, Hiccup empathises with the creature and realises he can't kill it, setting it free instead. Hiccup returns home to tell his chieftain father Stoick the Vast the truth. However, his dad has decided it's time for Hiccup to begin dragon training and become a Viking. At training, Hiccup tries to blend in with the other recruits.
Thomas wakes up to the sound of tractors destroying the neighbouring marsh. Amy refuses to go to school, seeking solace in the marsh instead - a motif for her own life. While exploring the damaged environment, Amy finds a nest of abandoned goose eggs. Deciding to care for them, Amy turns a chest of drawers into a makeshift incubator. The next evening, while her father is at a town meeting, Amy finds that the goslings have begun to hatch.
A Stink Spirit - a polluted god, visits the bath house. Chihiro, assisted by the rest of the staff, removes discarded objects and pollution caught in the spirit's side. The Stink Spirit turns out to be a beautiful dragon. Miyazaki, describes helping to restore a polluted river as a child and watching it turn back into a clear, habitable ecosystem. The motif explores the damage of human pollution on the environment.
Howl returns home to find Sophie cooking breakfast. Impressed that she has tamed Calcifer, he accepts her story as the new cleaning lady. During breakfast Sophie discovers a curse from the Witch of the Waste in her pocket, Howl absorbs it and excuses himself. He instructs Calcifer to move the castle and heat his bath. Calcifer complains of the energy it requires. Sophie gets to work cleaning and compliments Calcifer on his fine job powering the steam engine.
Junior scientists Josephine and Philippa team up to share the science behind monster marshmallows, why they grow and why they deflate. To follow along, you will need some marshmallows, toothpicks, a microwave and some food dye. Marshmallows are made of sugar and water surrounding tiny air bubbles. When you cook a marshmallow the bubbles grow as the water content and air vibrates before escaping.
Chihiro shows compassion by looking past the external flaws of the Stink Spirit and recognising he needs help. Assisted by the rest of the bath house staff Chihiro is successful in removing the pollution caught in the Stink Spirit's side. The Stink Spirit turns out to be a wealthy mythical dragon, helping Chihiro win the approval of Yubaba.
Sophie embarks on a journey in search of the witch to break her spell. Along the way she notices a broken tree branch, only to discover it is a magical scarecrow that begins to follow her. She tricks Turnip Head, asking him to find her a place to stay. Turnip Head returns with Howl's castle and beckons her inside. On board, Sophie meets Calcifer the fire demon and they make a deal to help each other.
Sophie walks onto the top floor balcony with Marko (Marukuru) where they discover Turnip Head stuck in the metal pipes that encase the house. After freeing him again they park near the river. Turnip helps them with the choirs and Sophie expresses her gratitude that Turnip Head lead her to the castle.
Thomas teaches Amy to fly her ultra-light. The next day, Amy is given a chance to try flying alone. During her flight, the geese escape from their coop and join. Igor, with the limp, remains flightless. That evening, Glen, the game warden, visits the property to intimidate Amy and Thomas. Uncle David visits a naturalist (based on William JL Sladen) to discuss sanctuaries, the possibility of light aircraft assisting migration for rare birds and the future of a North Carolina marshland.
Fairytale-hating Lord Farquaad tortures the Gingerbread Man to learn the location of the other creatures. When the Magic Mirror arrives, it tells Farquaad he will only be king if he marries a princess. The mirror shows him Today's Eligible Bachelorettes, a game that imitates contemporary reality TV. Farquaad chooses Princess Fiona but doesn't wait to hear she is cursed to transform into an ogress. Meanwhile, Shrek and Donkey have arrived, finding Duloc castle eerily quiet.
Conrad, Sally and Cat intercept Lawrence before he can deliver the dog and incriminate Conrad. A chase ensues and, although Sally, Conrad and Cat, successfully retrieved the dog and the lock, Lawrence collects Joan from work attempting to convince her of the children's mischief. Downtrodden, the three think their chances are dashed, until Conrad realises all he needs is reverse psychology to get the Things to help them beat scheming Larry.
Thing 1 and Thing 2 run riot in the Walden home, Conrad breaks an old rule and unlocks a crate, and Cat warns of the terrible consequences to come. Lawrence 'Larry' Quinn turns out to be a toothless, rotund, slob with credit card debts. When Larry notices the little dog has run off again, he calls Joan and reminds her of military school.
At the tournament, Hiccup is crowned the winner and told he must kill a dragon during an exam the next day. Unwilling to hurt the creature, Hiccup packs a bag and runs away. Astrid finds and confronts Hiccup and Toothless, but sees that the village's relationship to dragons could be very different if they just learnt to understand each other.
Sophie goes to the Royal Palace in lieu of Howl due to his fear of the Witch of the Waste's adoration and the evil Madame Suliman. At the palace, the Witch of the Waste is faced with climbing the royal stairs. Sophie encourages her after noticing the witch struggling. In the palace, Sophie learns of Madame Suliman's ulterior motives and, showing compassion, stands up for Howl's integrity. The spell is momentarily broken.
Joan's boss, neat freak Hank Humberfloob, has organised an office party, threatening messy guests with termination. Joan's daughter, Sally, is clean, well-behaved and overly mature. Her son, imaginative Conrad, has earned a reputation as a "troublemaker". After work, Joan finds that Conrad has developed a new sport, "stair luging". While cleaning Conrad up, Joan's squeaky clean and ill-intentioned partner, Lawrence 'Larry' Quinn, reveals his plan to send Conrad to military school.
Lilli, Phillip, Erin and Scott, from the CSIRO Double Helix Club, experiment with the surface tension of water. To set up your own experiment you will need a spoon, glitter, pepper, detergent, water and three shallow trays.
Follow along as Julia from Scope demonstrates how to make water climb, and fall, by manipulating the amount of energy in the liquid. To create your own climbing water experiment, you will need a straw, a medium water bottle, food dye, sticky putty, a deep tray, room temperature water, hot water and cold water.
Junior scientist Lilli explains the science behind falling bodies, the constant acceleration (speed) of objects with different masses and the nature of kinetic energy. To test these conditions yourself, you will need a basketball, a tennis ball and a soccer ball.
The class discuss strategies to better respect and include each other, and think about the nature of empathy and acceptance. Later, Kacee talks with Bernadette about the ongoing effects of family violence, and Jess and Hayley explain how talking to their parents about their grandfather went. Back in class, the kids do an exercise looking at the manifestation of different emotions in the body and each student makes a list of positive rules for their own life and future family.
Howl has a tantrum after using the wrong potion in the shower and accidently dying his hair from blonde to red. Inconsolable, Howl begins to call the spirits of darkness around him. Sophie comes to terms with her own insecurities.
Distraught and confused, Jessie returns to Terabithia. May Belle tries to follow him, but he pushes her away. Jack finds Jessie and consoles him, telling him not to give up that special thing Leslie inspired. Jessie recognises he can keep Leslie alive in his memory. He decides to make amends with May Belle and create a safe passage into Terabithia with the skills Leslie taught him. The next day, he invites May Belle to Terabithia and crowns her the future leader.
Jessie and Leslie talk about their families, and Leslie pulls Jessie up on his assumptions about gender. Jessie's dad, Jack, treats Jessie differently to his sisters and punishes him for having his head in the clouds. Jessie starts losing faith in his imagination and dreams.
Matt shares with the class that he misses his father, who is absent because of work, and together they workshop ways to approach the subject. Bernadette explains the importance of using the pronoun 'I' rather than 'you' when communicating, to safeguard against casting blame. The class learns about 'I' messages and communicating emotions effectively.
A beautifully animated tale from Brazil about three servants who disobey the orders of the King of the Ocean. The servants open the King's secret bag and release the deep-sea shadows into the daylight. This film playfully imagines how the night came to be and explores the consequences of curiosity.
The same basic rule applies to building a cubby as building a house - measure it three times, build it once. This program explores the use of measurement when designing something, and touches briefly on the concept of building to a scale. We visit an architect's office and see the role of computers in modern building design.
What keeps a boat afloat and what role does its shape play in helping it to move? The quest to answer these questions leads us to investigate a range of possible boat building materials, including fibreglass, which we see sprayed into a mould then removed as a hardened shell.
Why do we put food into containers? And why are these containers all so different? The need to match the package to the product is explained and illustrated using a range of different foods. We visit several food production and packaging plants and see the care taken to ensure the products reach consumers intact.
Get outdoors, learn about teamwork and develop your ball skills with Rachel Yankey and the Footy Pups! Rachel, the team and the Footy Pups are visited by some cheeky cheetahs, as their concentration is tested.
Andy breaks a valuable museum artefact and has to travel back in time 30 million years to replace it. Landing in an age when giant mammals roamed the Earth, he gets chased by a swarm of angry prehistoric hornets.
Andy travels back to prehistoric times to meet the spinosaurus, a massive meat-eating dinosaur that is even bigger than the T-rex. On his adventure, Andy rides a speedy ouranosaurus and swims in a prehistoric river.
Andy jumps into his time-travelling clock and heads back 3 million years, where he runs into some ancient primates and joins their tribe. Along the way, he helps them fend off a prehistoric cat, before having his backpack stolen.