Puss must protect the magically veiled city of San Lorenzo after he exposes it to the world by accidentally reversing an ancient protective spell.
Puss accidentally gives the orphans a magic sugar that proves to be dangerous -- and the only cure is guarded by a powerful Sphinx.
When Toby's ninja brothers try to get him to steal San Lorenzo‘s treasure, he must decide between them and his friendship with Puss.
The Duchess, who wants to rule the world by harnessing the power of sorcerers, captures Artephius ... and it's up to Puss to rescue him.
Puss is tricked into going on a quest with an old friend, Jack Sprat. What starts out as a mission to save a princess soon turns dangerous.
In an effort to save Puss's old mentor, El Guante Blanco, Puss and Dulcinea embark on an adventure to find the Fountain of Youth.
Puss tries to convince the Mayor that he is really a hero -- but being "brave" quickly goes to the Mayor's head.
The Golem, a giant clay enemy Puss has been outrunning for years, comes to San Lorenzo. With the help of Artephius, Puss may finally defeat his foe.
By stealing enchanted boots from the Treasure House, Jack Sprat sets off a dangerous Devil Wind that threatens to consume all of the town's treasure.
Dulcinea becomes enchanted with heroic powers when she pulls a magical sword from a stone, and Puss must help her learn how to control her strength.
Puss is obsessed with catching an adorable mouse, but when strange things happen around town, he fears the rodent may be more than a delicious meal.
When a young goblin arrives in town, Puss instantly likes her and tries to convince the orphans that she is more than just a brash troublemaker.
Dulcinea secretly discovers a wishing star and tries to make things better for everyone with her wishes, but ends up making things a lot worse.
Convinced his ninja brothers were forced to kick him out of the gang by an evil wizard, Toby's brother, Brandt, begs Puss to help them reunite.
When a bad luck curse turns Puss into a black cat and he is run out of San Lorenzo, a thieving crew of no-good cats tries to get him to join the gang.
Puss promises to kill a dragon that is scaring towns close by. But when he meets it face to face, he changes his plans.
While Puss and his best friend, Jack Sprat, look for treasure underground, they find an odd kingdom.
To prove he is a ladies' hero, Puss saves a mermaid from a thief who quickly falls in love with him … and becomes a big problem.
Puss gets scared when angry bees invade the town, but a Piper who has helpful powers arrives to save them from the swarm.
While Puss trains the orphans to work as a team to protect San Lorenzo, a villain comes to town and kidnaps him.
Puss tries to bring back the magic spell that protects the town. But he makes a mistake, and wacky things happen in a shop.
While Puss looks for items missing from the treasure house, he gets help from the Scimitar, an evil sword.
An angry thunder god demands to be let into the treasure house -- or he will destroy San Lorenzo!
The Mole King’s treasure is missing, and he won’t give it up unless Puss helps him get his ex-girlfriend back.
Puss fights the Duchess for an object that can help him bring back the magic spell that protects the town.
Puss sneaks back into town so he can get rid of someone who is pretending to protect San Lorenzo.
The town of San Lorenzo is in peril and threatened by the Bloodwolf, leaving our feline hero feeling like he's failed. So he seeks a new career path.
Uli has key information about the Bloodwolf, but he's jailed by the Mole King. Puss reclaims his role as a hero and sets off on a rescue mission.
Puss swallows his pride and asks his mentor El Guante Blanco for help defending San Lorenzo, but the old maestro’s busy with a surprising new protégé.
Puss and company seek out the mighty Golem to help save San Lorenzo, but our courageous kitty feels sorely lacking in the brawn department.
Puss reluctantly agrees to recruit Goodsword as the final member of his army, but the powerful blade isn't easily convinced.
With his team finally assembled, Puss realizes he has no idea how to lead them into battle to rescue Uli. But one plucky would-be warrior steps up.
While he's distracted, Puss agrees to ride for two different groups in the town's horse race. Artephius conjures a Puss "twin" with iffy skills.
Puss and others get addicted to a coin toss game, leaving the town vulnerable to thieves. Dulcinea devises a plan to rid the town of gambling fever.
Kid Pickles hates birthdays, so Puss hatches a plan to help him feel like a king on his special day. But the power soon goes to his head.
Puss joins a pack of quirky pirates on their quest for some legendary treasure, hoping to nab a mystical crown that could help defeat the Bloodwolf.
When Puss's pirate friends toss him overboard to help him overcome his fear of the ocean, his watery plunge reunites him with a fishy former flame.
Worry weighs on everyone back in San Lorenzo as Puss and the pirates find treasure and must fight a barbaric parrot with a skeleton army.
Puss brings home the prized Crown of Souls, as well as a pack of creepy skeletons who set the town on edge and make Uli's evil antics seem like a joke.
The Crown of Souls is missing a vital gem, so Puss and company set out to find it. Trouble is, it's in three pieces, each owned by a different witch.
Puss and friends' quest for the second Gem of the Crown piece gets them caught by a spidery witch who casts Puss into a crazy dream-filled sleep.
Puss and pals outwit a flute-playing witch who guards a piece of the gem they seek. But a stunning twist awaits when they obtain the precious shard.
As our feline hero tests his survival skills upon mysteriously waking in the jungle, San Lorenzo's citizens frantically search for the vanished Puss.
Dulcinea's school for wayward thieves inspires a misguided Uli. Meanwhile, pugnacious Puss struggles to keep his feisty paws off the reforming thugs.
When the Crown of Souls remains inert even with its powerful gem restored, Dulcinea seeks out her favorite author in hopes that he'll have answers.
To obtain a priceless book about the Crown of Souls, Puss, Dulcinea and Miguela try to trick a pompous man-eating ogre, with unexpected help from Uli.
Sky god Taranis is convinced Puss has great powers that could help control belligerent god Toutatis, who's vowed to destroy all mortals.
Pajuna's old partner Roz comes to town seeking her help with a mission. But the person Roz means to snuff out is Puss, who's off on his own quest.
While seeking out Sphinx's sister for clues about the Obelisk, Puss falls into the Fountain of 100 Changes and becomes one fractured, frazzled kitty.
When valiant Puss and his entourage try to get the Obelisk of Night from Angus, the sheep presents them with perhaps their greatest challenge yet.
Having learned the location of the Obelisk, Puss and company return to San Lorenzo to find the town overtaken by El Moco, who's got a score to settle.
When the fearsome Bloodwolf finally rises, the people of San Lorenzo fight back and soon learn the identity of the one person who can stop the demon.
The Bloodwolf's been defeated, and all seems right in San Lorenzo. Puss, no longer the No. 1 hero and protector, gets restless and tries on a new hat.
The threat of monsters from the Netherworld portal has Puss running the townspeople through some crazy emergency drills, which no one takes seriously.
When a headless horse emerges from the portal seeking the perfect noggin, the San Lorenzans try to deter the creature without losing one of their own.
Dulcinea's encouragement of good deeds goes awry when Puss and the other villagers set out to teach a good-natured Netherworld demon how to be evil.
Our furry hero is amused at first when the portal coughs up a bunch of Puss clones, each with a unique personality. But then he meets his evil twin.
Orphan Esme's imaginary friend Sally turns out to be a very real gargoyle whose lost eggs must be recovered before her hatchlings endanger the town.
A vengeful ice monster who attacks Puss starts melting, so Puss and Artephius conjure ways to keep him cool while Dulcinea works on his bucket list.
Toby falls in with a pack of ill-intentioned imps determined to wreak havoc on Lord Crispintine's Day, the holiday when San Lorenzans celebrate love.
A putrid stench in San Lorenzo has everyone scrambling to find the source. Eames identifies it right away, but as usual, no one pays attention to him.
A charming dingo teaches the villagers a new dance, much to Flamenco-loving Puss's chagrin. But Dulcinea becomes suspicious of her hypnotic gyrations.
Dulcinea discovers that orphan Li'l Peque?a is a bad fairy sent by the Blind King to help destroy the town. But can she convince Puss and the others?
After Puss and friends jump into the Netherworld, all but Puss gain superpowers. Will his trusty sword be enough to help them battle the Blind King?
Joining forces with the Zephilim rebels, Puss rushes to free his friends from the Blind King's clutches and restore order to the Netherworld.
After blocking the way to the Netherworld, Puss and company return to San Lorenzo to find a town that's greatly changed -- with a new man in charge!
Puss rallies the San Lorenzans to save their town before El Moco blows it to bits. But building an army requires Puss to swallow his pride.
The orphans compete in a high-stakes contest at the Duchess's command. A strange rumbling shakes things up in San Lorenzo.
A notorious loan shark shows up in San Lorenzo and insists that Puss's boots belong to him. But without them, Puss just isn't the same.
It began as a harmless parlor trick. But when Pajuna summons ghosts from the other side, vengeful spirits start taking over the townsfolk.
Assuming it'll be easy, Puss offers to run the Cow and Moone for Pajuna while she's off on an adventure with her old pal, Roz.
A handsome face stirs up jealousy when famed treasure hunter Guy Fox asks a star-struck Dulcinea to join him on his next adventure.
Puss and Dulcinea decide to go on a vacation together, though neither of them will admit it's a date. Especially when the whole town comes along.
The townsfolk look to Puss to stop San Lorenzo's earthquakes. But first, a mission to rescue a pirate captain from the Island of Doom!
When the sky gods grant Puss divine powers to calm the earthquakes, his oversized ego threatens to turn the whole town against him.
With the future of the world at stake, Puss and his friends head to the Forbidden Citadel on a mission to find the Great Mage Sino.
The Great Mage Sino reveals the full history of San Lorenzo -- and the only way to save it, which requires Puss to give up everything.