Game Plan
Teela has been kidnapped, but before He-Man can rescue her, he must find his way out of Negator's electronic game.
Teela has been kidnapped, but before He-Man can rescue her, he must find his way out of Negator's electronic game.
During an expedition, Man At Arms and Professor Smallen are threatened by a dangerous army of robots that guard ancient treasures.
The Royal Archeologist unearths an ancient pyramid that is the stronghold of Shokoti, an evil sorceress from Eternia's dark side.
While saving two children from harm, He-Man's sword falls into the dangerous hands of two Rockmen.
When the Duke of Abra is reverted back to childhood, He-Man must recover the Ring of Remembrance to restore his memory.
While trying to steal the Fountain of Life, the wizard Kothos strips Evil-Lyn of her magic and abandons her in the desert with Teela.
Granamyr enlists He-Man to help a young dragon marry a human girl he loves, and become human too.
A villain named the Game Master tries to enlist He-Man in his cosmic games by kidnapping Teela.
He-Man and Teela must stop the mighty hunter, Baron Grod, from capturing the last unicorn on Eternia.
He-Man must procure a remedy for Rohad, Man At Arms' tutor, when he is bitten by a rare creature and falls deathly ill.
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