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Where to watch "La Leyenda de los Tres Caballeros"
13. Sheldgoose Square Dance
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Donald rejoins the team and they fight a succession of old foes and get help from old friends on their way down to the Summoning Chamber to stop Felldrake’s Monstrous transformation. Felldrake billows into the sky in a menacing cloud of darkness forming a demented demon-goose! The Caballeros attempt to use the amulets to force Felldrake back into his staff, but Sheldgoose halts the process by BREAKING the staff. Felldrake, seemingly defeated, is cast into the great unknown. Sheldgoose is kicked out of the Institute. The Caballeros gain possession of Sheldgoose Manor. Sheldgoose shows his eyes burning with dark energy. Felldrake has fled into the body of his ancestor and now inhabits Sheldgoose himself!
12. Shangri-La-Di-Da
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After the successful training with King Arthur, the Three Caballeros return refreshed. The only thing still in disarray is Donald’s relationship with Daisy, so Xandra treats them both to a relaxing getaway at the Shangri-La Resort and Spa in the Himalayas. But they are soon shocked to discover it is a “gilded cage,” and no one is allowed to leave until ALL their problems are cured. Donald must look into the Pool of Reflection and confront his inner rage! Meanwhile back at the New Quackmore Institute, the process of releasing Lord Felldrake from his staff has begun, and only Xandra, Jose, Panchito, and the nieces are around to break in to Sheldgoose Manor and stop him from regaining his Monstrous form!
11. Thanks A Camelot!
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Xandra sends the Three Caballeros to the mythical kingdom of Camelot to train with the Knights of the Round Table and King Arthur! When they arrive, King Arthur is not as Xandra remembers. He’s all talk and no action, using motivational speech as his new hero training tool. Motivational speeches won’t help when the nieces unwittingly release a grail-eating dragon who goes on a rampage through the kingdom. The Caballeros have to rally Arthur and the knights of the round table to fight if they want to save Camelot. Meanwhile, the Cabana is guarded only by Ari and Humphrey. Sheldgoose manages to break in and emerge with the key to Felldrake’s release from the staff – the amulets used to imprison him!
10. Mt. Fuji Whiz
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When the God of Death disqualifies them from the wrestling match, The Three Caballeros, Sheldgoose, and Felldrake are sent to the underworld. While there, the Caballeros make the acquaintance of Donald’s deceased great grandfather, the previous owner of the Cabana: Clinton Coot! They have until the Skeleton Moon sets to escape the Ghost City and return to the world of the living, but there’s one thing standing between them and the gateway at the top of Japan’s Mt. Fuji: Sheldgoose, and an army of HIS dead, evil ancestors!
9. Mexico A Go-Go
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The Caballeros follow Sheldgoose to Mexico, where they climb the endless staircase of a ziggurat into the clouds, only to emerge down a staircase in a mirror world. Seeming to descend from the clouds, the mirror-world populace celebrates Panchito as the messenger of the God of Life. The locals lavish attention on them, and at first Panchito, Donald, Jose, and Xandra are digging it, but they soon realize the God of Life’s messenger is set to fight the messenger of the God of Death: Sheldgoose. Panchito is enjoying showboating to the crowd with what he believes to be a “symbolic exhibition” match until he learns that only one victor may emerge from the battle. It’s TO THE DEATH.
8. Nazca Racing
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The Three Caballeros track Sheldgoose to Nazca, Peru, where they become drawings at the Nazca Lines. While their images remain on the surface they enter an underground society where everything looks drawn. The Caballeros believe Sheldgoose is after a mystic item, but learn it's a trick. His plan was to lure the them underground, so he could go back to the surface and erase their images and them. With Sheldgoose and Felldrake riding their flying minion Leopold, the Caballeros must draw their own vehicles of transportation to the surface. Jose’s looks like a Renaissance painting, Panchito’s a comic book, and Donald’s a three-year-old’s doodle. If they don’t win the race, they’ll be erased from existence!
7. Mount Rushmore (Or Less)
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The Caballeros, in the middle of a battle with Sheldgoose, are inside George Washington’s head at Mount Rushmore fighting against the President’s all-stone memories, which have been animated and manipulated by the spark of life that Sheldgoose and Felldrake came to steal. Sheldgoose is ejected out the President’s nose and they return to the cabana with the Spark. Xandra decides to go out with the nieces for a “girls’ night” entrusting the boys with the spark. Before long, the spark possesses the bearskin rug on the floor, bringing it to life. The bear escapes into the Institute, and the boys need to find it before Sheldgoose. The Caballeros realize the enemy they’ve been fighting all along is Sheldgoose.
6. Stonehenge Your Bets
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At Stonehenge, Sheldgoose accesses a mystic portal to enter a kingdom of war-mongering goblins and takes charge as their new king. The Caballeros arrive to battle them, but are overpowered and thrown in Goblin Jail. For the first time, they find themselves without the aid of Xandra, who gets sucked back into her own prison in the Atlas. When the Caballeros free both themselves and Xandra and prepare to battle the Goblin Army, they find that the Goblins aren’t the worst enemy. The Goblins themselves are afraid of what their new king has summoned: an ancient War Beast. The goblin army teams up with the Three Caballeros to battle this new foe, who won’t even take orders from the Warlock.
5. No Man Is an Easter Island
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Great news: Daisy has agreed to go on a date with Donald! Bad news: Easter Island is in trouble! The stone heads of the island – the moai guards – stand eternal vigil, protecting the world from fierce lava creatures that dwell in the island’s volcano. Sheldgoose’s sorceries have persuaded the buried heads to come out of the ground and throw a luau, leaving the volcano unguarded. This escalates into a party of spring breakian proportions, and the Caballeros – minus one as Donald is on his date with Daisy – must find a way to persuade the moai to return to their posts before a swarm of lava creatures escapes. But they need Donald’s help, so he must be in two places at once. Spoiler alert: Daisy isn’t happy.
4. World Tree Caballeros
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The World Tree in Rome, Italy has fruit that is actually new worlds being born – small planets hang like apples from its branches. Each world contains an immense amount of concentrated power, and Felldrake wants it. The Caballeros track him to Italy and ascend the tree, but discover Felldrake has transformed the tree’s termites into terrifying monsters the size of rhinos. The resident Roman gods are revealed to be peaceful gardeners and lumberjacks, afraid of the termites and useless in battle against them. The Caballeros must act as super-exterminators. If they fail, the tree connecting all the worlds will be eaten away, and the universe it holds in its branches could collapse.
3. Pyramid-Life Crisis
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The newly anointed Three Caballeros follow Felldrake’s evil trail to ancient Egypt, where they discover that one of the pyramids is actually the tip of an enormous rocket built long ago by a race of now-extinct Moon-people. Traveling to the moon in the pyramid rocket-ship, they discover Felldrake’s plan – to resurrect an army of massive Moon-bots to take over the Earth. The Caballeros need to stop him – that is, when they aren’t busy fighting Astro-Mummies.
2. Labyrinth and Repeat
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Xandra educates Donald, Jose, and Panchito on the history of their ancestors, the Three Caballeros. Spiriting them away to the isle of Crete, she has them undergo a test to see if they are worthy of becoming the NEW Three Caballeros. This test involves braving an ancient Labyrinth and its fierce denizen, the Minotaur. Donald, Jose, and Panchito, challenged to work together, bond as a team as they defeat the Minotaur and acquire three enchanted amulets. Back at the cabana, the amulets open a hidden chamber, revealing the lost treasures of the original Three Caballeros. Sheldgoose uncovers his own malevolent ancestral roots, and awakens the long-dormant evil warlock, Felldrake, bent on world destruction.
1. Dope-A-Cabana
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Donald Duck celebrates his birthday by losing his job, house, and girlfriend, Daisy Duck. Things turn around when he learns he has inherited his great-grandfather’s cabana in the prestigious New Quackmore Institute. His new neighbor, Baron Von Sheldgoose, President of The New Quackmore Institute, is not happy to have Donald join his exclusive enclave. Things escalate when a smooth-talking parrot named Jose and a thrill-seeking rooster named Panchito show up, also claiming a share of the inheritance. The three birds quickly learn the cabana is a run-down wreck full of priceless artifacts. While exploring, they discover an ancient, magic atlas. Upon opening it, they unwittingly unleash a powerful Goddess.