Robot wonderdog ARCHIE, along with his UNCLE PAUL, is spending the summer at the family cottage. Tagging along is family friend SYDNEY, who has hitched a ride for one sole purpose: to join the circus. As it turns out,
THE MAGICAL MYSTERY CARNIVAL is passing through the rural town near the cottage and Sydney has secured himself an audition. Joining the circus is his lifelong dream.
In town, Archie befriends eleven-year-old GREGORY, who is the son of the man who runs the carnival. Gregory confides in Archie that someone is stealing from his father and that the carnival is on the brink of bankruptcy.
For his carnival audition, Sydney convinces Archie to be his “ventriloquist dummy”. Archie reminds Sydney of RULE NUMBER ONE: “Nobody can ever know about my special skills”. But, it’s too late: one of the carnival members, LARA, has overheard everything. Of course, everyone is blown away by the two, and Sydney and Archie find themselves officially the
newest members of the carnival.
By the time Gregory figures out the culprit who is stealing from his dad is Lara, it’s almost too late. She has absconded with the carnival money and has sequestered Paul’s plane to fly her to safety. Gregory must team up with his newfound friend Archie to save the day...
Fifteen year-old Isabel Sullivan has just moved to a small town named Deanewood to live with her uncle Paul, the town’s mayor and owner of Deanewood’s best burger-joint. Feeling very alone and friendless, Isabel struggles to find friends.
ARCHIE, is a robotic canine created by world-renowned roboticist Brooke Benton to help those in need. Though he looks like a normal dog, he is anything but. He can talk. He can run at blinding speed. He’s got super strength and x-ray vision. On the news of her research program being shut down by the military, Brooke helps ARCHIE escape in the hopes of finding a family to care for him.
As Isabel and Archie’s paths connect, they find a bond and become fast friends helping out and relying on each other for company.
But as the summer progresses, things start to get tricky for our new friends. Uncle Paul is up for re-election and finds himself running against the evil Veronica Myles for mayor and Mogulburger - a national fast food franchise that has been trying to buy Paul out for years. What’s worse, an evil man named Hugh Jablonski shows up in town claiming to be ARCHIE’s rightful owner…
The Adventure Club has precisely three members: ten year-old RICKY, the club’s founder, and his two best friends, SANDY and BILL. The Club’s mandate is pretty simple: to embark on great adventures. The only problem is, they haven’t been able to do much of that in their small town.
One day Ricky discovers something in his late grandfather’s dusty study in the attic of their house – an old MAP accompanied by a SKELETON KEY. Ricky’s grandfather was an archaeologist who donated many artifacts to the local SCIENCE CENTER. Convinced this map and key could lead to a hidden treasure, Ricky galvanizes his two pals to find it. After all, this could be their very first adventure! However, when they discover what is hidden at the end of the map’s coordinates, they are disappointed. All the “treasure” appears to be is an old – and very odd-looking – BOX. Only when the three take it back to their hideout, do they discover what the strange contraption really is: It is a WISHBOX. An ancient artifact with the power to grant wishes that… ACTUALLY COME TRUE!
After having some great fun with their newfound toy, the three learn the age-old lesson: with great power comes great responsibility. The kids agree they should put this magical WISHBOX box back where they found it. But, beforehand, maybe they’ll use it to make one last wish: to save their local science center that is teetering on the verge of bankruptcy. Adding a huge complication to their situation is the fact that they discover there are some shady characters who are also after the Wishbox, and who will stop at nothing to acquire it. Now the three kids must try to make their last wish come true while doing everything they can to prevent the box from falling into the wrong hands…
Tagline:Three ten-year-old friends discover a WISHBOX - an ancient artifact with the ability to grant wishes. The three decide to use the box to save their local SCIENCE CENTER from bankruptcy, but in doing so they discover that there are some shady characters also after the box and who will stop at nothing to get it…