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1-197 of 197
- After discovering their hidden talent for music Wilson, Koko and Brewster form a band. But, after Koko's horn goes wonky, will the trainees find a replacement in time for them to rock out on the radio? Wilson, Koko and Brewster are young trainees learning to ride the rails through exciting adventures of teamwork, friendship and fun in the traintastic world of Chuggington.
- The Trainees are on a mission to play top-secret spy games in Chuggington but their sleuthing missions turn into wild shenanigans.Wilson, Koko and Brewster are young trainees learning to ride the rails through exciting adventures of teamwork, friendship and fun in the traintastic world of Chuggington.
- Detective Brewster works to help Wilson find Koko's award ribbon that Wilson secretly borrowed and then lost. Will they be able to find Koko's award before she finds out Wilson lost it? Wilson, Koko and Brewster are young trainees learning to ride the rails through exciting adventures of teamwork, friendship and fun in the traintastic world of Chuggington.
- Wilson is excited about being the new voice of Radio Chuggington, but when the chuggers decide to see a movie over listening to his radio stories, he exaggerates a news story that causes the town to panic.
- Koko is selected to pick up Mayor Pullman at a station the following day, but because of her anxiousness of her assignment, she does not sleep early that evening, thus she becomes sluggish when the time comes.
- To extend her reign in a dual speed and strength racing event, Koko has two choose her partner among three candidates: Brewster, Wilson, or an effeminate tram engine.
- A hard-accented locomotive from another city visits Chuggington.
- Brewster becomes glum when his hero Action Chugger doesn't come to visit, but he learns that anyone - including himself - can be a hero.
- Brewster is mistaken for Koko's great work and learns a lesson is taking credit for others work
- Vee lets Piper join Wilson, Brewster, and Koko on a delivery task, even though Piper just wants to play games.
- Wilson wonders if he can lead a rescue them like the Chug Patrol, thus he creates his own team consisting of himself and some rambunctious locomotives.
- Wilson decides to help watch over Mtambo's monkey Princess.
- To help Mtambo prepare to become the tour guide for a guest coming to the Safari Park, Wilson temporarily assumes the role in feeding the animals, but he mixes up the deliveries.
- Mtambo takes Koko, Piper, and Hodge on a night tour of the Safari Park.
- Wilson refuses to abandon his old wagon even though it is falling apart.
- A multi-sporting event for locomotives is being held, and all the locomotives are excited, except Wilson who feels he is just a jack of all trades with a very slim chance of winning any event.
- Koko derails while making a turn at high speed and, although she suffers no internal damage, her confidence to travel at high speeds is shaken.
- The lighthouse mysteriously malfunctions when a ship is coming close to shore, thus Brewster goes around to investigate.
- After getting lost, Zephie is given a bell for emergencies. The siren is taken away from her because she uses it too often. Later, she topples over and needs help, but no longer has her siren. What will she do?
- A storm has left the Safari Park in a bit of chaos, and some animals have escaped.
- Olwin takes every group of new trainees out on an outward bound training course where she teaches them navigating skills to be used in the event of bad weather or emergencies.