Three Courageous Hearts
The gate of Castle Grayskull, closed
left-pointing gray power sword right-pointing gray power sword
a TV screen
S1:E20

67020

October 3, 1985
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A television, with sections on the right reading from top to bottom: Episode Number, Episode Code, Original Air Date, and Stills.
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Writer
Story - Lee Yuro, Linda Yuro, Teleplay - Lee Yuro, Linda Yuro, Robert Lamb

Director
Tom Sito

Snapshot
With She-Ra banished to the sixth dimension and forced to enact real-life arcade games thanks to an evil spell of Shadow Weaver's, and the other major members of the Great Rebellion captured, who is left to save the day? I hope you're sitting down and aren't in the middle of drinking any fluids that you could spit out in shock; because today's three courageous hearts belong to none other than Broom, Madame Razz, and Kowl!

Heroic Warriors
Princess Adora (She-Ra), Queen Angella, Glimmer, Bow, Frosta, Castaspella, Broom, Madame Razz, Kowl

Evil Warriors
Shadow Weaver (mysterious girl)

Other Characters
various villagers, Spritina the Twigget, pink ghosts, Salistica, polar beast, librarian, tentacle monsters (darklings), Horde soldiers

Vehicles
wagons

Plot summary
It's everyone's favorite day of the year - the annual Trickster Competition, held at Castaspella's castle in Mystacor! What's that? It's not your favorite day of the year? You've never even heard of it? Well you're clearly not in the know with what's cool in Etheria, so you'll have to stand in the back of the castle hall with all the peasants! From there, you can watch as the rebellion's greatest compete in feats of strength and magic. Ready to show off their talents are Queen Angella, Glimmer, Bow, and Frosta. Outside in the open air, however, stand Broom, Madame Razz, and Kowl, who may be considering testing their mettle within. A mysterious young girl, happening upon the trio, quickly demolishes them with a few insulting words about their lack of ability and courage, then dashes off. Princess Adora wanders outside just as the girl leaves, in time to hear how utterly demoralized Razz and her friends have become. Surely, announces Razz, they're useless, and shouldn't bother to even go inside! Even Adora's inspiring words, that true strength comes from the heart, can't convince them to stay, and the trio head back to the rebel camp.

Deciding she can buck up her friends' spirits later, Adora goes ahead and changes to She-Ra, then makes an impressive leaping entrance from a window into the main hall of Mystacor. Before she can perform whatever feat she's been planning, however, the mysterious girl from earlier approaches Castaspella and asks modestly if she can try out. The generous Casta agrees, and the girl waves her hands, casting a spell that quickly puts all the rebel leaders - including She-Ra - to sleep. Uh oh - that's no girl - that's Shadow Weaver! Cackling as she reveals her true identity, Weaver recites another spell that opens a hole under the prostrate She-Ra, declaring that our heroine is being sent to the "sixth dimension" - never to return!

Back in the Whispering Woods, the napping Kowl and Broom are awakened by the panicked Twigget, Spritina. She was on hand to witness the disaster at Mystacor and explains to the pair, along with an alerted Madame Razz, that all the rebels are captured, and She-Ra banished! Broom urges Spritina to try to remember the exact words of Weaver's banishing spell, and from the Twigget's clumsy recollections, Razz is able to guess that the magic words came from a "nameless glowing book." The best place to find such a thing, she decides, will surely be the library in the Valley of the Lost. It's a dangerous place, and the trio will have a long and treacherous journey to reach it; but as they see it, there is no other choice. These "three courageous hearts" are the only hope left for the Great Rebellion!

The trio's course leads them through the Freezing Mountains, where Razz's mixed-up spell saves them from a menacing polar beast by shooting them down a steep mountainside atop a conjured bed (instead of a sled). Having braved this danger, they reach the library, where an elderly librarian guides them to an ancient section of the building called the "inner library" that no one's bothered to search in centuries. It's a mess! There are piles of books everywhere, and dust coating everything. Our friend Broom can't have that - and a good thing, too. His sweeping of the floor uncovers a glowing book on the ground, which proves to be the "nameless" one they were looking for. But can Madame Razz read the ancient, dead language in which the book is written, and cast the spell correctly to get them to She-Ra?

And where is She-Ra, anyway? In the sixth dimension, where she's had to avoid electrified doorways, irritatingly loud pink ghost blobs, and a creepy stalker who calls himself Salistica. His name was part of Shadow Weaver's banishment spell, and he seems to be the ruler around here. Having spied on She-Ra as she used a hollow tube to direct the spray of a waterfall onto the ghosts and send them packing, he reveals himself to our heroine and invites her to a meal. As they sit at table, he explains that to get out of the dungeon-like place, she must complete the "third level," after which he will give her a key. He then vanishes with an evil laugh that is less than reassuring. With no other options, She-Ra moves onto level three, where she has to hop on floating platforms like some kind of Italian plumber, avoiding some tentacled blobs that look like rejects from the House of Shokoti (look it up, MOTU friends!). Having invented and championed the Etherian women's pole vault event to escape the creatures, she reaches the exit - but the jealous and sulky Salistica has changed his mind about giving her the key to the door.

That's okay - She-Ra has a key that she carries around everywhere. It's called her foot. She spin-kicks the giant iron door, knocking it down and frustrating Salistica no end. However, on the other side of the door is just more of the sixth dimension, and Salistica jeers that there is no escape - he plans on building a level four and five, and on and on, so she'll never be able to stop playing. Luckily, our heroine is saved from the lure of addictive gaming by our courageous threesome, who choose this moment to break through into the place from Etheria. Yes, it turns out that if she really tries, Madame Razz can recite a spell without screwing up any of the words! The friends have a joyful reunion, with She-Ra marveling at the bravery of her rescuers, and Kowl assuring her that it's a small return for all the rescuing She-Ra has done for them.

They fly their way out of the hole-like portal and somehow end up back in Mystacor instead of the Valley of the Lost (convenient), where a pair of Horde soldiers are waiting for a transport to carry the still-sleeping rebels to Beast Island. She-Ra soon convinces the troops they'd be better off elsewhere, and once they retreat, Razz works a mostly accurate spell to awaken the sleepers. The day is saved! As a reward for their brave deeds, Madame, Broom, and Kowl are announced the joint winners of the Trickster Competition, in a lovely award ceremony in which Castaspella drapes gold medals around all their necks. A nervous Kowl, who for some reason finds this public rite more horrifying than his adventures in the Valley of the Lost, collapses in a faint, to the great amusement of his friends.

Memorable lines

Animation Loops

sheraTransformations
One partial (missing Spirit/Swift Wind sequence)

Where's Loo-Kee?
5:40 - Loo-Kee was being particularly sneaky today and trying to slip one past us. Usually only seen in still, establishing shots, today he sweeps by in a panning shot leading into the rebel camp of Whispering Woods. He can be seen high in a puffball-topped tree, in the lower portion of the screen, looking off to the right in the direction of the pan. (Loo-Kee will use this same hiding place in several further adventures: 67022, 67031, and 67043.)
Did I spot him? YES!

PSA
Loo-Kee attempts to convince us that we are already just as courageous as today's unlikely heroes. Remember that time you learned how to swim, or ride a bike? See?!

Connected episodes
Hordak-less episodes in Season 1

Firsts/Lore

Commentary