An ancient prophecy and a Voodoo Queen put misfit teens in charge of saving New Orleans from the biggest demonic threat it’s faced in almost two centuries. But, honestly? Saving the world might be easier than becoming friends.
1. The Blood Awakening (1)
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When Soleil accidentally unleashes an ancient evil from a cursed graveyard, the spirit of Marie Laveau grants her and an unlikely group of kids powers from the Loa.
2. The Blood Awakening (2)
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Reeling from their new powers, the kids seek answers from Pat's Aunt Alma, a voodoo mambo, who helps them contact the spirits. But the mysterious “ancient evil” they unleashed goes after Missy and influences her into targeting Soleil in a deadly pursuit.
3. The Craving
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Soleil and Stanley learn there’s more to each other than they thought as they try to save Stanley’s sister, Cece, from rougarou Missy. Pat and Maybe search for offerings to summon Ogoun when creepy voices that only Pat can hear call out to them for help.
4. The Haunting
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Maybe still refuses to go to the Shadow Realm but when the Krewe is haunted by a school ghost, Soleil finds a way to get to the root of Maybe's fears. Belial knows the perfect weapon to help Furst get revenge, but it's in the heart of vampire territory…
5. The Feast
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When the Krewe realizes Belial feeds off fear, they watch over the Friday the 13th parade. Soleil realizes they need to work together to defeat The grunches! Missy learns to control her transformation. Maybe finds out the Bunradys are vampires.
6. The Swamp
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They go to the swamp and finds out Pat used to live here until his dad passed away in a gator accident. Pat never believed the story, and a mysterious voice offers to tell him the truth. Mayor Furst and Belial send a creature to eliminate the Krewe.
7. The Light
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After learning from Honey Lou that Pat’s dad had his soul trapped by the Feu Follet, the Krewe helps Pat free his dad and say one last goodbye. Belial and Mayor Furst visit the Necromancer to coerce him into altering rougarou Malcolm's final memory.
8. The Bait
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The Krewe has an opportunity to sneak into Furst Mansion, but their cover is almost blown. Meanwhile, Nelson's starting to get suspicious about Missy and Stanley's powers, and his dad makes it worse by advising Nelson not to trust them.
9. The Trap
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The Krewe gets caught and everything is going according to Furst and Belial's plan. After facing Belial, Soleil experiences true horror and her spirit is broken. We learn what drove Mayor Furst to the dark side.
10. The War
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Furst uses a spell to lead the rougarous and vampires to their deaths. To free themselves and stop the war, the Krewe must convince Nelson that his dad's beliefs are wrong. Soleil must make a choice between good and evil.
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