Convinced that his failure to defeat Motherboard is simply a result of bad luck, Hacker collects the Ten Lucky Charms of Cyberspace. The caper works. Hacker's luck changes, and good things begin happening to him. When Motherboard realizes what Hacker has done - she sends the kids and Digit to Hacker's hideout in the Northern Frontier to help the Lucky Charms escape. The kids use logic, Venn Diagrams and the understanding of the words "and", "or" and "not" to free the Charms.