With maps to guide our travels, we play Blue’s Clues to figure out where Blue wants to go. First, using a map of the buildings in the Blue’s Clues neighborhood, we help Shovel and Pail figure out where they should go to mail a letter, buy groceries or save their money. Then we skidoo into a game board and navigate a map in order to find Blue, each time choosing the appropriate form of transportation to get to her.
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Steve and Blue are playing Hide and Seek and it’s Blue’s turn to hide. We play Blue’s Clues to figure out where Blue wants to hide. While searching for clues, we help the Felt Friends find objects by looking at their shapes, colors, sounds and functions. Then we skidoo into a storybook and have to use our visual and auditory skills to pick out Blue in several completely blue environments.
All of our friends are pretending to be different occupations, and we play Blue’s Clues to figure out what Blue wants to be. Steve, who is being a reporter for the day, needs our help figuring out what occupations our other friends are pretending to be. Then we skidoo into a picture and help Door build his house by calling on the right workers to complete their appropriate tasks.
Steve discovers his heartbeat with a stethoscope -- and Blue has discovered something, too. We play Blue’s Clues to figure out what Blue discovered. We visit an anatomy internet site and help Cursor label the taste buds, the eardrum and the pupil, based on their descriptions. Then we skidoo into a science lab to help Sarah Scientist identify the heart, the stomach and the lungs and figure out what roles they play in our bodies.
Oh no! It’s a hot summer day and Blue and Steve are composing a list of friends to invite to our pool party, but there’s someone we forgot to invite! We play Blue’s Clues to figure out who’s missing from our list. All day long we use our memory skills to prepare for the party -- remembering which friends to invite and helping Mr. Salt, Mrs. Pepper and Paprika with the party food by identifying which ingredients they forgot to add to their sundaes. Then, we skidoo into a card matching game and help Joker Card remember where the matches are for each of his cards.
It’s a draw-along episode, and we play Blue’s Clues to figure out what Blue wants to draw. Along the way, we meet Marky the Marker and identify which of our friends he is using simple shapes to draw. We hunt for clues and skidoo into a chalkboard where we help Chalk Girl draw shapes and figure out what pictures they form in order to illustrate her story.
We spend the entire episode outdoors enjoying nature and playing Blue’s Clues to figure out what Blue wants to play outside. In the backyard, we identify herbs and help Mr. Salt and Paprika put together a surprise bouquet for Mrs. Pepper. Then we join Steve for a nature walk and play a game of “I Spy” where we spot different plants and animals. Later, we skidoo into a nature book and help our friend Windy figure out which season she is in and what belongs there.
We’re playing Blues Clues because we want to know what Blue invented. Steve wants to invent something, too, but he keeps inventing things that already exist! We play the Invention Card Game and help Shovel and Pail place inventions in historical order. Then we skidoo into an invention book where we help figure out what new forms of transportation various inventors are sketching.
Something kind of silly’s going on at Steve and Blue’s house and we play Blue’s Clues to figure out what makes Blue laugh. Characters and objects pop up in funny places, as does the mischievous Gopher in our backyard. We help Shovel and Pail discover the method behind Gopher’s madness by figuring out where he will pop up next and then skidoo into a pop-up book, where we meet Billy Chicken, renowned mayor of Silly Town. With our help, Mayor Chicken and his silly constituents spot the mixed-up things in their town.
It’s the day of Blue’s costume party and lots of silly spooky things are happening! Magenta doesn't have a costume, so we play Blue’s Clues to help her figure out what to wear. All day long our friends come visit in their costumes and we have to use our observation skills to figure out who they are. Meanwhile, we count beanbags to help Blue and Magenta determine who won their game of Monster Toss and skidoo into a picture of a haunted house, where we help our friend Boo observe, think and test ideas so we can find Oogullah Buggla.
It’s a special nighttime game of Blue’s Clues to figure out what Blue wants to do tonight. As we search for clues (trying not to yawn!) we join Shovel and Pail for a game of Flash-’n’-Find and learn about the animals who are awake while we sleep. Donning our blanket-capes, we become brave Pajamanauts and skidoo into space where we meet the Sun, the Earth and the Moon, who help us figure out why there’s night. Back home, we get ready for bed, snuggle up in our sleeping bags and fall asleep.
Something very mysterious has happened – somebody built a fort in the backyard. But who? We become Blue’s Clues detectives as we hunt for clues to lead us to the mystery builder. Along the way, Mr. Salt finds a mysterious leaf and we help Steve figure out which tree it came from. Using our observation and problem solving skills, we stay hot on the trail and find the mystery builder! Can you guess who it is?
We’re putting on a play in the living room and everyone has a part -- Steve is the mouse, Blue is the hippo and we are the cow! Only we’re not sure how the play should end, so we play Blue’s Clues to figure it out. Meanwhile, we try to understand how the animals in the play are feeling. First, we figure out how the mouse would feel by putting ourselves in his position and identifying our emotions. Then we skidoo into one of Blue’s collages so we can figure out why the animals in the play act the way they do.
Rarrr! Shovel and Pail discover a dinosaur footprint in the backyard! Steve decides to pretend to be a dinosaur, and we play Blue’s Clues to figure out what Blue saw. We head to the backyard, where Shovel keeps thinking he sees dinosaurs! We figure out that the animals aren’t dinosaurs -- they just have some dinosaur characteristics. Then we skidoo into prehistoric times where we meet dinosaurs with similar characteristics. With our help, Steveasaurus figures out what these dinosaurs use their characteristics for.
Periwinkle, our new neighbor, misses his friend Plum and his old home in the city. What can Periwinkle do to feel better about missing his friend? Blue knows and we play Blue’s Clues to figure it out! We skidoo into a city, where Periwinkle’s knowledge of skyscrapers, parking garages and taxis helps Tractor find her friend. Then, in the backyard we help Periwinkle figure out new ways to play the old city games he loved.