S1, E3: Ike Pinkney challenges Nick's position as the archaeology club president, calling for a new election. If Nick loses to Ike, the club will fall into ruin! But when a land-locked, Venture Falls subway floods with sea water, the election speeches will have to wait so Razzle can call the kids to Gorm. With Toby as Keeper, Nick, Jessica and Lucas find themselves confronted by a tribe of water Gormiti that have all been mesmerized into serving the evil Firespitter. The evil lava Gormiti uses his lone, hypnotic eye to turn the Lords of Nature into his slaves! Without thinking of the consequences, Toby leaps through the Gorm Gate to save his friends, which he does. Unfortunately, with no one playing Keeper back in the Primal Pad, our heroes are stuck in Gorm with a limited amount of their 'glow', when it's gone, they'll be mere kids in Gorm! Adding to their woes, if Nick is stuck in Gorm, he'll miss the election speeches and Ike will win by default! Our heroes hook up with Mantra and Delos, Count of the Sea, the only two sea tribesmen to escape Firespitter's evil eye. They explain that the villain is using their tribe to seek out a powerful wish amulet of legend that was lost on these shores. Fortunately, Nick's skills as an archaeologist allows him to find a clue in the runes of legend that Firespitter missed. Nick now knows the villain is searching the wrong shore! Our heroes set out to the proper location to find the amulet, but they're discovered by the villain and his tribe of hypnotized sea Gormiti. When the dust of the battle settles, our heroes nab the amulet and use its wish powers to free the sea Gormiti tribe and to send the kids back to Venture Falls, with just enough time for Nick to win the election!
