Andrea, daughter of Glinda, who dresses like Ozma, accidentally sends Toto 2 to New York in a hot air balloon made by Frank. 8-year-old Kansas farm girl Dot Hugson, the leader of the Oz Kids, her 5-year-old brother Neddie Hugson and the other kids must follow the course set by Frank's computer to take them to him. When they arrive, their balloon is trashed, and they meet Rick, a homeless man who has adopted Toto. The strange appearance of some of the kids keeps plans to return from going smoothly, but are affected much more so by a clash of cultures.
Prince Otto finds one of Nome King's 1908 tunnels under Oz to the Emerald City. Boris accidentally opens a box that holds Dot's beloved magic belt. While the kids try to keep their parents from finding out what happened, Otto steals the belt and turns all of the Oz Kids (except Dot) into glass figurines. It's up to Dot to save her friends, get her Magic Belt back, and get back to the Emerald City before their parents find out!
After reading one of Dot's fairy tales, Neddie programs the computer to take himself and Toto Jr. to China. Once there, they are met by the spoiled Monkey Prince who steals the computer. Unless Dot and the other Oz Kids can find them, Neddie and Toto Jr. will never get back to Emerald City, but it was all in a dream.
Jack Pumpkinhead, a pal of the Oz Kids, who wants to take a boat ride with all of his friends. During the ride, the boat begins to sink and Jack and the Oz Kids enter the water. There they discover two mermaids who take them on a magical and adventurous underwater excursion. When Zog and the sea devils try to ruin their fun, the adventure gets more wild and exciting than Dot, Neddie and the Oz Kids ever expected.
Prince Otto has no friends, so he decides to force Dot and the Oz Kids into a virtual reality computer game presented to them at Scraps's baby shower. Unfortunately, Betty, the patchwork baby gets into the game and overflows the number of players, trapping them in a deteriorating program from which they have little chance of escape. Otto had no wish to actually harm them, and must try to get them out.