Todd Brotzman finds himself at the center of an otherworldly criminal investigation involving murder, kidnapping, pets and odd detective Dirk Gently.
Pursuing a lead on Lydia's whereabouts, Todd and Dirk end up on a bridge in possession of a corgi for a prisoner exchange that goes predictably awry.
Behind a secret door at the Webb mansion, Dirk and Farah find a major clue. Amanda tries to leave the house. Rimmer's surprising past is revealed.
Todd and Dirk navigate an electrified subterranean maze, while Farah rescues Amanda from an FBI agent who is no longer what he appears to be.
Dirk and Todd dig up buried treasure but lose a kitten. Amanda joins the Rowdy 3 and Bart cleans up, while Zimmerfield and Estevez track down Rimmer.
Todd makes a confession and Bart locates her target. While things start adding up for Estevez, Dirk and Todd deploy a unique method of eluding Rimmer.
One week in the past, Dirk and Todd discover the true nature of Webb's invention before heading to the hotel and a time-loop rendezvous with destiny.
Todd lays out the case for Estevez. Rimmer calls in the big guns. Lydia returns to her old self. Bart and Ken unexpectedly arrive to save the day.
Dirk undergoes pointless testing at Blackwing. Todd and Farah's search for Dirk leads them to rural Bergsberg, Montana, where Bart also appears.
Reunited with Dirk at last, Todd and Farah join Sheriff Hobbs to explore an abandoned property, while local resident Suzie discovers untapped powers.
Hobbs and his new prisoners/friends probe a decades-old murder. Bart joins the group, and events in the fantasy world of Wendimoor take a dark turn.
Amanda is transported to Wendimoor, Dirk falls down a chute into a bizarre version of the Cardenas home, and Farah partners with Tina to find Suzie.
Dirk, Todd, Farah and Tina stumble upon a surviving member of the Cardenas family before attending a concert. Amanda is tutored by a witch.
Dirk, Todd, Farah and Tina decide that answers must lie in Wendimoor, but Amanda glimpses a dark future while Suzie joins forces with the Mage.
In Wendimoor, Dirk wrestles with self-doubt, Todd reunites with Amanda, and Suzie gets a crown. But "there's a good chance this is all just a drawing."
Ken becomes de facto leader of Blackwing, Farah and Tina track the Mage, and Dirk recruits the Rowdy 3 to help rescue Todd and Amanda from execution.
War consumes Wendimoor as reunited lovers Panto and Silas try to stop the bloodshed, troops invade Blackwing, and the Mage turns allies into enemies.
Dirk discovers the identity and location of "the boy" and attempts a rescue, but self-declared Queen Suzie won't easily loosen her grip on Wendimoor.