The kids go to Hacker's hideout and use logic to free the Ten Lucky Charms that he has collected.
(topic: Logic) - 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. The Big Idea: When you have to choose from a confusing mix of possibilities, you can use logic - a set of tools for thinking clearly - to sort out your choices so you can get exactly what you want.