
After saving the life of the President, two Secret Service agents find themselves abruptly transferred to Warehouse 13 -- a massive, top-secret storage facility in windswept South Dakota that houses every strange artifact, mysterious relic, fantastical object and supernatural souvenir ever collected by the U.S. government. The Warehouse's caretaker Artie charges Pete and Myka with chasing down reports of supernatural and paranormal activity in search of new objects to cache at the Warehouse, as well as helping him to control the warehouse, itself. Rounding out the team is technology specialist Claudia and former ATF Steve Jinks.

Secret Service agents Lattimer and Bering are "rewarded" with a transfer to the top secret Warehouse 13. They meet Artie Nielsen, the caretaker of the mysterious warehouse, who tells them about their new job. The agents are responsible for the collection of every supernatural and unexplained item that the U.S. Government has ever collected. For their first assignment, they are sent to Iowa to investigate a possible artifact belonging to a college student who went berserk and assaulted his girlfriend while chanting an Italian incantation.

Pete and Myka are after a team of bank robbers who have a distinctive weapon. Meanwhile, Artie examines the security breach at the warehouse.

Pete and Myka are sent to investigate a town where the inhabitants' minds are being altered making them act as they please. Meanwhile, Artie is confused by the energy flows going on in the warehouse.

A woman kidnaps Artie and insists that he help her recover her brother... who was lost in an artifact related experiment 12 years ago.

The theft of a sculpture leads Myka and Pete to a sacred Indian cave holding an ancient secret of creation... and destruction.

Pete and Myka take on a previous agent's assignment after the man's corpse turns up in the basement of a St. Louis police station.

Pete and Myka return to Washington to intercept a samurai sword that is to be presented to the President, and they discover a competitor for items that belong to the warehouse.

Pete goes to Las Vegas with Myka to recover an artifact from a couple of gamblers... unaware that the real Myka is trapped in a mirror at the warehouse.

While Pete and Myka investigate a series of artifact related suicides at a Florida prison, Claudia uses an artifact at the warehouse.

While Artie undergoes a Warehouse style performance review things go from a little haywire to seriously bad at the Warehouse.

Myka travels home to see her dying father only to discover that he's the victim of an artifact.

MacPherson engages in a scheme to secretly sell off Warehouse artifacts, leaving a trail of clues that lead Artie, Pete, and Myka directly to him.

After destroying the umbilicus, MacPherson rescues another prisoner from the Bronze Sector and travels to Europe for the next step in his plan. Pete and Myka identify the missing prisoner: H.G. Wells. Meanwhile, Mrs. Frederic determines the true traitor, and Claudia is briefly reunited with her brother.

The team goes after an artifact that can turn individuals into superheroes... with deadly consequences for everyone around them.


New (former ATF) agent Steve Jinks gets initiated on his first assignment with Pete investigating a string of murders which echo the deaths of characters in Shakespeare's tragedies, and almost dies on the job; luckily, former Warehouse agent Myka steps in to save him.

When a pilot and a surgeon, both witnesses in a murder trial, suddenly start losing their memories, Pete and reinstated agent Myka must race against time to solve the case. Meanwhile, Claudia and Steve try to locate a kitchen cleaver capable of transferring illness.


With the destruction of Warehouse 13 and the death of three of their friends, the only hope left for Myka, Pete, Claudia, and Artie is to recover an obscure artifact which may not even exist... and which could have deadly consequences when they use it for personal gain.

Pete and Myka travel to Philadelphia to investigate an artifact that is causing people to see bizarre monsters while Artie attempts to stop Claudia from resurrecting Steve.


Paracelsus takes control of Warehouse 13 and uses his newfound abilities to terrorize the team... and then travel back in time to create a new timeline where he rules the Warehouse.

Pete and Myka investigate a series of drowning victims and run into a pair of Secret Service agent acquaintances with a secret of their own that forces them to question their own relationship, while Artie attempts to show Claudia the truth about her sister.

Complete episode guide for Warehouse 13 with detailed information about every season and episode including air dates, summaries, ratings, and streaming availability in Japan.
This episode guide is organized by seasons, making it easy to track your viewing progress or find specific episodes. Use the episode information to plan your binge-watching sessions or catch up on missed episodes.
An artifact strikes close to home when the town near the Warehouse is plagued by an outbreak of B movie characters. Meanwhile, Mrs. Frederick and Valda undertake a risky procedure to discover what of MacPherson is still inside of Leena's mind.

Super models age 50 years in moments, and Pete and Myka must figure who is responsible, and what artifact they are employing.

Douglas Fargo of Eureka's Global Dynamics is sent to Warehouse 13 to help update its aging computer system. This triggers a seemingly sentient computer virus that sends the Warehouse into lockdown and traps the team inside.

Mrs. Frederic chooses Pete for an undercover assignment that brings him into conflict with a former love... and his current teammates.

Myka takes Claudia on as a partner for the teenager's first full mission, investigating cases of spontaneous combustion among athletes. Meanwhile, Helena returns to plague the team.

Pete and Myka fall victim to an artifact that causes them to swap bodies, but the process will soon prove fatal if not reversed. Meanwhile, Artie and Claudia go after an artifact-enhanced seductress and Artie falls under her spell.

Artie's past as a traitor returns to haunt him when someone uses artifacts to murder, and his former Russian handler is the prime suspect.

The agents must use Helena's time machine to travel to 1961 to solve a case.

When Mrs. Frederic is stricken ill, the agents must search for a cure before it's too late. Their quest takes them to Egypt and the long lost Warehouse 2.

The team tries to track down their rogue member, and discover the artifact they have is unexpectedly powerful. Meanwhile, Claudia wonders about her future with the Warehouse team and Pete must choose between Kelly and the mission.

Pete and Myka have to track down an elf haunting a businessman who has abandoned his family, while Claudia gives Artie a memorable Christmas gift and the rest of the team celebrates the holidays.
Artie and Dr. Calder are reunited on a new case (trying to locate an artifact which has been turning people into clay), but when the victims' DNA reveals a cyber matrix, Hugo Miller, Vanessa's ex, joins the investigation. Also, Pete and Myka wake up naked in bed together with no memory of what happened.

Claudia and Steve attempt to infiltrate a Civil War re-enactment. Pete gets a visit from his ex-wife, who is in town to remarry, and who inadvertently activates an artifact that follows her on her wedding day, turning her into the Queen Bee and people she touches into her slaves.

Three generations of Warehouse agents have failed to retrieve Joshua's Trumpet - an artifact that vaporized three separate victims.

The Warehouse agents are called to a case that sees the return of Fargo, who is trapped in a Virtual Reality video game he created (with the help of an artifact) modelled after the Warehouse. The only way Pete and Claudia can rescue him and his co-creator friend is by entering the game themselves, as avatars. Meanwhile, Artie and Steve have another encounter with FBI Agent Sally Stukowski whilst trying to recover another artifact.

After a brief sighting, Myka turns to her old Secret Service team to help find Leo, the man who murdered her old partner, Sam, and the agents investigate the possibility that the killer is linked to the Secret Service.

Whilst attempting to save a group of Regents (after learning that Stukowski has been using artifacts to kill them), Pete and Claudia search for Stukowski's partner in crime and Artie and Myka find themselves trapped in a building that is disintegrating under the power of an artifact.

Pete decides to enter Jane's memories in order to investigate the Regent murders. Meanwhile, Myka and Claudia focus on some strange disappearances as with a flash and a zap numerous people begin to disappear, leaving only a charcoal smudge behind.

With the number of crazed, shivering, ravenous people on the rise, Myka and Pete investigate a zombie outbreak and determine the artefact responsible is a 19th-century mason jar. Back at the Warehouse, Claudia is spooked when a fortune-telling machine tells her that she is about to die.

The theft of a top secret file leads Pete and Myka to a Wyoming high school (where they find H.G. Wells working as a teacher named Emily Lake), in a race to stop Sykes from using his own cache of artifacts to destroy them and the Warehouse. Part 1 of 2.

As Sykes' diabolical plan nears its fruition, Pete and Myka desperately try to track down a forgotten secret. Part 2 of 2.

When Pete touches an artifact in the Warehouse which creates an alternative reality in which he was never born, James McPherson is in charge of the Warehouse, and Artie is in jail, he must convince the team to help him return things to normal.
It's all hands on deck to prevent a small town from being wiped off the map when a box full of artifacts is accidentally unleashed there.

Pete and Claudia hunt down an artifact at a prep school Hugo Miller's nephew attends, while Myka and Steve investigate an artifact in New Orleans. Artie has to deal with Brother Adrian's continuing investigations into Magellan's astrolabe.

Artie and Steve investigate the theft of artifacts from the Warehouse while Mrs. Frederic invites Claudia to lunch, and Pete and Myka look into a series of incidents involving a miraculously healed athlete.

A previously snagged artifact, Lewis Carroll's Mirror, turns up in a case and Alice is released into the world once more, but, this time, she is hunting something very specific, and will stop at nothing to carry out her goal.

Artie, Steve and Claudia try to find out where Brother Adrian is hiding. Meanwhile, Pete and Myka search for an artifact that is making people taller with deadly consequences, while a nosy drug executive is tailing them and is putting the secrets of the Warehouse itself at risk.

Pete and Myka trace two cases of a strange rusting disease to a factory run by a shady character named Siskel, and uncover links to an explosion at a museum. Meanwhile, Steve and Claudia try to get Steve off the metronome, while Artie deals with Helena, Leena, and Mrs. Frederic about the astrolabe and Brother Adrian.

Artie and Leena stay in the Warehouse to find Brother Adrian, who ramps up his campaign against Artie by targeting the team's loved ones (Pete's ex-wife, Myka's sister, and Claudia's brother). Pete, Myka and Claudia try to save them, while elsewhere Steve and Mrs. Frederic discover the reason behind the Brotherhood's attacks.

After discovering the truth about their situation, the agents gather at the Warehouse and set out to find the person responsible for the Warehouse thefts and the attacks on their loved ones... before the responsible party endangers the world.Unable to find where H.G. Wells hid the astrolabe, a criminally insane Artie threatens to unleash a plague upon the entire world if it is not given back to him. The Warehouse agents race against time to stop him.

After Artie uses the Chinese Orchid to release the Sweating Sickness, Pete and Myka are left with 24 hours to save the entire world, while Steve and Claudia try to save Artie from his subconscious.

While Artie tries to get back to work, Pete and Claudia investigate a radical activist from an environmental group that may be tied to an artifact... and who is killing off each member of the group that disbanded 30 years ago.Pete and Claudia investigate a series of accidents involving earthquakes, sinkholes, and landslides, while Myka and Steve try to help Artie adjust to a Warehouse without Leena.

An artifact sucks Pete and Myka into a 1940s detective novel, but their lives are in real danger. Meanwhile, Artie, Steve, and Claudia go after a phantom car thief with racing gloves that enable a car to pass through solid matter.

Pete and Myka head to Vegas to investigate deaths that are tied to the world of high magic. Meanwhile, Claudia and Jinks go to Watford, England, to search for an artifact used to rig horse races, while Mrs. Fredericks introduces Artie to the new owner of the B&B, Abigail Cho, a former psychotherapist who helps address his grief over Leena.

H.G. Wells reenters the picture when she calls on Pete and Myka to help find an artifact that's forcing confessions out of criminals. Meanwhile, the rest of the team deals with earthquakes inside the Warehouse.

Pete, Myka and Jinks deal with a prison break where the wall appears to have been melted by molten lava, and the Marshall assigned is Steve's ex-boyfriend. Meanwhile, Artie is struck deaf and Claudia must help him locate a missing statuette from Beethoven's clock before it becomes permanent.

Pete and Myka investigate when a series of mysterious incidents occur at an expensive gated community, and soon discover that someone is using an artifact to get revenge. Meanwhile, Claudia and Artie must help a homeless boy experiencing recurring moments of mathematical brilliance, each of which is followed by a seizure of increasing intensity.

Claudia and Steve get an intruder alert, which leads them to the shocking reveal that Paracelsus is alive and in the Warehouse. Meanwhile, Artie takes Pete and Myka to Buffalo to hunt down artifacts stolen from Warehouse 12 by Roaring Dan Seavey and his pirates centuries ago. There they find and team up with the duplicitous Charlotte Dupres whose agenda puts all their lives in danger.

After bronzing Claudia, Paracelsus escapes with the only artifact that can reverse the process, and the team has to hunt him down before it's too late. Meanwhile, Claudia's link to Warehouse 13 endangers the building and Mrs. Frederic. The Warehouse agents have to work against the clock to de-bronze a disintegrating Claudia and hunt down Paracelsus, Nick, and Sutton.

The team continues their attempt to capture Paracelsus before he achieves immortality. Myka seems to be losing her battle with cancer. Steve learns that Artie has been hiding life changing information from the rest of the team.The agents capture Paracelsus, but soon discover that's exactly what he wants. Meanwhile, Myka goes in for surgery and Artie tells Claudia a family secret.
Pete and Steve are sent to a Renaissance Faire to search for an artifact that's making horseless chariots and life size chess pieces come to life, while Claudia's desperate attempt (with Myka's help) to remove the effects of the music box artifact from her sister in order to revive her have unintended consequences.

Pete, Myka, and Artie help Pete's ex-girlfriend, Kelly, track an artifact that sucks them all into a Telenovela. Meanwhile, Claudia and Steve investigate a college student whose spine mysteriously broke in the middle of class.

An old enemy returns and attempts to move the Warehouse, and plans to use Claudia's sister to do it.

The team get news that will affect their future — and that of the Warehouse — forever, so with the help of Mrs. Frederic they share stories to put in an artefact time capsule.