numberjacks seaside adventure

Numberjacks seaside adventure

Then Five asks if any of them are ready. She asks One and Nine and they both are ready. Then Six asks if Two and Eight are ready.

The Numberjacks go on holiday to the beach, but they face trouble with not just one meanie, but all five of them! As they get ready to be launched into the real world, Three is sulky about not going, but Four tells her that Zero isn't going either, which Three says that it's because he likes doing nothing. Three goes into the cosy room, looking in her mirror, the shimmer sheets, feeling happier after not being invited. Four then heads in and Three tells him that he would look different the opposite way round anyway. As the alarm rings, they head to the screen where Five and Six are already there.

Numberjacks seaside adventure

All the Numberjacks, with the exception of Zero and Seven, are playing in the control room. Then, Five reveals that it's time to go on holiday. So, Nine, One, Eight, and Two get launched out. Three is grumpy because she isn't going, but Four tries to console her by saying that Zero also isn't going. Three retorts by saying that Zero likes doing nothing, so he doesn't count. The vacationing Numberjacks land on house numbers. In the Cosy Room, Three plays with two floating mirrors called "Shimmer Sheets", admiring her reflections. Four comes in, she insults him, and he chastises her for "being cheeky" and points out that her backwards reflection looks weird. Three retorts that that's how the mirrors work and uses them on him. He admits that backwards reflections look strange, but still admires himself. Then, the alarm sounds, so the two head to the control room. Agent 39 just says that things are fine and hangs up, much to the confusion of Three, Five, and Six. Then, Agent 91 calls in, but he doesn't have a problem either, and leaves, saying he has better things to do.

Four : "Don't be cheeky, Three!

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All the Numberjacks, with the exception of Zero and Seven, are playing in the control room. Then, Five reveals that it's time to go on holiday. So, Nine, One, Eight, and Two get launched out. Three is grumpy because she isn't going, but Four tries to console her by saying that Zero also isn't going. Three retorts by saying that Zero likes doing nothing, so he doesn't count. The vacationing Numberjacks land on house numbers.

Numberjacks seaside adventure

The Numberjacks are ten small superhero numbers: 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9. They go about their everyday lives inside their sofa until a call comes in from a real-life child Agent, who reports a problem that needs solving. One or two of the Numberjacks fly out on location to investigate. The Numberjacks have to work out how to put things right, and thwart the dastardly intentions of the Meanies. After much fun, adventure and powerful thinking, the Numberjacks win the day - until next time. Adventures with the superhero numbers who solve problems in the real world and battle against the Puzzler, Spooky Spoon and the Numbertaker.

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Sign In Register. Nightmare Fetishist : The amnesiac Agent 20 says she "like[s] things going wrong". They send brain gain, which puts everybody back to normal, but when Six tries to hit the Problem Blob, the Spooky Spoon shows up and deflects it. Three retorts that that's how the mirrors work and uses them on him. Five is uncertain how she can make her own five, and decides to use the Shimmer Sheets, but realises that the mirror mirrors her image, but with the other mirror, she can make herself the right way with the help of Zero, the buddy blocks and the Agents. Chekhov's Gun : The mirrors that Three and Zero play with later come in useful when Five needs another five. She then falls asleep again, still under the effects of the blob. Seven went to the cave to find Three. Get Known if you don't have an account. All the Numberjacks, with the exception of Zero and Seven, are playing in the control room. Five only found four ways of making ten, but she needs five ways. It was a cave. Someone should've written a three on a piece of paper. Agent 20 is apparently a very diligent agent, has known the Numberjacks for ages, and is one of their best agents.

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Meanwhile, Five and Seven are looking and calling for Three but to no avail. Zero soon makes friends with Cylinder and has fun along the way, Four and Three wonder if the Numbertaker took their numbers, what numbers could make their numbers? Evil Gloating : When the Puzzler shows up, he brags about how the Numberjacks are having a bad time with the five meanies. The Number Taker was after things that come in tens and he was messing with fingers. When Five found three ways of making ten, Four and Six met each other on the beach. Numberjacks : 1, 3, 4, 5, 6, 7, 8, 9. Current Wiki. Wiki Content. Four sees the Problem Blob nearby, who has been blobbing people and making them do the opposite of what they usually do: a janitor is littering instead of tidying up, a waitress is taking people's food away, and a jogger is jogging in slow-mo backwards. Weird Sun : Five imagines a sun with a face which takes light and heat away instead of adding it. The agents suspect that the Numbertaker is the cause of this trouble, as the people's fingers, of which there are ten, are affected. Buffy Speak : Three calls the floating cylinder a "torch thing". Five tries to tell Four to meet up with Six, but the signal soon goes out, leaving Four to find the nearest boot as possible, eventually getting taken away by a man, who puts the shoe on.

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