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Recap / Numberjacks S1E15: The Cuck-cuck-cuck-oo-oo-oo Bird

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Three and Four are playing a living board game in the Gym, and arguing lightly about who gets to roll the "hover dice" (a voice-activated, flying die) first. Three rolls a two, then Four rolls a four, Three rolls a one, and Four rolls a five. When Three rolls again, she becomes jealous of Four's higher numbers and cheats by rolling again. Then, she gets carried away and keeps doing extra rolls, despite Four's protests that it's unfair. He tells her off, and then the alarm sounds and they go to the control room.

The problem is that a boy is having trouble walking due to one of his legs being frozen in place. Three wants to be launched, but Four is still steamed about the game, so Five is sent instead. Holly is on the couch, but a woman offscreen calls her name, so she walks off.

Five lands on a 55 that a little girl wrote, and bounces over to the boy. Three wonders if his other leg doesn't work, but Five doesn't see any problem with the leg. The agents suggest that the boy is simply using his legs in the wrong order, and upon closer inspection, they're proven correct: instead of using his left and right legs in succession, he's taking three steps with his left leg and three with his right, then circling back.

In the cafe, the waitress gives a woman three knives, then replaces them with forks. Five says that the cuckoo clock is working, but as if on cue, it stops working and says, "cuck-cuck-cuck-oo-oo-oo" instead. Three sees the Puzzler, and guesses that he is the cause of these shenanigans.

The Puzzler leads Five to "the pattern place", which appears to be a strange living room. He shows her some red and blue circles that he makes patterns with. He has placed three red pieces, then three blue pieces down, which is causing the "three of one, then three of the other" happenings. The agents suggest that Five change the pattern to set things right.

Three makes brain gain to get Five to change the pattern and it works; things go back to normal. However, the Puzzler changes the pattern again to two red, one blue. Five (and the agents) correctly guess that the people (and cuckoo clock) will do two of one thing and one of the other. Then, the Puzzler has Five turn her face away and guess the pattern based on everyone's behaviour.

She correctly guesses red, red, blue, blue based on the waitress putting down two knives and two forks. Then, Three makes brain gain to set things back to normal and the Puzzler leaves and Five returns.

After the recap, Three and Four have another game, but Four organises the Buddy Blocks into a pattern to prevent Three from cheating again. Five asks the viewers if they can find a pattern of "two colours taking turns".

This episode provides examples of

  • Chewing the Scenery: The woman in the cafe applauds the waitress just for doing her job correctly.
  • Ding-Dong-Ditch Distraction: When Five's due for launch, Four checks the surrounding room to ensure no one's around to witness...only to discover the family's daughter is on the sofa. Before they can ring the doorbell, the mother calls for the daughter who leaves the room, saving them the trouble of distracting her.
    Mother: (offscreen) Holly! [Holly leaves the room]
  • Given Name Reveal: This episode reveals that the daughter of the family who owns the sofa's name is Holly.
  • Tempting Fate: Five says, "At least the cuckoo clock's all right", but after she says that, it stops working.

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