Follow TV Tropes

Following

Recap / Numberjacks S 1 E 29 Zero The Hero

Go To

Zero is messing around in the launcher room and pushes a lever, which causes the launcher to make a noise. Not realising what's happening and after a failed attempt to get Zero's attention, Three, Two, and One are playing hide and seek with Three being "it". After counting to ten really quickly, she finds One and Two in rapid succession and they disappear. Three is impressed for a few moments but becomes frustrated when they don't reappear and the alarm sends her to the Control Room.

When regrouping with Four, Five, and Six, Three tries to tell them about One and Two's trick, but they had gotten a call from Agent 33 with problems: a boy has one chef hat on his head, and a girl has two gardeners boots. Five agrees to go out there and sort the problem but hears the strange noise in the launcher. She doesn't think much of it and Six, Three, and Four proceed with the launch as per normal.

Once out and about, Five searches for the children. She locates the boy but was surprised when Agent 55 finds Numberjack One, who says she didn't put the hat on the boy's head and can't move from where she is. Five then goes to look at the girl, then Three finds Two on the playground. He says he didn't put the boots on the girl and he's stuck as well. Three explains that One and Two had disappeared and must have reappeared outside, and she, Four, and Six hear something wrong with the launcher. Three disappears from the control room and Four rushes to fix the launcher, leaving Six to man the control room.

Five manages to find Three, who is inadvertently causing problems for the balloon man by giving him three wooden boards, which should have been with the builder. Meanwhile, Four's attempts to fix the launcher are fruitless and he ends up disappearing too. Five ends up finding Four at the builder's yard, while the builder has a tennis vest, a tennis racket, a tennis ball, and a tennis net: four things altogether.

Six has managed to contact Seven about the problem back at base, and she promises to get a hold of Eight and Nine. But, it turns out that Five has gotten stuck at the garden centre, and she accidentally makes five balloon animals appear. She tells Six it's up to him to sort things out if the bigger Numberjacks don't make it, and Six ends up disappearing too. He ends up accidentally giving a lady doing shopping some toys for a little boy: a scooter, a hovercraft, a telescope, a water pistol, a tractor, and a soccer ball: a total of six things.

Seven has managed to make her way down to help her friends, but she gets stuck too. She ends up giving the cleaner the ladies' seven bags. In the kitchen, Eight lands himself in trouble by giving the chef the girl's things: a doll, a toy elephant, a bottle of softdrink, a teddy, a skipping rope, a hoop, a snakes and ladders board game, and a bike: eight things total. Finally, Nine causes trouble for the tennis player by giving her three mops, three brooms, and three buckets from the cleaner, which makes nine.

Five then imagines all the problems being caused by all the Numberjacks... except she then realizes that they've forgotten about Zero. Five reports to Six that Zero is their last chance, and after an effort of shouting, Five manages to get Zero to turn the Brain Gain machine on. The agents help to count back and eventually, the problems are resolved and everyone goes back home. Nine then gives the challenge for the episode: can you count on more than Nine? Four then says he'll fix the launcher, once and for all!

This episode provides examples of:

  • Brainy Baby: Despite not even being one year old yet, Zero seems to have a rudimentary understanding of instructions: when Five tells him to touch the purple machine, he does.
  • Damsel in Distress / Distressed Dude: Everyone sans Zero gets stuck in place and needs to be saved when he fiddles around with the launcher.
  • Oh, Crap!: Three is shocked when she realizes that first One has disappeared, then Two, so following that logic, she would be next.
  • No Antagonist: None of the Meanies feature in this episode and the Numberjacks all caused trouble inadvertently.

Top