Seaside Adventure

**Seaside Adventure** is the second special of *Numberjacks,* First Released in 2008 On DVD, Then In was Re-Released in mid-2010, marking the Official end of the series, the series finale.

## Plotline

The Numberjacks go on holiday to the beach, but they face trouble with not just one meanie, but all five of them!

## Synopsis

In the launcher room, Five and Six ask if Nine, One, Eight and Two are ready for their holiday. 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.

When Agent 39 rings in, instead of saying that things have gone wrong, she instead rings in to say that things are fine and soon leaves, confusing the Numberjacks in a matter. The same thing happens when Agent 91 rings in, saying to Six that he doesn't know any problem around and rudely says to them that he has better things to do, And Then Says ''Bye, Bye, Numberjacks'' Aswell. Four questions his behaviour, but Five realises straight away what has happened to both 39 and 91, they've both been blobbed. Three realises that things have gone wrong, with Six adding on that they've gone wrong in a way that's never happened before. Five speculates that all the Agents have been the victim of blobbing, and Six goes off to sort it out.

Six lands near Agent 20, one of the most reliable agents, to find her sunbathing. However, the blobbing causes her memory to be wiped, forgetting who the Numberjacks are and claiming that things going wrong are right. Eventually, Six finally notices the Problem Blob, blobbing everyone in sight and making People do the opposite thing - i.e. Making the place dirty instead of Clean, taking food away instead of giving it to customers & Running backwards & very slowly. Eventually, a newer agent - Agent 121, suggests they should do the opposite of the opposite. After fixing the problems, Six is about to send the Problem Blob packing, but his shot is blocked by Spooky Spoon appearing out of nowhere, missing his shot. Spooky then says that she is helping with the Blob and they escape, while Six sorts out the agents.

When Eight and Nine come onto the screen to tell how their holiday is, and says that they're all having fun. Four suggests they ask help, but Five says they shouldn't spoil their holiday. Eventually, another new agent - Agent 122 comes in to report problems at the beach, revealing Spooky Spoon and the Problem Blob blobbing everything in sight, causing many things to go wrong. Agent 20 eventually returns from being blobbed, and says that big and small things are the victims as well.

Six realises that this is too much for him to do, so Three and Four are set out. Four manages to land, but Three ends up going far away, out of sight. Agent 39 and 122 say to Five they need to use opposite Brain Gain in this case. 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. He eventually lands and eventually finds Six in a boot.

Agent 39 and 121 suggest that they should bring out another Numberjack. Five is still not wanting to spoil the holiday, but does know someone who could help - Seven. Five detects where she is, and reveals to her that Three has gone missing. Five speculates that Three may have landed in the caves, and Seven goes off to find her. Three is soon revealed to have landed in the caves as Five predicted - all alone and scared. When she slides down, she finds out she has landed in the cave of the Shape Japer. She finds a way to use the shiny shapes and the torch to form a rainbow to find Seven. They soon escape the Shape Japer, and Five and the Agents reveal they need Cube and Sphere Brain Gain. Seven then reveals the torch is named Cylinder, and likes shapes with circles with both ends.

Eight and Nine soon reveals that One and Two have gone missing, but before Five can find a way to help the numbers out, Agent 20 reports that people are now having trouble with their hands. Agent 122 and 20 then notice that the fingers have gone crazy - all because of The Numbertaker. Five then asks Zero to get the Buddy Blocks ready, but Agent 91 reveals that people's toes have now gone crazy by the Numbertaker as well, as they go in tens as well. Six and Five then notice that the Puzzler has entered the scene as well, telling the two numbers that they're gonna have the worst day of their life and that the way to beat him is to find five ways to make ten, in five minutes, with all the meanies involved, and if all five Meanies get together, the Numberjacks lose, and they've lost forever and ever.

Eventually, Nine and Eight find One and Two, and the agents reveal they need to make ten. Zero has the buddy blocks ready to make ten as well. Three and Seven then are requested for the help as well, but Six needs to find Four, and takes flight on an RC Helicopter while Four gets squished on by the same man who he travelled in his shoe with. Four of the Meanies are all together, excited that they're finally going to win as time is running out as the Shape Japer is about to join the other Meanies. 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.

Although the Shape Japer soon joins the other Meanies, they notice they're too late, as the Numberjacks have found five ways to make ten - Nine and One, Eight and Two, Three and Seven, Four and Six, and with the power of the Shimmer Sheets, Five and Five, which defeats them all - sending them all blasting off. The numbers then return to the Sofa, and all the problems caused by the Meanies are fixed. 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? Five then says to the viewers to try it themselves, as the special ends.

## Characters

### Numberjacks

* Zero
* One
* Two
* Three
* Four
* Five
* Six
* Seven
* Eight
* Nine

### Meanies

* Problem Blob
* Spooky Spoon
* Shape Japer
* Numbertaker
* Puzzler

### Agents

* Agent 20
* Agent 39
* Agent 91
* Agent 121
* Agent 122

## Gallery

All numbers (exept Zero & Five) flies of order on thin air to go back for the sofa
## Trivia

* Stock footage from Square Dancing, Two Four Six Eight, and Data Day are used.
* This is the longest episode by length, with a duration of 45 minutes and 38 seconds.
* This is the very last time there was no replay of the events of the episode.
* This is the only time we see the launcher being used to launch a numberjack for something other than a mission.
* Zero is seen sleeping next to the Brain Gain Machine in some scenes.

## Errors

* Five and Four forget to play the Shape Japer and Spooky Spoon songs