Things keep vanishing. Numberjacks 3 and 4 discover that 0 has disappeared too and is causing things to vanish. He is evading all attempts to get him back. When 3 helps out on the Brain Gain machine, everything is tripled but order is finally restored.
The episode opens with 3 trying to convince 4 that she is taller than him. The alarm goes and an agent says there is a boy having trouble with his pencil. 4 takes the mission to see what is wrong. Can he help?
The Shape Japer turns every sphere into a cube. 6 sorts her out.
Agents: 28, 33, 101, 70 Numberjacks: 3, 4, 5, 6
Things that should be inside end up outside - 5 takes 3 out there to help sort the Puzzler out.
When everyone passes under a bridge, they become one higher number: 4 turns into a 5, then 6. It's 1 that's causing all the trouble. Brain Gain changes 1's mind to make things one less.
Agents: 53, 28, 94, 68 Numberjacks: 1, 3, 4, 5, 6
The Problem Blob is causing trouble - and things can't stop going forwards. 6 hitches a lift in a remote control car to help set things right.
4 finds things add up to 7 when the Puzzler's about, and 7 is caught by the Puzzler.
Agents: 53, 42, 70, 16 Numberjacks: 1, 3, 4, 5, 6, 7
Spooky Spoon wants to be higher than everyone else, so she is swapping light things and heavy things to put people down on the ground - 5 and 3 fly out.
Agents: 53, 16, 68, 85 Numberjacks: 3, 4, 5, 6, 9
Things don't belong when Spooky Spoon mixes things up - another problem for 5.
The Numbertaker is taking all the fours he can find - will 4 be able to escape his clutches?
Boxes go wrong when the Shape Japer plays tricks - but 6 can do the trick too!
Spooky Spoon makes sure things are well out of order - until 5 sorts her out.
The Puzzler has 9 trapped in a puzzle bubble - 6 and 3 come to the rescue. In this episode, 6 turns into two 3's.
Agents: 25, 34, 88, 100 Numberjacks: 3, 4, 5, 6 (two 3s), 9
Not just a few problems, lots of them - 4 makes the Numbertaker take more than he wants to.
Agents: 28, 101 (Although mixed up with 42), 85, 70 Numberjacks: 3, 4, 5, 6
There's a pattern to the problems the Puzzler causes - and 5 has to break that pattern.
Agents: 14, 47, 73, 96 Numberjacks: 3, 4, 5, 6
Things don't move when they should, like a walking trash bin etc. - 6 has got to sort Spooky Spoon out.
Agents: 34, 52, 73, 100 Numberjacks: 0, 3, 4, 5, 6
Spooky Spoon wants to be the most colourful character around, by taking other yellow, red, and blue things - 4 is out to stop her.
Agents: 88, 34, 25, 100 Numberjacks: 3, 4, 5, 6
The Shape Japer makes half a load of trouble, and 4 has to make things whole again.
Agents: 14, 47, 73, 96 Numberjacks: 2, 3, 4, 5, 6
2 is out and about and making everyone count incorrectly - 6 goes after him.
Agents: 96, 61, 100, 25 Numberjacks: 2, 3, 4, 5, 6
Everything is empty thanks to the Puzzler - 3 helps 5 to fill things up again but not without 3 getting caught by the Puzzler.
Agents: 25, 61, 96, 100 Numberjacks, 2, 3, 4, 5, 6
1 and 0 get out and about and make ten of everything - creating more work for 5.
Agents: 25, 52, 61, 88 Numberjacks: 0, 1, 3, 4, 5, 6
3 is out on her own trying to do battle with the Shape Japer, who does not like things in threes.
Agents: 25, 34, 88, 100 Numberjacks: 1, 2, 3, 4, 5, 6
Be clear what you mean or the Problem Blob will make trouble for you, as 4 finds out. In this episode, the Problem Blob sticks on two walls and a cube-shaped bush.
Agents: 34, 47, 100, 14 Numberjacks: 3, 4, 5, 6
There's only one of everything, thanks to the Numbertaker - 6 sorts things with help from 1.
Agents: 55, 68, 70, 94 Numberjacks: 1, 3, 4, 5, 6
The Numbertaker likes two lots of three today - 6 is the Numberjack to sort him out. This is the first appearance of the Numbermaker.
Agents: 42, 85, 55, 68 Numberjacks: 3, 4, 5, 6
The Shape Japer is after things that come in eights - 4 goes on the mission. In this episode, the Shape Japer stays as a cube, and become good eight at the end.
Agents: 16, 42, 68, 101, Numberjacks: 2, 3, 4, 5, 6, 8
The Problem Blob makes things go wrong when people can't estimate - 5 to the rescue. Problem Blob's first word is "What?".
Agents: 28, 55, 70, 101 Numberjacks: 3, 4, 5, 6
Spooky Spoon is mixing things up again, so instead of being on things are off - 4 is on the case.
Agents: 16, 33, 68, 85 Numberjacks, 3, 4, 5, 6
0 to the rescue when just for once, the Numberjacks are the problem, not the answer!
Agents: 33, 55, 85 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
Numbers 3, 4 and 5 are in the gym standing among a mixture of colourful circles, playing the circle game. The Agents call in reporting problems at the beach - 6 takes on the mission. Objects are behaving strangely - they've taken on a life of their own. It's the Shape Japer causing mayhem.
The Puzzler sets the problem - and 5 is the right Numberjack to sort it out.
Agents: 16, 42, 68, 94 Numberjacks: 1, 2, 3, 4, 5, 6,
Things aren't being shared fairly, thanks to the Problem Blob - 6 makes everything all right.
Agents: 28, 101, 85, 33 Numberjacks: 1, 2, 3, 4, 5, 6, 7, 8,
The Numbertaker is taking threes today - but he can't take Numberjack 3: In this episode, 3 turns into a 4.
Agents: 28, 55, 70, 101 Numberjacks: 1, 3, 4, 5, 6
The Numbertaker has added ten more than 1 - 4 has to sort him out. 4 turns into a 14, and the Numbertaker turns into eleven.
Agents: 33, 55, 70, 85 Numberjacks: 1, 3, 4, 5, 6, 7, 8, 9
The Shape Japer is moving things and causing problems - 5 goes out there.
Agents: 17, 41, 60, 106 Numberjacks: 1, 2, 3, 4, 5, 6,
The Problem Blob is making trouble with sixes - Numberjack 6 to the rescue.
Agents: 22, 41, 60, 106 Numberjacks: 0, 1, 2, 3, 4, 5, 6,
Time passes very strangely - thanks to Spooky Spoon. 5 investigates. This is the first appearance of the Beeper.
Agents: 38, 54, 79, 95 Numberjacks: 3, 4, 5, 6
It's 1, 2, 3 - pattern time! 3 battles with the Puzzler. This is the only episode where the Brain Gain machine hasn't been used.
Agents: 17, 54, 60, 106 Numberjacks: 1, 2, 3, 4, 5, 6, 9
The Shape Japer makes trouble with symmetry - 4 goes out to sort things out. In this episode 4 gets an extra bit of body.
Agents: 17, 22, 41, 38 Numberjacks: 3, 4, 5, 6, 7, 8,
The Problem Blob causes trouble - and 4 tries out being a human being. There is a special Numberjack known as the Numberjack Man (played by Steven Lim), known as 4's temporary replacement.
Agents: 79, 83, 95, 106 Numberjacks: 3, 4, 5, 6
The Numbertaker takes all the even numbers - 6 and 8 fly out to put things right.
Agents: 79, 54, 57, 17 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
The Problem Blob has gotten people going around in circles - can 5 restore things to normal?
Agents: 41, 60, 83, 106 Numberjacks: 1, 2, 3, 4, 5, 6,
The Shape Japer's about - and 1, 4, and 9 sort out problems with squares.
Agents: 22, 41, 79, 95 Numberjacks: 1, 3, 4, 5, 6, 9
Spooky Spoon is mixing things up again and makes things at a cafe behave like party things and vice versa - 3 gets ready to take her on.
Agent: 17, 54, 60, 106 Numberjacks: 3, 4, 5, 6
5 sorts out the Puzzler's problems - and checks to make sure.
Agents: 22, 38, 83, 95 Numberjacks: 3, 4, 5, 6