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Wee Three Phone Home is the 4th episode of Season 2. It originally aired on October 29, 2009.

Summary[]

The Puzzler is causing some people to repeat his silly movements – Three is sent out on her own to stop him.

Plot[]

Three and One are playing with the hover dice and the number track in the Gym. Every time the dice rolls a number, One wants it to be her number, and Three begrudgingly accepts for this to happen. After her third go, One ends up on the number three, so Three is left content. The alarm goes off and Three rushes off to the Control Room to regroup with Four, Five, and Six (Six being the one to sound the alarm).

Agent 108 rings in to report a problem: a girl had gotten a shovel, a large basket, and a sombrero hat, That's 3 Silly Things Total. Then, a boy outside does three funny moves which makes Three again. Six then suggest Three goes out, and she's bursting with excitement, so much so Four has to remind her to get to the launcher.

Three is launched and lands with no such troubles, but Agent 12 reports a problem: a lady gets three things: a snake, a Red & Blue hat, and a Clown horn. Three arrives just in time to see a man do three funny moves. Agent 63 works out the pattern: there's three silly things and three funny moves every time, just like the numbertrack. And then, the Numberjacks find out who's causing problems: the Puzzler. The Puzzler nearly trapped Three in a bubble, but she revealed the pattern, causing the Puzzler to go back on his decision.

Agent 108 Reports more problems with things, Then Agent 12 Thinks They Should Count the things: the Lady had three, then got a Dark Blue feather In her Jeans (four things) a light blue watering can (five things) and a plush dog (six things). Then the man did three more funny moves, which makes six again. They were about to tell Three, but Four lost contact with her. Five tries firing up the Brain Gain machine, but she and the boys aren't sure the brain-gain made it to Three. Five then imagines what may happen if the pattern continued: a car may have one steering wheel, then two, then three. Then, the Dancing Cow has four legs, but she may have two extra ones to worry about: six total.

Five gets interrupted by Six by finding out that Four still can't get in touch with Three. Six and Four quickly broadcast an emergency call.

Meanwhile, Three has run into the Puzzler again, and is struggling, but then remembers the dice: the next numbers in the pattern were four, five, six. But the Puzzler scares her away because there's nothing that comes after six on the dice.

Back at base, Four, Five, and Six become increasingly worried due to not even knowing where Three is, but Four keeps trying.

Three hides in a room with a calculator so she can try and figure out the next bit of the puzzle. But while looking carefully, she figures out the next part of the puzzle: seven, eight, nine. Problem is, Three doesn't know how to show it. But then, Seven, Eight, and Nine show up, which surprises Three. The Puzzler makes three more things appear for the lady: A Gutiar (seven), a Space hopper (eight), and a Inflatable banana (nine) and makes the man do three more funny moves, bringing the total to nine. The Numberjacks use the pattern to their advantage and use brain-gain to sort out everything. The Puzzler, defeated, leaves, and Three, Seven, Eight and Nine fly back home.

After reviewing everything on the screen, Zero gets the Numberjacks to start the pattern on the number track, and Nine gives the challenge: how would the pattern carry on?

Characters[]

Numberjacks[]

0, 1, 2, 3, 4, 5, 6, 7, 8, 9

Meanies[]

  • The Puzzler

Agents[]

108, 12, 63

Video[]

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