Launcher Room

The Launcher Room is a room where the Launcher is located. To get to the room, Numberjacks slide down a chute behind the main screen in the Control Room.

Besides the Launcher, a few objects are located in this room. There is a number board with numbers from 0 to 9 and a scanner to scan a Numberjack, to tell which one is going out on a mission. For example, when the scanner scans One, the number 1 on the board lights up. There are also ten Numberjack launch pods, one for each Numberjack from 0 to 9. To see the activity of the Launcher, look up.

Theme song lyrics
''♪ We've got a problem, what should we do? ♪ ''

''♪ Who's going out there, who do we choose? ♪ ''

''♪ Need to get out there, who will it be? ♪ ''

''♪ Who's going out there? ♪''

''♪ Number (number)! ♪''

Trivia

 * In Zero the Hero, Zero messed with the launcher by pressing a button to make the Numberjacks watch Spooky cause problems.
 * Like the Brain Gain Machine, the machine sings the song itself.
 * The launcher room is shown to be on the very right of the sofa because when the metal door opens when the Numberjack is about to launch, it is located on the right.
 * The launcher room is silver and deep. There is a platform for the Numberjacks to stand on. The scanner scans up and down. The Numberjacks will look forward, then halfway shut it’s eyes and look to the left.

Biography by Six, the Narrator
It is really great inside the Numberjacks' Sofa, and one of the best bits is the Launcher.

Cos Six is the biggest number, the Launcher can launch Numberjacks into real life. It is going to be Six and he will make sure Five comes with him in Stirring Electrics. The scanner checks which Numberjack is going out, and the Numberjack's number comes up on the number board, like Five and Six. It can be exciting, and a Numberjack flips onto a launch pod that's the same number as them.

Six loves that part. Then the blue lights start powering up, then they check no-one's around, then the Numberjack flies out by opening the metal door, then Four or Five finds a 3, 4, 5 or 6 to land on. Six has landed on lots of different 6s. Getting a partical factor feels like putting your boots on your feet, but a thousand times stronger.

Five and Six need to fly out in in Stirring Electrics because the Shape Japer, the Numbertaker and the Spooky Spoon spoiled Westfield London.