Seaside Adventures

Plot
After the intro, we see almost all of the Numberjacks (minus Zero and Seven) in the Control Room. Then Five asks if any of them are ready. She asks One and Nine and they both are ready. Then Six asks if Two and Eight are ready. Eight is okay but Two says he might be sick. They all go to the Launcher and get launched out. They all land on numbers in a beach house.

Three finds Shimmer Sheets in the Cosy Room. She askes Four that she is the wrong way round. Agents 39 and 91 askes them if they have a problem. They've been slimed, so Six flies out to find Agent 20. She has also been slimed. She was asleep, she did not know Six and she liked things going wrong - she was slimed by the Problem Blob.

The Opposite of Opposite
Agent 121 told Five about the opposite of opposite. When Six has put the opposite of opposite things back to normal with Brain Gain, he zapped the Problem Blob, but Spooky Spoon appeared and she put on the Problem Blob away so Six cannot get him.

Agent 122 told Five that Spooky Spoon and the Problem Blob slimed things at the beach: a seaside chair, a spade, a ball, a rug and a cylinder and at the holiday park: a straw, a pencil, a lady's spade, a candy floss, a hat, a toy car and a boat, so Six needs two Numberjacks to fly out, so Three and Four flew out. Five found a four to land on, but she was unable to find a three. Someone should've written a three on a piece of paper. When Four called Five, the screen was crackling. Six jumped in a giant green boot next to a tree to protect himself from the Problem Blob. Four found a green shoe. He checked to see if Six was in there but he was not in there, so a man came and stepped in it. Five wants another Numberjack. Zero was too small and One and Two are too little, so Four and Six were out there and Five cannot go. It wasn't Four, Five, Six, Eight or Nine. It was Seven. She called Seven to find Three when Four got out of the man's shoe.

"What is going on?"
Five called Seven to find Three when Four found the boot. Six was in there. Five asked Seven to see where three is, but she does not know where she is. It was a cave. Seven went to the cave to find Three. She found a room of diamond 3D shapes and a torch. Three used her torch to find the way out, but the Shape Japer appeared. She saw Three when her torch shined a rainbow light at the Shape Japer. When Three and Seven managed to escape, the Shape Japer was after them. Three and Seven used Brain Gain to sort out the cubes, pyramids and spheres. The torch's real name is called Cylinder. Five called Eight and Nine to find One and Two, but they were lost. Five found out there were ten fingers. The Numbertaker was after things that come in tens and he was messing with fingers. Five forgot to play the Shape Japer and Spooky Spoon songs, just like the Numbertaker song in Takeaway and the Spooky Spoon song in Counting Down to Christmas. In this DVD, the Spooky Spoon song is not available.

Five ways of making ten
Five has to deal with four meanies. The Puzzler told Six that there were five ways of making ten. The five ways were One and Nine, Two and Eight, Three and Seven, Four and Six and Five and Five. When Five found three ways of making ten, Four and Six met each other on the beach. Four went by the man's shoe and Six went by helicopter. Five only found four ways of making ten, but she needs five ways. When the Shape Japer has left her house, Five told Agents 121 and 122 that it should be nine, eight, seven six, five and one, two, three, four, five. Five made another five in the Shimmer Sheet, but she was the wrong way round. The Numbertaker watched Spooky Spoon and the Problem Blob kiss the Puzzler and the Shape Japer screamed angrily along the beach. When Five found five ways of making ten, all of the meanies were together, but Five made five ways of making ten Brain Gain. When Five zapped eight of the Numberjacks with the Brain Gain, all of the eight Numberjacks zapped Brain Gain at the Numbertaker, the Problem Blob, the Puzzler, the Shape Japer and Spooky Spoon away into dark outer space and the Numbertaker walked away. Now eight Numberjacks flew back home.

The End.

Theme Song Lyrics
''♪ Who are the numbers going away? ♪ ''

''♪ Which numbers are they going out to play? ♪ ''

♪ One and Nine, Two and Eight ♪ 

''♪ Where are they going? On holiday! ♪ ''

THREE: Oh, I want to go.

FOUR: Even Zero's not going.

THREE: Only cos Zero's favourite thing is doing nothing.

''♪ Who are the numbers going away? ♪ ''

''♪ Which numbers are they going out to play? ♪ ''

♪ One and Nine, Two and Eight ♪ 

''♪ Where are they going? On holiday! ♪ ''

Four and Six Theme Song Lyrics
♪ They are the numbers, make a good team ♪ 

♪ Two best numbers ever seen ♪ 

♪ Four and Six, Six and Four ♪ 

♪ They are the numbers who'll get things fixed ♪ 

Three and Seven Theme Song Lyrics
''♪ Who found the Cylinder in the cave? ♪ ''

''♪ Who helped the Cylinder to be saved? ♪ ''

♪ Three and Seven, Seven and Three ♪ 

♪ A spite o' pair of numbers that you'll ever see ♪

Five ways of making ten Theme Song Lyrics
''♪ Who are the numbers who make ten? ♪ ''

''♪ Which numbers are they? Let's hear it again ♪''

♪ One and Nine, Nine and One ♪ 

♪ They are the numbers who make ten ♪

''♪ Who are the numbers who make ten? ♪ ''

''♪ Which numbers are they? Let's hear it again ♪''

♪ Two and Eight, Eight and Two ♪ 

♪ They are the numbers who make ten ♪

''♪ Who are the numbers who make ten? ♪ ''

''♪ Which numbers are they? Let's hear it again ♪''

♪ Three and Seven, Seven and Three ♪ 

♪ They are the numbers who make ten ♪

''♪ Who are the numbers who make ten? ♪ ''

''♪ Which numbers are they? Let's hear it again ♪''

♪ Four and Six, Six and Four ♪ 

♪ They are the numbers who make ten ♪

''♪ Who are the numbers who make ten? ♪ ''

''♪ Which numbers are they? Let's hear it again ♪''

♪ Five and Five, Four and Six, Three and Seven, Two and Eight, One and Nine ♪ 

♪ They are the numbers who make ten ♪

Numberjacks' Speech
[Oliver] It all started with One, Two, Eight and Nine going on holiday, then Agents 20, 39 and 91 have been slimed by a blob of slime from the Problem Blob.

[Laura] When you have sorted the opposite of opposite things out, Spooky Spoon came flying through the air and carried the Problem Blob.

[Jonathan] Spooky Spoon and the Problem Blob slimed bigger things and made them smaller and smaller things and made them bigger at the beach and the holiday park.

[Alice] I went out with Four, but Five did not find a 3 for me to land on. I landed in a cave which belonged to the Shape Japer, but Seven rescued me.

[Jonathan] We sent Brain Gain to sort out these shapes.

[Laura] Cubes.

[Alice] Pyramids.

[Roz] Spheres.

[Laura] The torch-thing's name was Cylinder.

[Harry] I have lost Two.

[Rachel] And I have lost One.

[Jonathan] The Numbertaker was taking things that come in tens.

[Oliver] And the Puzzler was behind me.

[Laura] And we found five ways to add up to ten.

[Rachel] One and nine.

[Harry] Two and eight.

[Roz] Three and seven.

[Oliver] Four and six.

[Laura] Five and five.

[Jonathan] The Shape Japer came from her cave to join up with the other Meanies.

[Alice] And we defeated them.

[Bobby] Hooray.

[Mary] Done!

[Dylan] Hooray yes!

[All] Yeah!

Characters
Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9

Meanies: Numbertaker, Problem Blob, Puzzler, Shape Japer, Spooky Spoon

Agents: 20, 39, 91, 121, 122

Flies Out: 1, 2, 3, 4, 6, 7, 8, 9

Stays: 0, 5

Trivia

 * Eight Numberjacks (minus Zero and Five) save the day for Season 1
 * Five forgets to play the Shape Japer and Spooky Spoon songs
 * This is the very last time there was no replay of the events of the episode.
 * This is one of, if not the only time, we see the launcher being used to launch a numberjack for something other than a mission.