The Trouble With Nothing

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The Trouble With Nothing

The Trouble With Nothing is the first episode of Numberjacks Season 1. Going Long, Going Wrong is next.

Summary
Three is trying to show off to Five that she can go out on a mission like the bigger Numberjacks do, and slides down a tunnel to 'practise' being launched. Five thinks Three could do it, but is a bit worried as she is a bit of a 'small number'. Then, the girls see that Four is returning from a mission he went on earlier that day. After a quick room check by Six, Four lands in the gym. He is terribly shaken up from being a washing machine control, and Five uses this as am example of why it’s hard to go out and do missions. Three, still convinced she could do that, tries to demonstrate how she could be a number three on a washing machine control, door, and clock, but Five tells her she will be ready if she is grown up. As a slightly annoyed Three leaves the room, Four reveals to Five that he's now fine but has a slight headache. A split second later, Six sounds the alarm from the control room.

As Three, Four, Five and Six regroup, Agent 33 calls up, and the Numberjacks see that a jug, cup and teapot are vanishing from the café. Three offers to go, but the others say that she is a bit small to do so, and Four declines on account of the fact that his headache is bothering him. Six decides he will have to go today. Three wistfully watches her friend streaming through the sky, while Four finds him a spot to land on.

After arriving at the scene, Six discovers that an ice-cream and a bench have disappeared, (causing a man to flop to the ground), and then a football vanishes, causing a boy to kick thin air. Agents 42 and 16 call in to advise Six to look carefully at what’s going on. They then discover that Zero is out there, making zero of everything, when he should be having a nap. After rerunning the clips of things in the park, they find him by the various things that have disappeared, finding the common pattern (namely his presence). Six realises he must find Zero before he does any more damage.

Six then proceeds to chase Zero around the playground: on the climbing frame, on a park bench, past the swings, past a bike, down the slide, by a bench, (tripping over a human foot in the process), and then back to the climbing frame, where Zero makes himself disappear.

Five then imagines what would happen if Zero wasn’t brought home: Zero making clothes disappear on a man, making traffic lights disappear causing accidents, and making the dancing cow’s spotlight and stage disappear, causing her to get hurt.

Three, Four and Five debate on what to do from the base, causing Four’s head to ache even more. Then, agents 33, 42 and 16 explain there used to be one of everything, causing Five to ask Three to find Numberjack One so that she can help make Brain Gain.

Once the Brain Gain machine is powered up, they realise One is having a bit of trouble due to her young age, and the Brain Gain is therefore a bit weak. Thanks to agents 33 and 42, the Brain Gain leaves the sofa to Six, and forms an ice-cream cone, a jug, a teapot and a cup.

Six runs out of Brain Gain before he can make the football reappear, and One nearly falls asleep. Three tries to help by jumping in the middle, but she accidentally makes three footballs. However, One perks up and corrects the number of footballs to one.

Now, all they need is the bench to bring back. However, Zero comes in and makes the bench vanish. They struggle for a while, but eventually, they get the bench back. One, Zero and the man become tired out once it's over. Six grabs Zero and the two fly back home.

Upon arrival, the Numberjacks congratulate Six on the mission and warning Zero for what he did. Three also jumps back, concerned Zero might make her disappear, but Six assures her that he can't, and even if he could, he’s too tired.

After recapping the day’s events, Four admits his head still hurts. Then, Six concludes Zero can make one more thing disappear: Numberjack Four’s headache. Zero proceeds to do so, much to Four’s relief, and the others agree to keep their eye on Zero. Five then tells the agents to keep an eye for things with Zero of, and to tell them to call the Numberjacks if anything goes awry.

Characters
Meanies: None

Goes: Six, Zero

Stays: One, Four, Five, Three