The Final Boss

The Final Boss will be an episode of Numberjacks.

The numberjacks (except Zero and Five) face trouble with the Numbertaker, the Problem Blob, the Puzzler, the Shape Japer and the Spooky Spoon.

Numberjacks Final Boss
Three and Four were having a rest in the Cosy Room. Three asks Four is she can go to the Control Room, then they meet up with One, Two, Five, Six, Eight and Nine. Three asks One and Nine to go out there. Four asks Two and Eight to go out there as well. Four puts the shopping centre with lots of food on the main screen and Five asks Six to send them to the Launcher and go out there. One goes out there first, but Zero is not going and but Four plays the Launcher song that we have got a problem and Four checks that the room is clear. They land on numbers in houses in Carnaby, Soho, but Three goes back to the Cosy Room with Four and plays with her beautiful things. When they have finished, they go to the Gym Room and meet up with Five. After they have finished playing Circle Slide, the alarm goes off and Three and Four go back to the Control Room. Three goes on the boing pad, Four goes in the elevator and Five goes on the lifter in the Cosy Room. Agent 21 reports no problems, so Agent 36 reports a problem in the shopping centre. The food was freezing in a restaurant. Five asks him to send someone out, so Three asks Six to go out there and Six is sure that he is going out. Four checks the room is empty again and Six is going out. Six lands on a 6 in a house near Liberty London. He goes to the restaurant and the plate of the chips was blobbed by the Problem Blob and Four plays the Problem Blob song. Agent 78 reports a problem about freezing and Five imagines what would happen if things freeze.

Things Freezing
Six sends Brain Gain to the food and make them cool down, but when he tried to zap the Problem Blob outside of the restaurant, Spooky Spoon came flying through the air, and Three says that it is her. Four puts the info on screen, all he needs to know about Spooky Spoon. "I made that Problem Blob freeze the food in that restaurant," asked Spooky Spoon, but Six says to sort him. "Oh, no you can't! I will carry him away so you can't get him!" and Five imagines Spooky Spoon carrying the Problem Blob blobbing problems all over the shopping centre. Agent 92 reports a problem in a train station called Euston that things are being freezing. Three asks Five to do an emergency launch that they need another numberjack out there, like two of them so they can check who is going out there. Three asks Four to bring him out there. Five checks if the room is empty and it is empty and she looks for a 3 and a 4 to land on, but she got a number for Four, but she was unable to find a 3, so she called Agent 105 to ask the security guard to write a 3 on a piece of paper, and Five has got a number for Three to land on, but she lost contact with her. Five called Six to find Three and Four. Six cannot find Three cos she is locked in a room somewhere, so Six looks for a box to be protected inside. Five calls Four to look for Six, and he does not know where he is. There is another numberjack who will go out there. It is Seven.

More Problems
Five does another emergency launch for Seven to fly out, and she landed on a 7 in a house. Five asks her to look for Three, but she does not know where she is. Four looks for a box, and Six is inside it. Five asks Seven to look for Three and she was in a security office and Seven was on her way there. Three looks at the shapes of things. Five calls her that if she is all right, and Three looks for the meanie, the Shape Japer. Seven finds the entrance to the security office. Three looks at a triangle and the Shape Japer is back. Three uses a rainbow torch to shine the rainbow light at the Shape Japer, and Seven found her, and they escaped the security office, going over shapes in an obstacle course, and the Shape Japer changed them. She turned a cuboid into a pyramid and a sphere and rolls it along the black and white tiles, and Three and Seven go to the restaurant and sort out the problems with shapes and the sphere hit the door two doors from the restaurant and the Shape Japer banged herself on the door entrance to the restaurant in the UFO area.

Back in the Control Room, Zero said, "What do we know about the Shape Japer and shapes?" and Five said, "I'm searching for info on the Shape Japer." and she puts the data on screen about the Shape Japer. They use Brain Gain to sort out cubes, pyramids and spheres, and the Shape Japer flew away into the UFO area with a blue wall and red square tiles. Five calls Eight to look for Two, and Nine lost One. The Numbertaker was taking things that come in tens and Five played the theme song, and Four and Six get ready to sort things out. Five asks Zero to get the Buddy Blocks and Agent 78 told Five that the Numbertaker was taking things that come in tens and messing with people's hands and feet.

Ten ways than Five
Five asks Six that there is another meanie. Six spots the Puzzler and Five plays the theme song. Six asks the Puzzler to defeat him. There is a puzzle: make ten five different ways. One and Nine were together and Zero goes in the Brain Gain Machine with One and Nine's Buddy Blocks and zaps the puzzle bubble. Two and Eight go to Kingly Court and make ten. Two and Eight's Buddy Blocks go in the machine and zap the bubble again and Three and Seven from the security office went to Dirty Bones. Three and Seven's ones go in the machine and zap the bubble. Four meets up with Six in Dirty Bones. The Puzzler said, "We need the Shape Japer. I have got the Numbertaker, the Problem Blob and Spooky Spoon." Five asks Zero to put Four's and Six's in the machine and zap the bubble again.

Five has not got ten blocks, so the Shape Japer has left the security office. She grows five more blocks in the machine and zap the bubble and it explodes. One was free from the bubble. They also put the blocks in the machine one more go. Five also gets a signal from near the toilets. They zap the hand dryers and turn them into electric ones. They also zap the meanies. The four of them went into the water at the south bank and the Numbertaker got into the elevator. Five looks at the problems being sorted and they come home. They hear about the events on the diamond screen. They also play back in the Gym and Cosy Room s. Five then wonders if things freeze again or have any problems.

Characters
Agents: 21, 36, 78, 92, 105

Numberjacks: Zero, One, Two, Three, Four, Five, Six, Seven, Eight, Nine

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

Goes: One, Two, Three, Four, Six, Seven, Eight, Nine

Stays: Zero, Five