1 The Trouble With Nothing
Things keep vanishing. Numberjacks 3 and 4 discover that 0 has disappeared too and is causing things to vanish. He is evading all attempts to get him back. When 3 helps out on the Brain Gain machine, everything is tripled but order is finally restored.
2 Going Wrong, Going Long
The episode opens with 3 trying to convince 4 that she is taller than him. The alarm goes and an agent says there is a boy having trouble with his pencil. 4 takes the mission to see what is wrong. Can he help?
3 Sphere Today, Gone Tomorrow
The Shape Japer is turning spheres into cubes - 6 has a scare on the marble run.
4 In, Out, Shake It All About
Things that should be inside end up outside - 5 takes 3 out there to help sort the Puzzler out.
5 One More Time
When 1 goes out alone there's one more of everything - 4 rides the railway to the rescue.
6 Forward Thinking
The Problem Blob is causing trouble - and things can't stop going forwards. 6 hitches a lift in a remote control car to help set things right.
9 Belongings
Things don't belong when Spooky Spoon mixes things up - another problem for 5.
10 4 He's A Jolly Good Fellow
The Numbertaker is taking all the fours he can find - will 4 be able to escape his clutches?
11 Boxing Day
Boxes go wrong when the Shape Japer plays tricks - but 6 can do the trick too!
12 Out Of Order
Spooky Spoon makes sure things are well out of order - until 5 sorts her out.
15 The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird
26 May The Fours Be With You
30 Bad Circles
Numbers 3, 4 and 5 are in the gym standing among a mixture of colourful circles, playing the circle game. The Agents call in reporting problems at the beach - 6 takes on the mission. Objects are behaving strangely - they've taken on a life of their own. It's the Shape Japer causing mayhem.