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Recap / Numberjacks S 1 E 33 Being 3

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Three and Four are in the Cozy Room, arguing because Three wants to count her three favorite possessions, but Four wants to play with a toy called the Bloop Ball, and neither can concentrate while the other is speaking. Five comes in and knocks over Three's things, so Three thinks she has to count them again, despite Five trying to tell her that numbers don't work like that. Four also knocks over Three's things, making her want to count them again. Just then, the alarm sounds.

The agents have spotted a problem: a little boy's marbles didn't roll, then they disappeared. Then, a little girl's dolls fell over and also disappeared. Three notices that both the marbles and the dolls came in threes and insists on doing the mission. Five and Four are a bit concerned, but they let her, and she lands in a parking lot.

The agents tell Six that seeing as things are disappearing in threes, it would be a good idea to watch out for threes. Six agrees with this and passes the advice onto Three, who notices three red balloons, which all pop. They then see a white hat, which they recognize as the Numbertaker's. Three is nervous and wants to go home, but Five tells her not to give up and requests all the information on the Numbertaker, which comes in the form of his song.

Five then imagines what would happen if the Numbertaker took all the threes. Three notices a man and a woman about to dine at a restaurant's outdoor table, but there are three chairs at the table, so the Numbertaker takes them one at a time just as the woman is about to sit down, which ends up with them both falling over. When they get up, the Numberjacks notice more threes: the lady is wearing three rings and there are three buttons on the guy's sleeve. The Numbertaker then makes them move their arms around. The Numberjacks back in the control room ask the agents for advice and they suggest that seeing as the Numbertaker is fixating on threes they should add more things to make it so there are no more threes. They settle on adding one to make four, likely because that's the simplest number, and Five and One work the Brain Gain machine.

The Brain Gain hits Three and she adds an extra button and an extra ring, which makes the people stop moving their arms around. However, the waiter arrives and the Numbertaker makes the three of them swagger around uncontrollably. Three uses the Brain Gain to teleport a fourth person over so that they can stop. The Numbertaker then tries to take Three, but Five and One use the Brain Gain to turn her into a four. The Numbertaker leaves, and she tells Four that he has a funny shape, which offends him. They then turn Three back to normal, which she prefers, and send her home.

Back in the sofa, they revise their day and Three and Four go back to their activities. Three makes a snide remark about the Numbertaker running away because she had such a horrible shape. This offends Four, but Three makes up for it by saying, "I wouldn't call you one of my beautiful things, but I would call you one of my favorite things."

This episode provides examples of

  • Annoying Younger Sibling: Played with. Three annoys Four a bit but then makes him happy in the end.
  • Astonishingly Appropriate Interruption: Three counts "One, two...", then Four says, "Hey, three!" at the beginning.
  • Brainy Baby: One demonstrates her intelligence by being able to work the Brain Gain machine.
  • Breaking the Fourth Wall: The episode ends with Three telling the viewers to be on the lookout for things that come in threes.
  • Ding-Dong-Ditch Distraction: Five rings the doorbell so that the mother will get off the couch.
  • Emotionally Tongue-Tied: Four is made so emotional by Three's calling him one of her favorite things that he can't speak properly.
  • Leitmotif: An instrumental version of the Numbertaker's theme song plays whenever a scene focuses on him.
  • Mid-Season Upgrade: While "Three Things Good" was Three's first solo mission, she was supposed to have gone with Four that day before it was revealed the launcher was broken. This is the first time the Numberjacks trusted Three to go out by herself on purpose.
  • One-Steve Limit: Double-subverted. Three calls herself Four when she turns into a four, but then she turns back into a Three and starts going by Three again.
  • Plot-Relevant Age-Up: Implied when Three briefly turns into Four.
  • Shout-Out: One of the lots of three that go missing is a trio of Bratz dolls.
  • Sibling Rivalry: Three and Four argue first about their hobbies, then about Four being ugly.
  • Teleportation: Three teleports a man from another table onto the table the other man and the woman were at so there'd be four people.
  • You Are Number 6: The Numberjacks are, of course, named after their numbers. This takes a logical step when Three starts calling herself Four when she's turned into a four. She then turns back into Three.

 
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Being a worrywart is worse when you also have an overactive imagination.

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