Make Six Fine

Plot
The Problem Blob has glitched things - 1, 2, 6, 8 and 9 flies out to solves out the problem to make things right.

Numberjacks

 * 1
 * 2
 * 3
 * 4
 * 5
 * 6
 * 8
 * 9

Agents

 * 20
 * 33
 * 53
 * 101

Meanies

 * The Problem Blob

Synopsis
3, 4 and 5 are in the Cosy Room takes notes for 10 addition. Five gives 3's odd number notes and 4's even number notes. Then 3 and 4 got the answers correct. The agent call is coming, and they go to the control room.

The Main Numberjacks calls Agent 70. Then 6 goes out for his launch. Then 6 land in a painted black wheel with black 6 paint. Then 3, 4 and 5 saw the Problem Blob. If he glitch everything, 3 has to launch 1, 2, 8 and 9. 8 was in the launch, while 1, 2 and 9 in the area. And they launched! They landed on a black text has 1982. But Six does the trick!

They joined Six, but they can. After 50 minutes, they got Brain Gain. They come back.