While Chandler and Monica are on a dinner date, Monica's ex-boyfriend, Richard, enters the restaurant. Monica calls him over, and Chandler feels very uncomfortable. He channels his discomfort into corny jokes and hugging Richard (as opposed to hitting him) so as to act in a socially acceptable manner.
The narrator describes Harold's daily routine during the weekdays. From the beginning of the day to the end of the day, he follows a consistent and precise schedule. This clip is a concrete starting point for discussing how writers reveal character traits through concrete actions and specific detail.
Billy claims that splitting 25% among 5 people will result in each person receiving 5%. Pa claims that Billy is cheating himself and that he should receive 14%. Billy tries to prove that he is correct but fails to convince Pa and Ma.
To escape the island, the CyberSquad must reach before sunset one of the portals that Motherboard has placed on the island at random. The group uses the map to determine the distance to each portal and accounts for facts such as steep climbs and bridges being down. The kids and Digit decide to take the rapids to the bay, where they successfully reach the portal.
The CyberSquad is on an island and needs to visit Dr. Marbles. The group members have a map but don't know where they are on the island, so they head to the shore. Once at the shore, they use landmarks to determine where they are on the map. From there, they figure out which direction and how far to travel in order to reach the doctor.
A disguised Hacker offers Jackie, Inez, and Matt an opportunity to play a game involving a hat containing the numbers 1 - 4. After picking two numbers from the hat, the player must multiply the two numbers, and if the product is an even number, the player loses. Matt runs in and plays the game but loses. Jackie and Inez assess the fairness of the game and find out the chances of winning are only 1 in 6. The girls develop a plan that helps them beat Hacker at his own game.
While Matt, Inez, and Jackie are searching for Digit, they come across a shop owner and play a game involving worms and hats. Each player chooses a color worm, and one of the players, Jackie, picks a worm from a bag to determine the winner. Lucky, who also works at the shop, ends up winning, and the trio believes the game is not fair. The shop owner explains that it is indeed fair because of probabilities.
The CyberSquad encounters a hole in the ice, and there is no way around it. The group looks in a nearby shed and finds barrels, which it uses to estimate the size of the hole. Digit helps the group estimate that 12 additional barrels will sufficiently fill the hole. The CyberSquad fills the hole with its remaining 11 barrels and crosses the barrel bridge successfully.
In order to catch Buzz and Delete, the CyberSquad needs a fast way to get up the hill, and riding the tram isn't sufficient. Matt suggests taking the ski lifts, but they are too high. The group estimates the extra height it will need to reach the ski lifts, which approximates to two Matts. With the extra height provided by the picnic boxes, Jackie, Matt, and Inez reach the ski lifts.
In order to save Poddleville, Jackie and Annie need to figure out the pattern for the podlock before Hacker and his henchmen. They take the back entrance to the vault and attempt to unlock it from there. After some thinking and discussion with Matt and Inez, Jackie figures out the pattern and enters the vault, saving Poddleville from Hacker.
Matt, Jackie, and Inez try to figure out what Hacker is planning. They find Annie, a triangle poddling, who lists out the numbers and shapes of pods that Hacker has stolen thus far. They order the numbers and discover a pattern: Hacker is stealing only odd-numbered pods.
Combinations and Permutations →
Jackie, Inez, and Matt have to use one combination of switch, lever, and button in order to obtain the crystal. They create a tree using the Squak Pad to display all of the possible combinations and try each one. When none of them work, Delete unintentionally tells them that there is a hidden brown button. They add the brown button to the possible combinations and find the correct combination.
Combinations and Permutations →
Matt and Jackie have three differently-colored keys and knobs. They need to use one combination of key and knob to open the door. They organize all of the available combinations into a grid of possibilities and calculate that they have 9 total combinations. As they attempt each combination, they mark down which combination was used until they find the working one.
In order to find the lucky bunny, the CyberSquad rounds up all of the bunnies in a pen. They learn from Motherboard that the lucky bunny is blue or tall, so they segment all of the blue bunnies into one circle and all of the tall bunnies into another circle. They put the bunnies that match both criteria into a middle circle, creating a venn diagram, to indicate that they are part of both groups. Using a final piece of information from Motherboard, they identify the lucky bunny.
The CyberSquad cannot make a big enough square with the rods it has available, so Jackie suggests making a triangle. The group successfully forms a triangle and then attempts to make a square with two triangles unsuccessfully. When Digit creates a right triangle, the group tries again to combine the triangles into a square. This time, it is successful, and Jackie explans how to know they've formed a proper square.
Digit, Jackie, Inez, and Matt miscalculate the amount of cryoxide they would need to fill Motherboard's tank. Her tank had more depth than they thought since part of it was hidden. They discuss how the shape of the container doesn't determine how much liquid it can hold; its total volume does. They use the contaminated junk they previously took out from the tank to determine how much more cryoxide to obtain.
The CyberSquad's ship needs 40 glows of power to take off. The group learns that Hacker changed the gleamer's power output from six to four, so they use algebra to calculate how many gleamers they'll need to reach the minimum power output of 40 glows. They determine that they'll need 10 gleamers, or three additional gleamers, to take off before the island turns inside out.
The CyberSquad wonders whether or not five cyber-fireflies, or gleamers, will be enough to power the Mini-Wreaker. By using the variable, B, to refer to a gleamer, they discover that a single gleamer provides six glows of power. Afterwards, they determine that, if they fill all five power slots with gleamers, they will have an output of 30 glows of power, which should be enough for the Mini-Wreaker.
Since Hacker has a secret device that can listen in on their conversations, Matt, Inez, Jackie, and Digit need to create a way to communicate with each other without Hacker knowing what they are saying. They decide to create a code and an accompanying ruleset so that both the sender and receiver can understand the message. Inez suggests using the page number, line number, and word number within the line of Digit's book, The Cyberchef, to communicate.
The CyberSquad speaks with Deke about the declining water levels in the lake. He brings them to his shed, where he shows them a line graph of the water level each day. He states that the lake will dry up in four days if it doesn't rain soon. He illustrates how he used the line graph to detect a pattern and predict the future.
The residents of Sensible Flats have no more water in their resevoir and are trying to discover why the water levels have declined. The CyberSquad asks for historical records of the water level, and Rudy provides records of the last 25 days to the group. Inez, Matt, and Jackie think about how to use the dates to tell a story and decide that graphing the water levels day-by-day would work. The CyberSquad creates a line graph on the side of the tank and explains how to read the graph to the residents.
Delete clones himself with each sneeze, and he sneezes 103 times. Lucky claims that it will take too long to use addition to calculate the number of clones he has created. Inez creates another table and suggests they start with a multiple that is close to 103. The group uses her strategy to quickly determine that Delete has created 309 clones of himself.
Jackie couldn't count all of Delete's clones when they passed by her, so Inez and Lucky calculate the number of clones based on sneezes. Since Delete sneezed 13 times, and each sneeze creates 3 new clones, Delete has 39 clones in total. Lucky isn't convinced, so Inez walks her through the calculation, explaining that multiplication is the same as repeating addition.
Inez and Lucky try to determine how many clones exist of Delete. They write down what they know and notice a pattern: every time Delete sneezes, three new clones appear. Inez then explains how they can calculate the number of Delete clones that exist using multiplication.
The CyberSquad finds that no one is on floor -3, and Motherboard cannot track their location. Jackie guesses that they are on floor -5, the Grand Ballroom, so Digit tries to determine which direction to go. Initially, he thinks that they should go up, but that turns out to be incorrect. Jackie, Inez, and Matt explain to Digit why -5 is less than -3.
The CyberSquad is having trouble keeping track of Buzz and Delete's moves, so Inez suggests they determine the floor that Buzz and Delete are on and go directly there instead of following each individual move. She draws a number line to make it easier to find out where the two villains are. The villains' most recent moves confuse the group, as they end up below the ground floor. Matt, Inez, and Jackie realize that they need to travel to negative floor numbers and define negative numbers for the confused Digit.
Matt, Inez, and Digit help create a stable table for the Three Little Pigs to carry out their routine for a show. They try to add more and more legs to give the table stability, but it doesn't work. Meanwhile, Jackie sits alone, designing a simple model that will help her develop a solution to the problem. She iterates on her model using the Squak Pad and presents her solution to the rest of the group.
There is a leak in the dam, and the CyberSquad helps fix it to prevent damage from being done to the kingdom of Happily-Ever-After. The group initially tries using mud and sandbags to plug the hole, but those options don't work. Digit investigates the hole and notes that it's bigger on the inside of the dam than it is on the outside. Digit makes a model of the hole, and they use the model to create a solution.
The CyberSquad creates a boat that is one-tenth the size of the giant's boat so that it can successfully navigate the waters to the portal. The group's first attempt at building the boat fails, as each part came from a different size scale model. The gang uses blades of grass as rulers and finds boat parts with the correct dimensions to create a properly-sized boat.
The CyberSquad's only way out of a giant room is the keyhole. In order to reach the keyhole, they need to determine the length of the rope that will bring them to it. They learn that objects in this world are ten times bigger than objects in their own world, and they use that knowledge to estimate how far away the keyhole is.
The CyberSquad needs to pay the toll to make it across the bridge. Instead of money, the trolls want the same number of scones as the number of warts on a troll's face. The CyberSquad members count the number of warts on each troll's face, and after Jackie stacks the counts, they find that an equal number of trolls have 4, 5, and 6 warts. They look for the middle number that splits the group evenly and decide to pay a toll of 5 scones.
The jesters are auditioning for the king and don't know if the king is short or tall. They want to send someone who is not too tall and not too short so as not to insult him, but they don't know which one of them fits that criteria. The CyberSquad lines the jesters up from shortest to tallest and repeatedly takes one away from each end of the line to find the jester that is the middle height.
In order to make progress toward finding Hacker's time machine, Matt, Inez, and Jackie must help a gnome determine how many rocks were used to create a stone heart. The hearts were broken down into five piles of rocks. They count the number of rocks in each pile and choose the number that occurs most frequently as the answer.
The CyberSquad notices that something besides the shape of the rollerblading field is different when Hacker changes the field. The group defines both area and perimeter and calculates their respective values using the Squak Pad. They learn that different shapes with the same perimeter can have different areas inside.