EPF Field-Ops No. 40: Scan remote areas for scrambled radio signals

19 04 2011

The latest Club Penguin EPF Field-Op mission is out, No. 40.

(Oops! Sorry. I missed this one because of spring break.)

1. Answer your spy phone, and report for duty in the Command Room.

2. Click the yellow Field-Ops screen to learn about your mission:

With the Earth Day party coming up, G expects Herbert P. Bear and the Protobot to strike. Work together to scan remote areas for scrambled radio signals:

3. Head to the Iceberg.

4. Stand over near the bottom-left corner:

5. Answer your phone.

6. Tune the radio scanner to match the frequency number. Match the rotating dial to the numbers that appear:

(Nooooo!)

Field-op complete.

For help with the latest field-op, check our EPF field-ops page.

Waddle on!

Mr Snowball3

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EPF Field-Ops No. 39: Check anything with a lock

5 04 2011

The latest Club Penguin EPF Field-Op mission is out today, No. 39.

1. Answer your spy phone, and report for duty in the Command Room.

2. Click the yellow Field-Ops screen to learn about your mission:

Search the island for clues. Check anything with a lock—like chests, suitcases, or lockers:

3. Head to the Lodge Attic, above the Ski Lodge.

4. Stand near the suitcase, over by the ladder:

5. Answer your phone.

6. Tune the radio scanner to match the frequency number. Match the rotating dial to the numbers that appear:

(Nooooo! This field op is cruelly hard to beat. I’m skipping it.)

Field-op complete.

For help with the latest field-op, check our EPF field-ops page.

Waddle on!

Mr Snowball3





EPF Field-Ops No. 38: Look for signals where crabs can be found

28 03 2011

The latest Club Penguin EPF Field-Op mission is out today, No. 38.

1. Answer your spy phone, and report for duty in the Command Room.

2. Click the yellow Field-Ops screen to learn about your mission:

You are to gather intelligence. Look for signals where crabs can be found:

3. Head to the Cave, with the underground pool.

4. Stand by the middle window:

5. Answer your phone.

Note the boxes swimming by.

Break the code, using process of elimination to find the correct combination of symbols:

Field-op complete.

For help with the latest field-op, check our EPF field-ops page.

Waddle on!

Mr Snowball3





EPF Field-Ops No. 36 Guide: Search the Entire Stadium

14 03 2011

The latest Club Penguin EPF Field-Op mission is out today, No. 36.

1. Answer your spy phone, and report for duty in the Command Room.

2. Click the yellow Field-Ops screen to learn about your mission:

Search the entire stadium. If you run into any locks, your spy phone has a new tool:

3. Head to the Stadium (also called the Ice Rink).

4. Walk into the Sports shop, to the right of the Snacks shack:

5. Answer your phone.

You may have to walk around in the shop to get your phone to ring.

6. Crack the lock, copying the pattern of clicks:

Field-op complete.

For help with the latest field-op, check our EPF field-ops page.

Waddle on!

Mr Snowball3

Note: Who is Agent D?

 





Mission 9: Operation: Spy & Seek step-by-step guide

5 11 2010

Here are step-by-step instructions for completing Mission 9: Operation: Spy & Seek on Club Penguin.

MISSION 9: OPERATION: SPY & SEEK

1. Talk with Gary the Gadget Guy.

He asks you to gather intelligence on Herbert P. Bear’s whereabouts and find out as much as possible about his plans.

Gary’s plan is to place three tracking devices across the island, which should help locate the problematic polar bear.

You have to do some work on the devices to get them ready, and then you can install them.

Gary marked with a red X on your map the best locations to install the devices.

2. Put the three tracking devices, the yellow duck, and the plans for the kite on the wall in your inventory (marked with red arrows, below).

3. Using your Spy Phone, teleport to the Ski Lodge.

4. Talk to the two penguins at the Find Four game. (This is my favorite game!)

They are missing game pieces.

5. Tell them you will keep an eye out for the missing pieces.

6. Collect the missing game pieces:

  1. On the first rung of the ladder up to the Lodge Attic.
  2. On the stool beneath the telephone.
  3. On the windowsill.
  4. Between the chimney and the rocking horse, in the Lodge Attic.
  5. On the table by the typewriter, in the Lodge Attic.
  6. On the table by the phonograph, in the Lodge Attic.
  7. On the crate by the lamp, in the Lodge Attic.
  8. On the crate between the couches, in the Lodge Attic.

7. While you are in the Lodge Attic, pick up the piece of string sticking out from under the rug and put it in your inventory.

8. Go back downstairs, and give the game pieces to the penguins.

9. Teleport to the Forest, pick up the sticks on the snow, and put them in your inventory.

10. Teleport to the Ski Hill.

11. In your inventory, put the kite plans on the sticks on then put that on the string to make a kite.

12. In your inventory, put the kite on a tracking device.

13. Put the kite-tracking device on the pole.

14. Teleport to the Plaza, and talk with the two penguins.

The red puffle, Ed McCool, demonstrates puffle bowling. The blue puffle, Destructo, looks alarmed.

Next, the blue puffle blows a bubble, which bursts, getting gum everywhere.

The two penguins ask for your help.

15. Tell them, sure, you’d be happy to help.

16. Click the gum stretched between the two penguins to free them.

17. Ask if you can take the gum.

18. Put the wad of gum in your inventory.

19. Teleport to the Dock, and talk to the green penguin working on the boat.

20. Offer to help.

21. Grab the wooden handle of the starter cord, and give it a pull to start the motor.

22. Ask if you can borrow the bicycle tire pump.

23. Put the air pump in your inventory.

24. Teleport to the Iceberg.

25. In your inventory, put the gum on the duck to patch the hole and then use the pump on the duck.

26. Grab the pump’s handle, and pump air into the duck.

27. Click the inflated duck on a transmitter in your inventory.

28. From your inventory, click the duck-transmitter and put it in the water, to the right of the outcropping of ice.

29. Teleport to the Mine Shack, and talk to the penguin on the roof about the mine track and cart.

Rory says he has to first make some repairs.

30. Ask if there is anyway you can help.

He asks if you can fix the troughs on the shack.

31. To get started, click the troughs on the right side of the shack.

32. To fix the trough, click and drag the beams of wood to rearrange them so the trough can tilt down to the left. (See below for how to arrange the beams.)

33. Once you have the beams arranged, click the left side of trough and pull it down.

34. Talk to the penguin again, and offer to fix the mine cart.

35. Click the tipped-over cart to set it back on the track.

36. Click the welding gear.

37. Click and hold the welding torch over the cracks to fix them.

Have fun welding. Spell you name with the welding torch!

38. Put the last transmitter into the cart, and then click the cart to send it down the mine.

G calls you on your spy phone.

39. Talk to G, and then report back to HQ.

40. Talk to G.

He gives you the Binoculars 3000.

41. Put the Binoculars 3000 in your inventory.

42. Teleport to the Ski Lodge, and go through the Gone Fishing door.

43. In your inventory, click the Binoculars 3000, and then click the far side of the ice pond.

You see Herbert with Klutzy, trying to start a fire.

Your spy phone rings.

44. Talk to G.

He tells you to go across the pond and attach the binoculars to the spy phone.

45. Cross the pond.

You are in Herbert’s chaotic camp. If you click the blue drawing, you will see a puzzling message.

46. Grab the spy phone on the snow, and combine it with the Binoculars 3000 in your inventory.

47. Go to the left, clicking trees till you receive a message that says “This tree is just perfect for the camera.


48. From your inventory, put the surveillance binoculars/phone in the tree.

Your spy phone rings again, and G says the binoculars/phone is transmitting.

49. Teleport back to HQ, talk with G, and then observe Herbert.

50. Be sure to collect your medal and gift.

You’re done!

Did I miss anything?

If you want to see how to do other secret agent missions, go to our Mission Guide page: https://abominablegovernment.wordpress.com/psa-mission-guides/.

Waddle on!

Mr Snowball3

Note: The two puffles you meet in the Plaza are named Ed McCool (the red one who bowls) and Destructo (the blue one who chews gum).





Mission 4: Avalanche Rescue step-by-step guide

26 10 2010

Here are step-by-step instructions for completing Mission 4: Avalanche Rescue on Club Penguin.

MISSION 4: AVALANCHE RESCUE

1. Talk with Gary the Gadget Guy.

Keep talking with G until you can ask him, “Where can I find the life preserver shooter?”

2. Click the Gadget Room security door to enter the Gadget Room.

3. Find the life preserver shooter on the top shelf of the case, and put it in your inventory.

4. Use your spy phone to teleport to the Lodge.

5. To the right of the back door that leads to the ice-fishing hole, grab the fishing pole and put it in your inventory.

6. Teleport to the Light House.

7. Grab the rope hanging out of the rowboat, and put it in your inventory.

8. Climb the stairs to the Beacon, and find the telescope.

9. Take your spy phone from your inventory, and click the flashing-red light at the top of the phone.

10. Click the wrench that pops out, and click the wrench on the bolt that is attaching the telescope to the railing.

11. Put the portable telescope in your inventory.

12. Teleport to the Sport Shop.

13. Remove the brown belt from the lime-green penguin mannequin (or would that be penguinequin?), and put it in your inventory.

14. Exit through the door, out to the Ski Village.

15. Look around, and you see a brown penguin crying.

16. Talk to the penguin.

The penguin tells you the ski lift is broken and asks if you can fix it.

17. From your inventory, take the brown belt, click it on the ski lift, and attach it to the motor.

18. At the foot of the ski lift, pick up the white fur and put it in your inventory.

19. Go back into the Sport Shop, and go through the door to Gary’s Room.

20. Look around to find the tripod in front of a window in Gary’s Room.

21. From your inventory, take the telescope, and click it on the tripod.

22. Click the telescope to look through it.

You see a bunch of paths leading from the top of the mountain down to four stranded penguins.

Your task is to make your way down the paths to the four penguins and rescue them. The correct path is different each time you do the mission, so grab a pencil and write down the path that leads to the penguins. It can be a little tricky, but the easiest way is to work from the base of the mountain up to the top—from the four penguins back up—and note which paths to take. It’s kind of like doing a maze in reverse. You also can just guess, if you can’t be bothered.

23. On a piece of paper, write down which paths lead from the top of the mountain down to the four penguins.

24. Teleport to the Mountain.

Note the odd footprints.

25. Click the run to start your trip down the path.

26. Each time you come to an intersection of paths, look at your notes to see which is the right path to take.

At the bottom of the path, you see crashed tubes and a broken fence.

27. In your inventory, put the fishing pole on the life preserver shooter …

…and then put the rope on the contraption.

28. Click the fishing-pole-life-preserver-shooter contraption on the edge of the cliff.

You see the four penguins and a life preserver tied to a rope.

29. Click the tangled branches to the right to clear them away with the preserver.

30. Click the first penguin, in the middle, to have it grab the life preserver.

31. With the first penguin clinging to the preserver, click the penguin over on the right.

You now have two penguins hanging from the preserver.

32. Position the two penguins over the branch the first penguin was standing on, and click the branch.

You place a penguin on the branch. The penguin bends the branch out of the way, so the other penguin still on the preserver can reach the third penguin.

33. Click to the right of the penguin on the branch.

The penguin on the preserver drops down and picks up the third penguin.

34. Click the penguin on the branch to collect the three penguins on the preserver.

35. Over the the left, click the ledge three times, to the left of the boulder, to safely put the three penguins down.

The three penguins push the boulder over the ledge.

36. Now, click the three penguins again to collect them on the preserver.

37. With the three penguins on the preserver, click between the ledge and the branch to swoop down and rescue the fourth penguin.

38. Back on the mountain top, put away your contraption, talk with G again, and give him the white fur.

39. Be sure to collect your medal, gift, and letter.

You’re done!

Did I miss anything?

If you want to see how to do other secret agent missions, go to our Mission Guide page: https://abominablegovernment.wordpress.com/psa-mission-guides/.

Waddle on!

Mr Snowball3





Mission 5: Secret of the Fur step-by-step guide

22 09 2009

Here are step-by-step instructions for completing Mission 5: Secret of the Fur on Club Penguin.

MISSION 5: SECRET OF THE FUR

1. Talk to Gary the Gadget Guy.

step 5.01

He ask you to take a look at the Furensic Analyzer 3000.

2. Click the Furensic Analyzer 3000.

You see a bit of puffle fur stuck in the analyzer.

3. From your spy phone, take the comb and use it to untangle the puffle fur so it can feed into the machine.

step 5.02

The analyzer matches the fur to a pink puffle.

4. Now, G asks you to scan the fur you found in mission 3.

5. Take the fur from G’s hand, and put it in the analyzer.

The analyzer reports it is an unknown specimen but is able to identify substances on the fur. The analyzer then finds traces of hot chocolate, hot sauce, and jet-pack fuel on the unknown fur sample.

6. G tells you to find larger samples of the elements found on the fur so he can use them to calibrate his special goggles.

7. Before you leave, go to the other side of the Gadget Room, grab the AC 1000 from the Prototypes shelf, and put it in your inventory. You need it in a bit.

8. Now, go to the Coffee Shop in Town for the hot chocolate.

You find a mess in the shop.

step 5.06

9. Ask the barista behind the counter what happened.

He tells you about a “big, strange, angry thing” he saw. He drew a picture of it and shows it to you.

step 5.07

10. Click the drawing he puts on the counter to see the monster.

11. Talk to the barista again, and ask him for some hot chocolate.

12. He tells you he can’t make you a cup: The shop’s hot-chocolate machine is broken.

13. Click the hot-chocolate machine behind the barista.

14. In your inventory, click your spy phone and grab your wrench.

15. Use the wrench on the milk hose over on the left to reattach it to the machine.

step 5.13

16. Put your wrench away, and click the Cold/Hot dial on the right side of the machine to move the dial from Cold to Hot.

Step 5.14

17. Take the mug from the top of of the machine, and put it under the hot-chocolate spout.

18. Press the Hot Chocolate button, and you discover you need chocolate sauce.

19. Head over to the Pizza Shop in the Plaza.

It’s a mess too!

20. Ask the pizza chef what happened.

He tells you he also saw a “really hairy, mutant crab!”

21. Ask him if you could take a sample of the hot sauce and the chocolate sauce.

step 5.19

22. Put the two sauces in your inventory.

23. While you are in the Pizza Shop, ask the chef if you can give him a hand with anything.

He asks you to deliver a pizza to a penguin fishing behind the Ski Lodge.

24. Take the pizza box from the counter, and put it in your inventory.

step 5.22

25. Go to the Ski Lodge in the Ski Village, head out the back door of the lodge, and deliver the pizza to the penguin fishing behind the lodge.

26. Return to the Coffee Shop.

27. Click the hot-chocolate machine.

28. Take the chocolate sauce in your inventory, and pour it in the Insert Chocolate funnel on top of the machine.

29. Press the red button for hot chocolate, and—tah dah!—hot chocolate fills the mug!

30. Put the mug of hot chocolate in your inventory.

31. Go to the Lighthouse at the Beach.

32. While you are in the Lighthouse, take the rope on the boat …

step 5.31a

… and the fishing net beside the wooden steering wheel …

step 5.31b

… and put them in your inventory. You need them later.

33. At the foot of the stairs, you find two startled penguins. Talk to them.

34. Head up the stairs to the Beacon.

35. Take the AC 1000 from your inventory, and click it on the floating jet-pack-fuel can to blow the red can toward you.

step 5.34

36. Take the scissors from your spy phone, and snip the balloon string on the fuel can.

37. Return the scissors to your spy phone, and put the fuel can in your inventory.

38. Return to HQ, go in the Gadget Room, and talk with G.

39. Tell him you have found all the elements.

40. From your inventory, pour the hot chocolate, the hot sauce, and the jet-pack fuel in the funnel on the left side of the calibration machine.

step 5.39

41. Now, take the goggles from the calibration machine and put them in your inventory.

Click the tracking goggles in your inventory to wear them and to turn them on and off.

42. With the goggles turned on, track paw prints from the Pizza Shop, through the Snow Forts, to the Coffee Shop, past the Dock, to the Lighthouse, and finally to the Ski Lodge.

step 5.41

43. Enter the Ski Lodge.

There, the penguin you delivered the pizza to is hiding under the couch cushions.

44. Talk to him.

He tells you he almost caught a gigantic fish, but he saw a giant shadow behind him and decided to hide inside the Ski Lodge.

45. While you are in the Ski Lodge, take the candle from the candleholder to the left of the couch and put it in your inventory. You need it in a bit.

step 5.44

46. Go out the back door to the fishing hole.

You see the shadow of the monster and overhear him say he is cold and needs a candle. You can turn off your goggles, if you want.

47. In your inventory, put the rope on the fishing net to create a trap.

48. Hang the trap on the tree limb.

49. From your inventory, put the candle in the trap.

The crab scuttles over and gets caught in the trap. The monster, however, runs away.

50. Put the tuft of fur the monster left behind in your inventory.

step 5.49

51. Put the captured crab in your inventory.

52. Return to HQ, go in the Gadget Room, and talk with G.

53. Tell him about what you caught, and hand him the crab.

54. Talk to G again, and put the tuft of fur you found in the Furensic Analyzer 3000.

You find out that the tuft of fur came from a ….polar bear!

55. Now talk to G again.

You’re done!

Did I miss anything?

Note: Some time ago, we translated the code that flashed by on the Furensic Analyzer 3000 in this mission. See this post to learn what the code says. The messages are funny 🙂

If you want to see how to do other secret agent missions, go to our Mission Guide page: https://abominablegovernment.wordpress.com/psa-mission-guides/.

Waddle on!

Mr Snowball3