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

Advertisements




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





Mission 11: The Veggie Villain step-by-step guide

11 11 2010

Here are step-by-step instructions for completing Mission 11: The Veggie Villain on Club Penguin.

MISSION 11: THE VEGGIE VILLAIN

1. Talk with Gary the Gadget Guy.

He asks you to guess the name of the seeds Herbert P. Bear dropped at the end of Mission 10.

2. Guess anything. You eventually pick the right answer.

Gary asks you to go the Gift Shop and investigate.

3. Using your spy phone, teleport to the Gift Shop.

4. Look around, and talk to Rookie.

5. Pick up the seeds of corn to the right of Rookie, and put them in your inventory.

6. Go to the Office upstairs.

7. Look around, and talk to Jet Pack Guy.

8. Pick up the corn seeds under the desk, and put them in your inventory.

9. Teleport anywhere, but the Sport Shop is a good spot.

Your spy phone rings.

10. Answer your phone.

It’s Gary, telling you to report back to HQ. The phone goes dead before he can finish, however.

If you try to teleport to HQ now, you instead will be teleported to a random spot on the island and see a message that the transporter is broken. Through the rest of the mission, you will need to use the map to get around the island.

11. If you are already in the Sport Shop, enter the third changing room.

12. Talk to Gary again.

He tells you someone is trying to take over the PSA main computer. Herbert appears on the monitors again. Gary then locks down the PSA mainframe and tells you to shut down Herbert’s broadcast in the Ski Village.

13. Make your way to the Lighthouse.

14. Grab the DVD under the piano, and put it in your inventory.

15. Grab the spray bottle and cloth on the speaker, and put them in your inventory.

16. In your inventory, use the spray bottle and cloth on the DVD to clean it:

  1. Click the spray bottle on the right of the screen, and squirt cleaning spray on the DVD until you get a message that you’ve sprayed enough.
  2. Click the cloth on the right, and click around on the DVD, wiping it perfectly clean.
  3. Put the clean DVD back in your inventory.

17. Before you leave, grab the empty can by the stairs and put it in your inventory.

18. Make your way back to HQ, and go in the Gadget Room.

If you pass through the Ski Village, you see a large screen.

19. Use the Test Chamber to fill the can with water and then freeze the water:

  1. From your inventory, put the empty can on the conveyor belt to the right.
  2. Click the handle with the red knob to move the can into the chamber.
  3. Click the water button in the middle to fill the can with water.
  4. Click the snowflake button on the left to freeze the contents of the can.
  5. Click the handle with the red knob again to move the frozen can out of the chamber.
  6. Pick up the disk of ice, and put it in your inventory.


20. Go to the Beacon.

21. Ask the penguin what he is doing and if you can help, somehow.

(Is this Rory?)

22. From your inventory, give the ice disk to the penguin.

23. Take the lens on the ground by the telescope, and put it in your inventory.

24. Go to the Ski Village.

You see a giant screen with Herbert projected on it, three penguins seated in front of the screen, and Rookie.

25. Talk to the brown penguin, seated in the middle.

He says he sat on his glasses, breaking them.

26. Tell him you will help find new lenses for his glasses.

27. From your inventory, take the lens and put it on the brown penguin to repair his glasses.

28. Talk to Rookie.

29. Click the projector to the right of the screen.

You see a DVD player and transmitter equipment.

30. Click the open/close button on the left side of the player to slide out the disc tray.

31. From your inventory, put the DVD in the disc tray.

32. Click the 0pen/close button to slide the DVD into the player.

The Halloween classic The Night of the Living Sled begins to play, but Herbert continues to talk.

33. Click the screen, and talk with Rookie.

34. Click the projector to the right of the screen again.

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

36. Click the wrench that pops out, and use it on the satellite box to the right.

The face of the box falls off.

37. Click the now-exposed box to see a close-up.

38. You need to solve the code to discover where the signal is coming from.

Select four colors in the top row, and click the Check button. Note which colors you got right, and then make your selections in the second row. Keep going by process of elimination till you solve the code. The correct colors are different each time you do the mission. You can read the instructions over in the bottom-right corner if you get confused.

39. Talk to Rookie.

40. Make your way to the Mine.

41. Look around, and enter the cornfield.

As you find your way through the cornfield, look for four scraps of paper and a wood plank.

As you find each item, put it in your inventory. You may need to go down all the trails to find the paper scraps and plank.

Making your way through the cornfield can be confusing. If you get totally lost, click the map to return to the Mine and start again.

42. Follow the trail of popped corn till you come to the first piece of paper.

43. Put the paper in your inventory.

44. Go down the path to the right the paper was on.

You see the second piece of paper.

45. Pick it up, and continue down the path to the right.

You see the third piece of paper.

46. Pick it up, and go down the path to the left.

You see the fourth piece of paper and the wood plank.

47. Put them in your inventory.

48. In your inventory, drag the four pieces of paper on top of each other to repair the note.

49. Click the note to read how to grow super corn.

You can retrace your steps, but I think it might be easier to go back to the Mine and re-enter the cornfield.

50. On your map, return to the Mine and re-enter the cornfield.

51. Follow the trail of popped corn, like before.

52. When you see the yellow watering can, take the path just to its right.

53. For the next path, follow the trail of corn kernels.

54. Next, take the path just to the left of the bag of fertilizer.

55. Next, take the path just to the right of the hot sauce.

56. Finally, take the path just to the right of the sack of coffee beans.

You come to a stream.

57. From your inventory, take the plank and put it on the stream.

58. Cross the stream.

You come to a hill, with a ladder high up, out of reach.

59. From your inventory, take the corn kernels and put them on one of the torches.

The popped corn strikes and turns the handle, lowering the ladder.

60. Climb the ladder.

You see Herbert, sitting at a computer, talking on a microphone. Klutzy seems to be playing a video game?

61. Click Herbert to talk to him.

62. While Herbert and Klutzy are laughing, unplug the computer.

63. Talk with Herbert.

He teleports you to HQ, along with a souped-up popcorn popper with an ominous timer.

64. Talk to Gary and Rookie.

Herbert again appears on the monitors.

65. Look around for the green cabinet with the row of books, under the map.

66. Click the yellowy-orange book, in the middle.

67. Click the gadget that slides out of the larger cabinet to the right.

68. Solve the puzzle.

Match the colors in the inner ring with the colors in the outer ring by clicking the colors in the middle and inner rings. Shift colors between the inner and middle rings to align them.

The color code in the image below is nearly solved. I just need to click the yellow ring to shift it down, as shown with the arrow.

When you crack the code, a penguin pops out of the cabinet.

69. Talk to the penguin, whom Gary calls Dot.

Dot teleports everyone out of HQ right before the popped corn destroys it.

After a quite bit of talking, you learn that the PSA is finished and its files and investigations are being transferred to a secret co-agency, the Elite Penguin Force.

70. Get your medal and gift from Dot.

You’re done!

71. After the mission is complete, go to your Awards area.

72. Click the snow-dome award you just got from Dot.

73. Click the Shake button to shake the snow dome.

74. Click the red button on the right to reveal a pair of spy goggles and a note from Dot.

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

Notes: Did you notice how many times someone mentioned eyeglasses in this mission? I counted four times, not including the spy goggles after the mission (click to enlarge the images below):

Gary

Rookie

Jet Pack Guy

Brown Penguin

Did you find other mentions of glasses?

Finally, the mission name is The Veggie Villain, so I’m guessing Club Penguin is referring to corn as a vegetable. But corn is usually not considered a vegetable but is a grain or possibly even a fruit. The Grainy Villain doesn’t sound as interesting though 🙂





Mission 10: Waddle Squad step-by-step guide

10 11 2010

Here are step-by-step instructions for completing Mission 10: Waddle Squad on Club Penguin.

MISSION 10: WADDLE SQUAD

1. Talk with Gary the Gadget Guy.

Your mission is to work with Jet Pack Guy and Rookie—both of whom you met in earlier missions.

2. From the box of odds and ends to the right of Gary, take the solar panel and put it in your inventory.

3. Using your spy phone, teleport to the Beach.

4. Look around, and talk to Jet Pack Guy, who is not wearing his jet pack.

He tells you his jet pack has broken down and is out of fuel.

5. Go in the Lighthouse, and look around.

6. Grab the barrel, and put it in your inventory.

7. Return to the Beach, talk to Jet Pack Guy again, and tell him you found cream soda.

He tells you to divide the cream soda into two containers, each containing four units of cream soda.

8. From your inventory, give the barrel of cream soda to Jet Pack Guy.

You see three beakers, with little labels next to them marked 8, 5, and 3.

  1. Pour liquid from the left beaker into the middle beaker.
  2. Pour liquid from the middle beaker into the right beaker.
  3. Pour liquid from the right beaker into the left beaker.
  4. Pour liquid from the middle beaker into the right beaker.
  5. Pour liquid from the left beaker into the middle beaker.
  6. Pour liquid from the middle beaker into the right beaker.
  7. Pour liquid from the right beaker into the left beaker.

If you get confused, click the bottle with the Help note rolled up inside to see directions for getting four units of cream soda into two containers.

Jet Pack Guy soars off.

9. Teleport to the Dock.

10. Talk to the green penguin near the boat with the rope.

11. Ask if he has any rope.

Surprisingly, he just gives you the rope.

12. Put the rope in your inventory.

13. Teleport to the Gift Shop, and talk to the shopkeeper.

14. Tell him you’d be happy to help him, and then put the two boxes and table beside him in your inventory.

15. Go outside to the Town, take the table from your inventory and set it up to the right of the store.

16. From your inventory, take the two boxes and put them on the table.

17. Go back in the Gift Shop, and talk to Rookie.

The Magnet 3000 is causing him problems.

18. From your inventory, take the solar panel and put it on the magnet’s power cord.

You see a circuit board.

19. Use the blue soldering iron to complete a path between each of the three pairs of colored circles. If you mess up, use the red solder sucker to erase mistakes.

Your finished circuit board should look something like this:

20. Teleport to the Night Club.

21. Take the rope from your inventory, and put it on the pulley.

The rope is attached to the cage and winch.

22. Click the red lever.

The winch shoots off sparks.

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

24. Click the wrench that pops out, and use the wrench on the bolts on the front on the winch.

25. Click the front of the winch.

You see five gears on the bottom of the box.

26. Fit the gears on the spindles to fix the winch and set the trap:

The gears may fit together differently each time you do the mission.

27. Teleport to the Dock.

Your spy phone rings.

28. Answer it.

Oddly, it’s Jet Pack Guy, telling you to head to the Dock, although you are already there.

29. Look around till you spot Klutzy waving a decoy Herbert.

30. Your spy phone rings again.

It’s Rookie, reporting Herbert is at the Night Club.

31. Return to the Night Club.

You see Herbert with the golden puffle.

32. Flip the red handle on the winch to trap Herbert.

Herbert easily lifts the cage and casts it aside.

33. Click Herbert.

Your spy phone rings.

34. Answer your spy phone.

It’s Gary, telling all agents to move in. The Magnet 3000 breaks through the wall, attracted by the golden puffle.

35. Click and hold the three night-club spotlights to point them at the solar panel.

The magnet now attracts the cage, again trapping Herbert. After some hullabaloo, the mission ends.

36. 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





Mission 7: Clockwork Repairs step-by-step guide

21 04 2008

The new Club Penguin Secret Agency mission came out today! It is called Clockwork Repairs.

Here are step-by-step instructions for completing Mission 7: Clockwork Repairs.

MISSION 7: CLOCKWORK REPAIRS

1. Talk with Gary the Gadget Guy.

He tells you about the broken Clock Tower, which is causing other clocks on the island to go haywire.

2. Click the monitor of the Snow Forts G points to.

You see the polar bear and crab you learned about in Mission 5 removing the prime gear and target-winder from the Clock Tower. You also see a spring flying off toward the Iceberg.

3. Talk to G again.

He asks you to repair the clock. You need to find the missing spring and target and make a new gear.

4. Before you leave, go to the other side of HQ and click in the middle of the Invention Cabinet.

You see a combination lock using secret-agent code.

5. Go back to G, and tell him you need to use the Electromagnet 2000.

He tells you the password is key.

6. Go back to the cabinet, and click it.

You see the lock again.

7. Using secret-agent code (you can find the code in the bottom-right corner of your screen), click the up and down arrows to set the lock combination to the letters k e y. See the picture below for the correct code:


The combination lock opens.

8. Grab the Electromagnet 2000, and put it in your inventory.

9. Now, go in the Gadget Room.

10. Look around for the shelves, grab the life-preserver ring off the top shelf, and put it in your inventory.

(If you want to learn more about how to repair the clock, go to the Snow Forts and talk with Rory, the penguin standing in front of the Clock Tower.)

11. Go to the Iceberg.

On the Iceberg, you see the spring, frozen in a large ice cube floating in the water.

12. From your inventory, take the Electromagnet 2000, and click it on the ice cube to pull it out of the water.

13. Put the ice cube and the Electromagnet 2000 in your inventory.

14. Head to the Ski Village, and talk with the two penguins about the physical properties of snow.

15. Go to the Beach next.

16. Talk to the yellow penguin sitting in the fancy snow chair.

He tells you his specially made chair was crafted by a yellow puffle.

17. Take the green bucket by the yellow penguin, and put it in your inventory.

18. Now, go to the Dock, and talk with the two penguins in blue-team uniforms.

They tell you how they got the Clock Tower target.

19. Ask if you can have the target.

They will give you the Clock Tower target if you can hit it with a snowball three times.

20. To hit the target, click and hold your mouse button to build up the power to sling a snowball.

21. Aim a little ahead of the target, and click your mouse button again to throw a snowball.

You get ten snowballs. If you don’t hit the target three times, try again.

22. Talk to the penguins after you hit the target three times, and they give you the target.

23. Put the target in your inventory.

24. From your inventory, grab the life-preserver ring and give it to the penguins so they can keep practicing.

25. Go to the Town.

26. Talk to Rookie, the agent you met in Mission 3.

He is handing out posters for the missing Clock Tower gear.

27. Tell him you’ve been looking for a picture of the gear.

He offers you a poster.

28. Click the poster he hands you, and put it in your inventory.

29. Go to the Snow Forts.

30. Take the green bucket from your inventory, and scoop up some snow.

31. Put the bucket of snow in your inventory.

32. On to the Plaza, and go in the Pizza Parlor.

33. Put the sheet of music by the piano in your inventory.

34. Go to The Stage.

35. Take the sheet of music from your inventory, and put it on the piano.

You see a yellow puffle peek out from behind a curtain.

36. Play the song on the sheet music, matching the colored notes on the sheet to the colored piano keys.

The yellow puffle comes out.

37. Click to the left or to the right of the screen to exit the close-up view of the piano.

38. From your inventory, take the poster and give it to the yellow puffle.

39. Now from your inventory, take the bucket of snow and give it to the puffle.

The puffle makes a gear out of snow!

(If you give the puffle snow from anywhere but the Snow Forts, the gear will fall apart after the puffle builds it.)

40. Put the bucket back in your inventory.

41. Put the gear in your inventory.

42. Head back to HQ, go in the Gadget Room again, and look for the Test Chamber.

43. Take the ice cube from your inventory, and place it on the right side of the conveyor belt of the Test Chamber.

44. Click the red handle near the bottom to move the ice cube into the chamber.

45. Press the fire button on the right.

You melt the ice.

46. Click the red handle again to move the spring out of the chamber.

47. Put the spring in your inventory.

48. From your inventory, take the snow gear and place it on the conveyor belt.

49. Click the red handle to move the gear into the chamber.

50. Press the red snowflake button on the left.

You superchill the gear.

51. Click the red handle to move the gear out of the chamber.

52. Put the gear back in your inventory.

53. Go to the Snow Forts.

54. Click near the bottom of the Clock Tower.

You see the clockwork.

55. From your inventory, take the spring and put it in the clockwork:

56. Now from your inventory, take the gear and put it in the clockwork:

57. Finally, from your inventory, take the target and put it on the winding arm to the left of the Clock Tower:

The clock is running now.

Your spy phone rings.

58. Answer your spy phone.

It’s the polar bear!

Now G walks out and says you’ve done excellent work.

59. Talk to G.

60. Be sure to get your medal and gift.

You’re done!

Did I miss anything?

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

Waddle on!

~Mr Snowball3~

Note: Here’s my favorite part of the mission 🙂





Mission 3: Case of the Missing Coins step-by-step guide

21 02 2008

Here are step-by-step instructions for completing Mission 3: Case of the Missing Coins on Club Penguin.

MISSION 3: CASE OF THE MISSING COINS

1. Talk to the new secret agent.

talktonewagent.png

The agent tells you what happened. He then closes the vault door.

2. Go in the door to the Gift Shop manager’s office.

goupstairs.png

3. Look around the room till you see the couch.

couch.png

4. Click under the couch.

diskandclip.png

5. Put the paper clip and BOOT computer disk in your inventory.

6. Look around for the computer.

computer.png

7. Click the computer.

8. Turn the computer on.

9. Take the computer disk from your inventory, and put it in the computer.

diskinslot.png

10. On the screen, click My Files.

11. Click Combination_Number.

combinationnumber.png

12. Write down the letters and the numbers next to the letters.

The numbers change each time you do the mission, so you need to write them down.

(If you want, you can also play the Ice_Bricks game on the computer!)

13. Go back downstairs.

backdownstairs.png

14. Click the vault door.

15. Click the vault handle to enter the combination numbers you wrote down.

combination.png

The number next to N goes on top, the number next to E goes on the right, the number next to S goes on the bottom, and the number next to W goes on the left.

16. Click the red CONFIRM button.

The vault door opens.

17. Go in the vault.

18. Talk to the new secret agent again.

Your spy phone rings.

19. Click your spy phone in your inventory.

cellphone.png

G tells you to meet him in HQ.

20. Click the Visit HQ button on your spy phone to go to see G.

21. Talk to G, who tells you about what he’s found.

22. Click the screen G is pointing at to see the video.

watchthisscreen.png

23. After you watch the video, talk to G again.

24. Say “OK. Do you have any suggestions?”

G tells you to look on the roof.

25. Click “Ok thanks G. Is there anything else I need to know?”

26. He tells you to take the key marked rooftop from a drawer.

27. Click the drawer.

28. Put the key in the top-left corner in your inventory.

keysindrawerline.png

The key says roof top in secret-agent code. (The other keys say lounge, ski shop, office, boiler room, and coffee, but you don’t need to use any of them in the mission.)

29. Go back to the Gift Shop, and go up to the manager’s office again.

30. Take the key from your inventory, and open the door to the roof.

keyondoor.png

31. Put the key back in your inventory, and go out to the roof.

A giant magnet!

powabox.png

32. Take your spy phone from your inventory, and click the flashing red button near the top.

33. Click the wrench that comes out.

34. Click the wrench on the front of the Powa Box.

wrenchonbox.png

It unbolts the front of the Powa Box.

35. Put the wrench back in spy phone.

36. Take the paper clip from your inventory, and put it in the Powa Box.

It shorts out the Powa Box and deactivates the magnet.

37. Put the tuft of white fur stuck in the vent on the left in your inventory.

furinvent.png

38. Go downstairs to the vault.

The coins have fallen to the ground. You can go in the vault and click the coins to talk with the new agent again.

39. Go back to HQ, and talk with G.

40. When G asks if you found anything else, tell him you found white fibers.

41. From your inventory, give G the white fur.

G then asks you if you are interested in another small mission.

42. Say “Sure, what is it you need me to do?”

He tells you to go to the Boiler Room and reset the fuses to turn back on the power.

43. Don’t leave HQ yet!

44. Move to the right till you see the map of Club Penguin.

45 Put the flashlight on the table in your inventory.

46. Use your spy phone or the map in the top-left corner to teleport to Town.

47. Talk to the brown penguin.

cryingpenguin.png

48. Go in the Night Club.

It is dark.

roomdark.png

49. Click the flashlight in your inventory to turn it on.

flashlightroom.png

If you are a member, you can click your night-vision goggles in your inventory instead.

goggleroom.png

50. Go to the right till you see the speaker with the secret entrance to the Boiler Room.

speaker.png

51. Click the speaker to go to the Boiler Room.

52. Look around till you see the Fuse Box.

fusebox.png

53. Click the fuse box.

54. If you are using your goggles, turn them off.

The flashlight turns off automatically.

fuseboxinside.png

55. Click the fuses till they all turn green.

This can take a while. Be patient, and keep clicking. I’ve sometimes got it in 5 tries, and sometimes it seems like it took 5 minutes. Don’t give up!

(If you absolutely can’t turn all the fuses green, you can go back to HQ and ask G to do it for you. But you won’t get the thank you card at the end.)

56. After you turn on the lights, go back up to the Dance Club and talk with the brown penguin again.

57. Now go back to HQ and talk to G.

58. Be sure to get your medal of excellence and thank you card.

medalandcard.png

You’re done!

Did I miss anything?

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

Waddle on!

~Mr Snowball3~