mission guides

here’s a mission guide for all penguins!!!!!!

MISSION 1 – THE CASE OF THE MISSING PUFFLES

  1. Keep talking to Aunt Arctic until she says “Oh, please find my puffles! I need to know that they are safe!”
  2. Go to the ice rink on your map, look all the way to the right, and take the photos of the green puffle.
  3. Return them to Aunt Arctic.
  4. Go to the pet shop, look all the way to the left, then decode the note on the puffle house. If you don’t know the code, click the rectangle at the bottom right. (PS: You don’t have to decode the whole message. It reads, “G has ?????? ?????? pairs of socks” and the first line is always the “G has” part, so you only need to decode the 3rd and 4th line.) (PS #2: Don’t listen to anybody who says how many pairs of socks G has because it is always different. The first time I did the mission he had 86 pairs, the second time he had 45 pairs, the third time he had 96 pairs.)
  5. Go to G and ask him to show you the “SPECIAL” items, using the number of sock pairs he has.
  6. Take the life preserver shooter.
  7. Go to the iceberg and use the life preserver shooter with the penguins stranded at the iceberg.
  8. Rescue all of the penguins with it. (Hint: if the wind is blowing left at 78 for example, aim way off to the right. If it is blowing left at 32, aim closer to the penguins. The same works the other way.)
  9. Go to the ski mountain and talk to the penguin who broke his telescope.
  10. Click your spy phone, then click the blinking red light with the tools.
  11. Click the wrench and drag it, then click the telescope on the ground.
  12. Look through it.
  13. Scroll all the way to the left until you see a green puffle flying in circles around a mountain.
  14. Stop looking through the telescope and go back to the Sport Shop.
  15. Get the grappling hook.
  16. Go to the Tallest Mountain and use the hook with the very top of the mountain.
  17. You should see a green puffle fly over to you, then click that message in the box that comes up
  18. You should see the purple puffle take a picture, then click that message in the box that comes up.
  19. Keep talking to Aunt Arctic until the mission is over.
  20. END OF MISSION, CONGRATULATIONS!

MISSION 2 – G’S SECRET MISSION

  1. Talk to G and recieve your mission.
  2. Go to the Ski Mountain and click the signpost.
  3. Decode the words in the secret agent code with the circles under it.
  4. Give the word to G. (It will always be “mogul”.)
  5. Drag the Prototype Sled to your inventory.
  6. Go to the Ski Mountain and drag the sled to the Test Run behind the signpost.
  7. Use the mouse to steer. Crash as soon or as late as you want. (At the VERY end, there is a big pile of logs that CP forces you to crash into.)
  8. Look behind the hunk of ice next to the front of the sled and drag the rope behind it into your inventory.
  9. Drag the Survival Guide next to the chair into your inventory.
  10. Go forward to the O-berry bush.
  11. Pick three O-berries and put them in your inventory.
  12. Go forward to the stump where the puffles are playing and click them.
  13. Give an O-berry to the remaining black puffle.
  14. Look to the left then go forward.
  15. Take the ski
  16. Look to the right and go back to the stump.
  17. Look to the right and go to the cave.
  18. Click the bushes then go inside.
  19. Click one of the rocks near the fire pit.
  20. Go back outside, look to the left, then go to the river.
  21. Pick up the log.
  22. Use the ski with the rope to make a fishing rod.
  23. Use the O-berry with the fishing rod to use as bait.
  24. Use the rod with the water.
  25. Take the fish and put it in your inventory.
  26. Look right and go back to the O-berry bush.
  27. Look right, then click the tree on the right 3 times so the pot falls out.
  28. Look left and go to the river.
  29. Fill up the pot.
  30. Look right and go to the cave.
  31. Put the log in the firepit
  32. Use the survival guide with the firepit (the pages are tinder).
  33. Make sure the puffle is standing on the firepit and give it an O-berry.
  34. Use the pot of water with the fire, then drink it.
  35. Use the fish with the fire, then eat it
  36. You will fall asleep, then wake up.
  37. Go outside and talk to the agent until the mission is over.
  38. END OF MISSION, CONGRATULATIONS!

MISSION 3 – CASE OF THE MISSING COINS

  1. Talk to the penguin with the propellor cap.
  2. Ask him “Did you see anything unusual or strange?” then “Did the door appear tampered with when you got here?”
  3. Ask him to open it up again
  4. Go into the office.
  5. Look around until you find the big orange couch.
  6. Click underneath it and take the disk  and the paper clip.
  7. Put the boot disk in the computer and turn it on.
  8. Find the combination number. (PS: N, S, E, and W are the north south east west directions. N – up. S – down. E – right. W – left.)
  9. Enter the number into the door.
  10. Talk to the agent and wait for the spy phone to ring.
  11. Go to the HQ and talk to G until he shows you a recording.
  12. Ask him something about what perspective he would suggest.
  13. Get the rooftop key from the drawer (it is always the one in the top left).
  14. Go to the gift shop office and look left.
  15. Use the key with the door.
  16. Get the furs from the sewer thingy
  17. Use the wrench in your spy phone to open the lid of the Powa Box.
  18. Use the paper clip with the stuff inside the Powa Box.
  19. Go downstairs and talk to the agent. (Click the coin pile.)
  20. Go to Secret Agent G.
  21. Look left and get the flashlight. (or if you are a member then you should have the night vision goggles already)
  22. Get the other mini-mission from G.
  23. Talk to the brown penguin outside the Night Club.
  24. Go to the boiler room.
  25. Click the fuse box and fiddle with the lights until they are all green (read the instructions for help)
  26. Go back to HQ.
  27. Talk to G and finish the mission.
  28. Get the medal and letter and end the mission

MISSION 4 – AVALANCHE RESCUE

  1. Talk to G and and choose the option “I was informed an avalanche occurred at the Ski Hill. How can I help?” (You do not have to wait until he finishes speaking, just click the chat bubble when you have finished reading the text.)
  2. Read everything he says after this, then choose the option “Where is the life preserver shooter?” and G will let you into the Gadget Room to get it.
  3. He will leave to check on a weather station. Don’t worry about this, this is not part of the mission.
  4. Look around in the Gadget Room for the shelf between the Boom Box and the Thingamajig 3000. The shooter is on the top shelf.
  5. Go to the Ski Lodge.
  6. Scroll over to the Ice Fishing door and take the fishing rod, behind the fish bucket.
  7. Use the fishing rod with the shooter.
  8. Go into the Sport Shop.
  9. Look around for a lime-green penguin wearing a belt.
  10. Click the belt and his pants will fall down
  11. Take the belt.
  12. Go outside and click the part on the lift where a conveyor belt usually is.
  13. Drag the belt to substitute for a conveyor belt.
  14. Go to the Lighthouse
  15. Take the rope from the red boat, just to the left of the stage.
  16. Use the rope with the fishing rod-preserver shooter contraption.
  17. Go back to the Ski Village.
  18. Take the white tuft of fur (to the left of the brown penguin).
  19. Note: You do not have to talk to the brown penguin.
  20. Use your spy phone or the map to teleport to the mountaintop.
  21. Go down the Ridge Run course.
  22. Choose a direction: center, left or right.
  23. If one of them fails and you go tumbling down the mountain, try another.
  24. When it is successful, remember the direction you took the first time, in case you fall.
  25. Keep going until you reach sled tracks leading off the cliff.
  26. Use the roped fishing rod-life preserver shooter contraption with the cliff.
  27. Move the mouse to move the life ring, click to drop it down.
  28. Break the sticks over to the right first.
  29. Save the penguin on the tree by dropping the life ring over his head. He will grab on.
  30. Now save the penguin to the right of him. He will grab on to the first penguin’s feet.
  31. Put the second penguin on the tree.
  32. Save the penguin below the tree by dropping right next to the penguin on the tree.
  33. Re-save the penguin on the tree.
  34. Drop them all off on the ledge with the boulder. (It will fall and cause the penguin on the bottom to bounce up a ledge.)
  35. Get all three penguins from the boulder ledge.
  36. Lower them between the boulder ledge and the tree. (If you’re a bit off, move the penguins accordingly.)
  37. Replace your rescuing contraption in your inventory.
  38. Talk to G.
  39. Give him the white fur.
  40. Choose either option in the chat box
  41. Get the medal and letter, then end the mission. (Note: The letter self-destructs after you click the close button, so you don’t get to keep it ( )
  42. END OF MISSION, CONGRATULATIONS!

MISSION 5 – SECRET OF THE FUR

  1. Upon arrival in the Gadget Room, you will see G bent over a machine, called the Furensic Analyzer. Talk to him and click the first option (’Good to see you again, G! Let’s get started right away.’)
  2. Tell him that you may be able to fix the machine, because it is broken (Don’t bother clicking the machine yet; you need to gather some items around Club Penguin first).
  3. Before you leave, look to the right. There is a shelf of prototypes of G’s inventions. Take the AC 3000; you will need it later.
  4. Go to the Pizza Parlor and ask the penguin inside what happened. Keep talking and asking what he saw and what happened until he gives you a sample of the sauces (take BOTH sauces). Then talk to him until he asks you to deliver the pizza on the counter to the penguin fishing at the Ski Lodge. Take it; you will need it later.
  5. Now go the Coffee Shop and ask the penguin behind the counter what happened, and to describe the creature that had made the mess. (Optional: Look at the drawing the penguin drew)
  6. Ask if you could get a hot chocolate, and he will say the machine is broken. Volunteer to fix it for him.
  7. Take the mug from on top of the machine and put it under the ‘Hot Chocolate’ spout.
  8. Pour the Chocolate Sauce from the Pizza Parlor in the funnel that was revealed when you moved the mug.
  9. Now, using the wrench in the spy phone, screw the ‘Milk’ tube on the left back into the machine.
  10. Turn the Cold-Hot knob on the right side of the machine to Hot.
  11. Push the button for hot chocolate.
  12. Put the mug in your inventory.
  13. Go to the Ski Lodge and open the door that says ‘Gone Fishing’.
  14. Give the fishing penguin your pizza.
  15. Go to the Lighthouse.
  16. Look to the left and there will be a net; take one.
  17. Look to the right and there will be a rope draped over the side of a rowboat; take it.
  18. ‘Use’ the net with the rope to form a trap.
  19. Now talk to the two penguins at the foot of the stairs.
  20. Say that you will go up and check out what is up there.
  21. Look towards the Jet Pack launchpad, and use the AC 3000 to blow the fuel pack closer.
  22. Cut the string using the scissors in your spy phone, then put the fuel in your inventory.
  23. Use the spy phone to teleport to HQ.
  24. Go into the Gadget Room and look towards the Furensic Analyzer.
  25. Pour the Hot Sauce (from the Pizza Parlor), the Hot Chocolate mug (from the Coffee Shop), and the fuel pack (from the Beacon) into the strange machine with goggles next to the analyzer.
  26. Report to G that penguins all over the island have claimed to have been seeing a mutant, furry crab.
  27. Take the goggles and put them in your inventory.
  28. Now go to the Ski Lodge.
  29. Take the candle between the sofas and put in your inventory.
  30. (You can either do Step 30 OR Step 31.)Click the eyes under the orange sofa’s cushions; they turn out to belong to the penguin who you delivered the pizza to. Ask him where the ’scary monster’ is, and he will say it is outside, by the fishing hole.
  31. Put on the goggles and you will see a trail of footprints leading from the door of the Lodge to the ’Gone Fishing’ one.
  32. Set your trap near the fishing hole (you have to click a little above to set it).
  33. Put your candle on the trap.
  34. A crab will come out and try to take the candle, but it will set off the trap.
  35. The strange creature’s shadow will disappear, but it will leave behind a very familiar white fur.
  36. Take the fur and the trapped crab.
  37. Teleport back to HQ.
  38. Go into the Gadget Room, where G will be waiting.
  39. Tell him you caught a creature, but not THE creature because there were two.
  40. Keep talking until he asks to question the crab, and give it to him.
  41. Talk some more until he asks for more evidence, and tell him about the white fur.
  42. Now click the Analyzer.
  43. Use the comb in the spy phone to straighten out the pink hairs.
  44. The hairs will go into the machine and will come up with a match: a pink puffle.
  45. Now insert the white fur into the slot, and the match will be a polar bear.
  46. G will be very surprised and say goodbye.
  47. END OF MISSION, CONGRATULATIONS!

MISSION 6 – QUESTIONS FOR A CRAB

  1. When you arrive in the Gadget Room, G will be scribbling away on a clipboard. Talk to him and click either the first or second option (’Yes, I’m ready to question the crab’ or ‘I don’t speak crab’).
  2. G will start up the Crab Translator 3000, but the crab bangs on the side of the cage too loudly and explodes the machine. The crab gets away.
  3. Follow the crab to PSA HQ, then to the Sport Shop, then up the Mountain, then down the far side of the Mountain.
  4. You will tumble down, over and over, until you reach the same wilderness you crashed into in Mission 2.
  5. Follow the crab further toward the bush, then left to the river, then to the cave you stayed in during Mission 2, now inhabited.
  6. You cannot fit through the pet door and the door is locked, so look right to the stump and go there (you will find a puffle, presumably the same puffle as in Mission 2).
  7. Go left to the log and bush; you will see a bag of ‘O’ berries .
  8. Use the scissors in your spy phone to cut the bag down.’
  9. Take it and put it in your inventory.
  10. Go to the right, back to the stump.
  11. Feed the black puffle; it will follow you after this.
  12. Go to the right, towards the cave.
  13. Throw an ‘O’ berry into the pet door; the puffle will unlock the door from the inside and open it up, then will go inside.
  14. Follow your puffle into the cave.
  15. Suddenly, a cage will fall on you, and the polar bear inhabiting the cave will tell you how he got to Club Penguin and what he plans to do.
  16. Click any chat option shown when presented with some choices until he leaves for an ‘appointment’ with the Ski Lodge.
  17. You cannot interact with anything while you are trapped in the cage, so your puffle must do the work. Look to the right and you will see a strange mechanism that says ‘Cage Lift’.
  18. Throw an ‘O’ berry onto the handle on the pipe on the left. Your puffle will jump up and push down the handle, and water will start running, tipping the metal pan down to the right and letting the water run into the drain.
  19. Throw another ‘O’ berry onto the left side of the metal pan. Your puffle will jump up and push it down to the left now, making the water run to the left but still going into the drain.
  20. Throw another ‘O’ berry onto the platform right next to the huge gear that says ‘Cage Lift’. Your puffle will jump up and make the weight below the platform go up, turning the gear and lifting the cage.
  21. Now you need to take some items from the cave before leaving. First, look right, past the door, and you will see a table with some familiar objects from other missions around it. Take the hot sauce on the table and put it in your inventory.
  22. Take the Electromagnet 3000 plans above the table, former property of G.
  23. Look farther to the right and there will be a rope draped over some planks of wood. Take it.
  24. Farther right, and down, is a grappling hook that looks more like an anchor. Take that too.
  25. ‘Use’ the rope with the hook to form a complete grappling hook.
  26. Now go and open the door. A huge pile of snow will fall and block your path.
  27. ‘Use’ the hot sauce with the ‘O’ berry to make a spicy ‘O’ berry.
  28. Feed it to your puffle while standing near the door.
  29. Your puffle will fly around like a fireball and soon melt a hole through the snow.
  30. Go back to where you started by going right to the stump, left to the bush and log, then left again.
  31. Use your grappling hook to grapple up the cliff face back to the Ski Mountain.
  32. Go to the Pizza Parlor and ask the penguin at the counter for a seaweed pizza.
  33. Go into the Ski Lodge, then out the door that says ‘Gone Fishing’.
  34. Give the pizza to Herbert (the polar bear).
  35. While he goes off to eat, push the red lever underneath the crab. It should be pointing in the direction of the red arrow, not the green one.
  36. If you didn’t do this fast enough, get another pizza and repeat.
  37. When G arrives, click the first option in the chat (’Yes, I recovered your plans…’)
  38. Give the Electromagnet 3000 plans back to G.
  39. In the sky, something familiar streaks across the sky like a fireball…
  40. END OF MISSION, CONGRATULATIONS!

Mission 7

Code-named “Clockwork Repairs.” Note: You must have completed Mission 5 & 6 in order to play this!

Here is a step-by-step walkthrough of Mission 7:

1. Talk to G. He will then show you footage of how the Clock Tower was destroyed.

2. Talk to G again, G will say that he wants you to fix the tower.

3. Now go all the way to the right of your screen until you see the Gadget Room. Go inside!

4. On the shelf full of gadgets, take the LifeGuard Rescue Tube. Put it in your inventory.

5. Using your map, go to the Dock. Then talk to the penguins from the Blue Team. They will then ask you to play a target game.

6. Play the game until you win. When you do win, they will give you the target. Put it in your inventory.

7. Give the penguins the tube that you took from the shelf as a replacement target.

8. Now using your spy phone, go back to the HQ. Talk to G. Then go to the Invention Cabinet which is to the left of the Gadget Room. Click on the cage with the magnet. The combination to get the magnet is ‘key’. Here is what is supposed to look like.

9. Go to the iceberg. To your left, you will see a floating ice cube with a spring inside. Use the magnet to pull it in. Put it in your inventory. Now go to the HQ and then the Gadget Room.

10. To your left, you will see the Test Chamber. Put the ice cube with the spring on the conveyor belt. (Under the sign that says ‘Place Object Here.’ Pull the red lever. Click the flame button. Pull the red lever again and then put the spring in your inventory.

11. Go to the Town. Talk to the penguin. Ask him for the poster of Prime Gear. Put the poster in your inventory.

12. Go to the Ski Village. Talk to the penguins to your left. They will say that the best snow is by the Snow Forts area.

13. Go to the Beach. Near the penguin on your right, take the green bucket.

Now talk to the yellow puffle to right of that.

14. Go to the Plaza and then the Pizza Parlour. Pick up the sheet of music near the piano. Put it in your inventory.

15. Go to the Snow Forts and using the bucket of snow, click on the snow on the ground. It will then fill the bucket with snow.

16. Go back to the Plaza and into the Stage. Then on your right you will see a piano. Click on it. Place your music sheet on the piano and play the notes according to the color.

17. The golden puffle will then come out of hiding. Next, give him the Prime Gear poster and then the bucket of snow. He will replicate a replica of the gear.

18. Go to the Gadget Room via the HQ. Go back to the Test Chamber and do the same thing you did with the ice cube except push the snowflake button instead.

19. Go to the Snow Forts. Click on the Clock Tower. Place the gear in the middle of the panel, the spring in the upper left and the target on top of the pole.

20. Now exit the clock. The penguin will start to cheer and then your phone will start to ring. It is the polar bear saying that was just a distraction for his more ultimate plan. This will not be the last time we will see him!

Claim your medal and gift!


Step-by-step walkthrough of Mission 8:

1. Talk to G.

2. Go to the Dock. You will then see the Polar Bear! Talk to him. He will reveal some of his plans. Pick up the lantern that Klutzy forgot. Put it in your inventory.

3. Go back to G (he is in the Gadget Room) Talk to him. Pick up the brown hat in the background after you have finished talking to G. Also, pick up the brown hammer in the background. Put both in your inventory.

4. Go to the Town. Talk to the pink penguin. Go to the Snow Forts. The paper should then get stuck on a flag on the Fort. Click on it and then it will fly into the Plaza. Go to the Plaza.

5. The piece of the map got stuck in the green penguin’s newspaper. Talk to the green penguin who is standing in the line to see the play.

6. Go to the Pizza Parlor. Talk to the pizza chef. Order the meat pizza with grey fish. Go back to the Plaza.

7. Give the pizza to the green penguin who is waiting in the line. In exchange, he will give you the piece of the map. Put it in your inventory. Seperate the map from the newspaper. You will now see a piece of the map icon to the right of the map.

8. Go to the Coffee Shop. Talk to the brown penguin. When talking to him, ensure that you click the 2nd option (Here, I’ll help you clean up.) Click the cookies that are on the ground. Now just drag and drop the cookies into the jar. Go back. The brown penguin will now give you a free cookie. Put it in your inventory.

9. Go to the Town. Click on the green puffle. It will say the puffle looks sad. From your inventory, give the green puffle the brown hat. Next, give it the cookie. The puffle will now fly up and grab the second part of the map. Put it in your inventory. The icon of the other piece of the map should appear next to the CP map for easy access!

10. Go to the Beach. Then go to the Lighthouse. Talk to the orange penguin with the balloons. Select the first option. You will then be allowed to take the remaining balloons. Put them in your inventory.

11. On the left, there is another penguin. Talk to the purple penguin. Select the second option and he will allow you to take a barrel. Do not shake the barrel or you will have to get another. Put it in your inventory immediately!

12. Scroll to the left again and you should see a fishing net next to a steering wheel. Put it in your inventory.

13. Go to the Ski Village and then the Sports Shop. You should then see a camping tent and a box of pegs. Click on the pegs to put them in your inventory.

14. Go to the Dock. Scroll all the way to the left until you see the hole that the Polar Bear made. Click to go in it. Scroll to the right. You will then see the two tunnels.

15. The map must be used in the following way in order to reach the destination. Since the map is ripped in half, you must read it like this. View the left hand side of the map and then look at the 1st direction. (Direction varies between people) Let’s say the direction was right. Then look at the second piece of the map and look at the 1st direction.  Let’s say it was left. That means that you go through the left tunnel first. Then when you reach the 2nd set of tunnels, go right. (This is an example!) Continue using the mpa until you reach the destination. Note: Use the lamp to see the tunnels.

16. This is a very fast process that must be completed. Read the full step then do it. Shake the bottle so that it won’t explode. (About 5 seconds) (To shake the bottle, click on it from your inventory and then shake!) Then place it under the Gift Shop. The cream soda will then lift the Shop up. Next place the fishing net under it. Then the pegs and finally hammer it all down!

17. Go inside!

The following is an optional step (if you want a gift, do this!):

On the machine that the Polar Bear used, take out your wrench. Unscrew the gear and then put it in your inventory.

You must do the following:

18. Go into the room on the left. You will then meet the Polar Bear and Klutzy! Talk to the Polar Bear. After all of the talking, he will accidentally hit the boiler. Now you are left to clean up his mess! You must fix the boiler. G will then call on your Spy Phone and tell you that there are some weird signals coming from the Boiler Room. This will lead you to the puzzle.

19.  The object of the game is to connect the two pipes together. You do not need to use all of the pieces! Click on a piece and click on another and you will swap the pieces.

20. When you are finished, go back and then your phone will ring. Answer it. It is G. He says to go back to the HQ. Note: G is not in the Gadget Room anymore. He is looking at the map in the HQ. Talk to G. Then ensure that you give him the Prima Gear.

You are now finished! Thanks to tooly228

Claim your medal and Gift.

Here is the medal!

Here is the gift!

Here is the letter!

mission 9 guide:

1. Talk to G. Pick up the 3 tracking devices, blueprints and yellow duck from the HQ and put it in your inventory.

2. Go to the Ski Lodge and click on the two penguins playing Find Four. Find all the Find Four pieces. (They are in the Attic and the Lodge) Pick up the string that is in the Lodge and put it in your inventory.

3. Go to the Plaza. Click on the penguins to talk and the puffle will blow the gum and it will stick between them.

4. Click on the part that is in between them and put it in your inventory.

5. Go to the Dock and click on the penguin who is having problems with his boat. Tell him you will help him and pull the brown start handle. It will start his boat. Ask to borrow the pump.

6. Combine the duck and the bubble gum. Then combine the air pump with it and pump it up.

7. Go to the Iceberg and combine the rubber duckie with the transmitter and place it in the water.

8. Go to the Forest and pick up the stick and combine it with the the blue prints and string to form a kite. Go to the Mountain.

9. Combine the trasmitter with the kite and put it on the pole in the middle of the Mountain. Go to the Mine Shack.

10. Talk to the penguin. Say you will lend a hand. Click on the wooden boards on the Shack and the object of this is to get the beam to be South-West North-West. So the beam’s bottom in on the bottom left. Move the shack.

11. Click on the toppled cart and using the welder, weld all the cracks. Place the remaining transmitter in the cart and click on it to send it down.

12. Answer your Spy Phone and head to HQ. Talk to him and get the Binoculars 3000. Go to the Ski Lodge then the Ice Fishing door. Scroll to the right and use the Binoculars to zoom in on Herbert.

13. After Herbert leaves, answer your Spy Phone and go to HQ.

14. Go back to the Ice Fishing Door and to the lake and pick up your old spy phone on the ground and combine it with the binoculars. Place it on the tree to the left.

15. Go back to HQ and watch Herbert on the screen.

16. Collect medal and gift.

mission 10 coming soon till then

HERES THE MISSION GUIDES TO IT ALL 13 OF THEM!!!

Club Penguin: Elite Penguin Force is the Club Penguin Nintendo DS game. In it, you join the Elite Penguin Force- a crack squad of penguins trained to complete missions so secret even secret agents don’t know about them! There are 13 missions in total. Here are the guides for each mission:

elite-penguin-force

Mission 1 Guide: The Mystery Unfolds

1. Talk to Aunt Arctic and then go to the Coffee Shop.

2. Pick up the newspaper on the table and look at it.

3. Click on the Blue Puffle to get a piece of paper.

4. Talk to the penguin behind the coffee counter.

5. Go to the Snow forts.

6. Talk to the snowman, to get another piece of paper.

7. Talk to the light blue penguin. He will ask if you can get his hat.

8. Click on the blue puffle and aim your cursor at the clock’s target.

9. The penguin will talk to you. Then pick up his hat, and give it to him.

10. He will say thanks and give you Disguise glasses.

11. Go to the Plaza and click the mailbox. It’ll give you another piece of paper (letter).

12. Go to the Dock and click on the pile of inner tubes to get another paper.

13. Put the pieces together, which will make a map.

14. Go to the lighthouse and click on the barrel. Then a penguin will pop out.

16. The penguin will give you the map. Use it to go to the Dojo.

17. Talk to Dot. Say yes and you will complete the first mission.

Mission 2 Guide: Left to your own Devices

1. Talk to Dot, to receive the puffle pin. Then, click on the wall with the eight boards with the puffle pin.

2. It’ll bring you to a screen. Take the pin and rotate it to fit the puffle on the bottom right.

3. You will go in a room and the wall will open up to a screen with the Director on it. The Director will talk with you then go away. Then a penguin will come out with a Red Puffle.

6. He will talk and then tell you to work with Blast, the red puffle.

7. Go over to the other box and touch Blast and aim at the box.

8. After you break it, talk to PH. He will give you a puffle whistle.

9. Go to the Ski Village and talk to Dot. Go into the Sports Shop and talk to Dot again.

10. Click on the First Curtain, which will bring you to the HQ. Go over to dot and talk to her.

11. Click on the closet and enter the code: 3000

12. Click on it and Dot will talk to you. Then the director will come out. Pick the two blue things up and open your inventory. Put the 2 pieces together to make the spy gadget.

14. Go on the left and you will see a box. Break it open with Blast.

15. There will be a telescope on the side of it. Pick it up and put it into your inventory. Then, drag it to your Spy Gadget, to unlock a new feature.

16. Move over to the screen and click your spy gadget. If you select the symbol next to the HQ and drag it over to the screen, it will bring up a window with a notepad on the bottom and a code on top.

17. The code says: Red Blue Blue Red Red Blue.

18. Exit out of the window, and open the box. Enter the code that is above. Once you’ve unlocked the box, you can get a satellite dish.

19. Take it out of your inventory and put it on your spy gadget. Then your spy phone will ring. Open up your spy gadget, click the phone, and then talk to Dot.

20. Dot will talk, then close the phone and the director will talk to you. Then the mission will be completed.

Mission 3 Guide: Rookie on the Rocks

1. Talk to Dot. Then go to the Ski Lodge and talk to the sick penguin.

2. Go to the Pizza parlor and then to the back of it. Pickup the soup that’s under the middle table, and then go to the Ski Lodge.

3. Give the soup to the sick penguin. He will talk and then give you a red snowboard. Open your Inventory and open up the red suitcase. Put the snowboard on.

4. Go to the Ski hill and talk to the penguin with the Blue Snowboard. Talk to him and challenge him to a snowboard competition. You have to get 400 points to win.

5. Win and you will get a trophy. Go to the Ski Lodge and give the trophy to the sick penguin. He will let you keep the Red Snowboard.

6. Go back to Ski Hill and snowboard again.

7. Follow the footprints to Rookie’s campsite. Call Bouncer (blue puffle) aim at the campfire. Put out the fire, and follow the foot prints to the river.

8. Talk to Rookie and then go to your spy gadget and call Dot. She will send someone to save you and Rookie. You will end up in the HQ.

9. Click the Glasses and the EPF Badge. Congratulations! You’re officially an EPF agent, and you completed the 3rd mission.

Mission 4 Guide: Looking for Clues

1. The Director will talk to you. Afterwards, take the file from table.

2. Grab the file from your inventory and show it to Dot and Jet Pack Dude.

3. Go to the Sports Shop and give the file to the Clerk, who will then give you a pair of Gary’s glasses.

4. Go to the HQ and go to the Eye Scan 3000. Put the glasses on and start the eye scan.

5. Go in the gadget room and go to the table with the clock and the boom box. Click the open drawer and you will get the Mechno Duster for your Spy Gadget.

6. Go to the Ski Hill and use the Mechano-Duster on the pile of snow. Rub the snow and you will get a bent key.

7. Go to the Sports Shop and talk to Dot. Then use the key to open the door. Mission complete.

Mission 5 Guide: All’s Weld that Ends Weld

1. PH will talk to you. Afterwards, go to the Town.

2. Talk to Aunt Arctic, and she will give you a “Your a terrific friend” Card.

3. Go into the Coffee Shop. Use the Mechano-Duster to clean the coffee beans up. You will be rewarded a pin.

4. Combine the pen and the card, and hand it to the Coffee Shop worker.

5. Go back to the town and let Aunt Arctic sign it. Then go to the Snow Forts.

6. Give the card to both of the penguins and head to the puffle training room.

7. Give the card to Flare to make him light up. Click on Flare and point at the key on the anvil. He will weld them together. Grab the key.

8. Go to the Sports Shop and put the key in Gary’s door. Go up to his room.

9. Go over to the globe and use the decoder on the blueprints. It will say, “Super power flashlight.”

10. Go over to the orange couch and pick the map up.

11. Go by the table and click on the paper to let the other agents know where your going. Click the door and leave. Mission 5 over and out.

Mission 6 Guide: Do it yourself Carting

1. Talk to the penguin at the Mine Shack.

2. Click the tub of water near the opening. Then, go into the door on the side of the Mine Shack.

3. Click the wheel by the door, on the spool of yarn, and on the ground by the lantern.

4. Bring the wheels outside and put them into the bucket. Then use Flare to weld them to the Bucket.

5. Put the Cart in your inventory and go down to the mine.

6. Put the cart on the track and get ready to surf some mine carts.

7.After your done, go to the upside cart and talk to it.

8. Next, go around and pick up the 3 yellow balloons and rope.

9. Tie the rope to the cart and take Blast to knock the boulder off the ledge.

10. Blow the balloons up one at a time and attach them to the cart.

11. After all are attached, the mine cart will lift up and you can talk to him.

12. Grab the flashlight and attach it to your Spy Gadget.

13. Go to your spy gadget and and click the light bulb and point it at the dark tunnel. Find Gary.

14. Use Blast to break the boards. Then you will be teleported to the HQ, and the mission will be over.

Mission 7 Guide: Double Trouble

1. PH will be sleeping in a bubble. Talk with him. He will ask you to find something pointy.

2. Go to the bamboo patch and click the lower part of the patch, and pop him out of the bubble.

3. Go to the Ice Rink. Talk to the penguin with the foam finger. He will tell you to score a goal on the goalie.

4. Take Bouncer and throw 3 snowballs at the goalie. The 3rd one will work.

5. PH will call and tell you to come to the puffle training room with Loop.

6. Train Loop to aim at the jet pack.

7. Go find Pop (purple puffle). He is at the Night Club, but you need fancy clothes to get in.

8. Go to the stage. Talk to the stage manager and construction worker. Use Loop to stop the drill.

9. After you stop the drill, the manager will thank you and give you a choice between a fancy suit or a fancy dress. Pick one and put it on.

10. Go to the Night Club and be prepared for a dance-off.

11.Play the game and win to get Pop.

12. A shake will occur. Go to the boiler room and notice that the boiler is missing.

13. Use Pop to lift the cabinet up by touching Pop.

14. Pick up the can of oil and head to the mine. You will see Dot. Talk to her and be prepared to be teleported to the HQ. Mission complete.

Mission 8 Guide: Flying High Pitched

1. Talk to Jetpack Dude, and grab the Jetpack by the launch ramp.

2. Play Jetpack Adventure

3.You will end up on the tallest mountain to complete your puffle training

4. Talk with PH and train with Flit by collecting 3 gold rings. To do that, click on Flit and then the object.

5. Give the 3 rings to PH. Then you will train with Chirp.

6. Break the ice cube. First, click on Chirp and touch the object. It’ll get a small crack, so do it again to break it completely.

7. Click the box to get a hat like PH.

8. Click on the grappling hook to do your final training.

9. Go to the puffle training room and use Pop to lift the weight.

10. A snow globe will appear. Use Chirp to break the glass.

11. Use Flare to melt the ice off the chest.

12. Use Bouncer to cool the chest down.

13. Then use Blast to knock the Pinata down.

14. A jack in the box will appear. Use Loop to stop it from moving.

15. Grab the key and open the chest. Use Flit to get the note down. Mission complete.

Mission 9 Guide

1. Talk to the Director. Then go into G’s Room at the Sports Shop.

2. After G talks to you, go to the coffee shop.

3. When you go in, you will see Rookie talking to a worker. After they are done talking, talk to the worker.

4. Grab the cocoa machine and go into the gadget room.

5. Talk to G. Then put the cocoa machine on the Snow Trekker. You will need to put the pieces together.

6. Go up to your Spy Gadget and select the Trekker call button. Then play Snow Trekker.

7. After your done, you will end up by a cave. Go inside and pick up the oil can.

8. Go to the exit, in which you will get trapped. Use Pop to lift the boulder up and then use Blast to break the wood.

9. Go outside and you will see that the Trekker moved. Play again and you will end up at the Mine Shack.

10. Use the Mechano-Duster to clear the pile next to the penguin.

11. You will see G’s gadget. Go back to the Gadget Room and show G the machine. He will draw stuff on the chalkboard. After hes done, go to the command room, and you will have completed the mission.

Mission 10 Guide

1. Call Rookie, and he will tell you to go to the Plaza.

2. Use Flare to help him weld the metal to the booth.

3. Go by the Pet Shop and pick up the paper. Then connect the dots.

4. Call Jetpack Dude. He will tell you to come to the Ice Pond behind the Ski Lodge.

5. Go there and talk to him. Then play Ice Fishing. You need to get the Treasure Chest to win.

6. After your done, click the book and connect the dots.

7. Call Dot, and then go to the Night Club. She will give you another clue. Once again, Connect the Dots.

8. Go to the gadget room and give the clues to Gary. He will give you a machine that will be the final feature of your spy gadget. Mission complete.

Mission 11 Guide

1. Go into the gift shop and use Pop to lift the boxes.

2. Use Bouncer to throw a snowball at the robot’s face.

3. Go to the roof and throw another snowball at it’s face.

4. Use Flare to Weld the wheel.

5. Use the Robotomy tool on his chest and solve the 3 puzzles by moving the battery to the hole.

6. Use Pop to capture the robot. Bring the robot to the gadget room.

7. Give the robot to Gary. Mission complete.

Mission 12 Guide

1. Use Blast to knock the Robot down the Ski Hill. Then use your Snowboard to chase him.

2. Use Loop to catch the robot, when he falls.

3. Use the Robotomy tool to disable him. (Turn him off)

4. The final robot will come pick it up. Jetpack Dude will float down. Ask him if you can use his Jetpack.

5. Go over to the pile of stuff, and pick up the gas can. Now play Jetpack Adventure.

6. You will end up on the tallest mountain. Try to put a bubble around the disabled robot, but be careful, the the other robot will pop it.

7. Take Flint and knock the coffee bag on the robots head. Then use Chirp to disrupt him.

8. Disable him and put both robots in you inventory. Mission complete.

Mission 13 Guide

1. Answer you communicator. Then you will be teleported to the HQ.

2. Go to the Gadget Room, and check out the huge hole in the wall.

3. Play Snow Trekker. You will end up by a mountain with a hole in it. Go in and you will see that a GIANT robot has all the elite puffles and Gary!

4. Go to the Gift Shop and head to the roof.

5. Use the Mechano-Duster to tickle his nose. Blast will fall to the town.

6. Go to the town and see that Blast is ok. Then go to the Dock.

7. Use Blast on the chest of the Robot. Loop will be freed.

8. Go to the Ski Village. Rookie will have a rubber duck. Use Loop to tie the robot up. You will get Flare back.

9. Go to the beach and use Flare to weld on his chest. Flit will be released.

10. Go to the beacon and use Flit to knock the anvil on the robots head.

11. Bouncer will jump out. Use your jetpack to chase him.

12. You will end up on the tallest mountain. Use Bouncer to throw a snowball at the engine. Chirp will be freed.

13. Use Chirp on the robots chest and Pop will jump out.

14. Use a bubble to rescue Gary.

15. Disable the robot.

HERES SOME CHEATS TO IT:

For all of the penguins who bought the new Elite penguin Force game for Nintendo DS, this post will be very helpful to you. This Elite Penguin Force Cheat Guide will help you with Elite Penguin Force mini-games, coin cheats, account settings, and much, much more! But first I will show you how to enter your code that comes with the Elite Penguin Force DS game.
  1. Open the box that Elite penguin Force was in.
  2. Open up the card that is where the instructions are.
  3. Go to the login page and click on the “Unlock Items Online” button.
  4. Log in regularly and enter the code that is on the card.

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After you enter your code, you will then unlock the following items:

  • Access to the Command Room.
  • Have 1500 Coins added to your account.
  • And a Certificate.

Pretty shweet, huh? Ok, now for the Elite Penguin Force Cheat Guide. I have divided the guide into sections so that it makes it easier to find the cheats you are looking for (mini-games, coin cheats, etc). I hope this Club Penguin cheat guide helps!

Elite Penguin Force: Accounts

Elite Penguin Force allows you to create a maximum of three penguin accounts. With your penguin accounts you can complete brand new mission and play fun mini-games with your friends! The main object of the game is to complete missions. In the missions you can use your stylist to move around, talk to penguins, and explore different places around Club Penguin. However, hidden places in online Club Penguin, like the Dojo, Iceberg, etc. are not available in Elite Penguin Force. Also, be sure to talk to penguins that you come across while exploring different rooms. These penguins will give you helpful information and will hopefully help you beat the mission.

Elite Penguin Force: Earning Coins & Transferring Items

You can earn coins in Elite Penguin Force by playing some of the mini-games that are included. The coins that you earn from mini-games can even be uploaded to your online Club Penguin account! But you can’t upload clothes and items to your online account. Only coins can only be uploaded. But coins can NOT be downloaded from your online account. They can only be uploaded from your Nintendo DS.

Elite Penguin Force: Mini-Games

The Elite Penguin Force mini-games are great way to earn coins. You can access the mini-games from the Main Menu, or from the the location where you can play the game (ex. Cart Surfer is located at the Mine Shack). There are a total of six mini-games, and three of them are all new games. The other three are old Club Penguin (online) mini-games that used to be available. The best way to earn coins in Elite Penguin Force is probably to play Dance Challenge.

Elite Penguin Force: Multiplayer

The multiplayer feature is a very fun and great way to play Elite Penguin Force. This feature is probably the most helpful while playing mini-games. You can use the multiplayer feature by connecting two Nintendo DS’ together with one disc. You can play Elite Penguin Force with up to four friends, but make sure that everyone has a disc, because the Nintendo DS requires everyone to have a disc when you want to play EPF with four people. Everybody also needs to have at least one penguin that they created to play the game on. You can’t use somebody else’s penguin account.

Elite Penguin Force is $27.99 and it is only for Nintendo DS. You can purchase Elite Penguin Force for Nintendo DS here. So, what do you think about the cheat guide? Does it help? If you have any other Elite penguin Force Cheats, just leave a comment telling me your cheat(s). Thanks!

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