Complete Mission Guide
Nov 16th, 2008 by admin
BEFORE YOU READ YOU MUST BE A SECRET AGENT TO DO ANY MISSIONS!
MISSION 1: Case Of The Missing Puffles
1. You have to go to the Secret Agent HQ, select Mission, then select “Case of the Missing Puffles” (mission 1).
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2. Click on Aunt Artic, she will talk to you about her missing puffles, she says her green puffle likes to goof around, and her purple puffle favors taking pictures.
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3. Head to the Ice Rink, then click the right button as far as you can, and by the Red Goal you see a couple of pictures of Aunt Arctic’s missing green puffle, put the pictures in your inventory, then go to Aunt Arctic’s house and take them out of your inventory, and give the pictures to her. She will say that she knows that you are on the right track on finding her puffles.
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4. Go to the Pet Shop, turn left as far as you can, then you’ll find a note on the front Puffle-Kennel. Click on the note and there will be a code. If you can’t figure it out, go to the (Code-Tool-Bar) at the bottom and then try figuring it out. After you work it out, go to the Sports Shop, and talk to Agent G about Special Items; he’ll ask you how many socks he owns(The answer is on the note in the pet shop). If you answer the question right, he’ll open his cupboard of special items, there will be a Rubber Ring Shooter and a Climbing Rope. Click on the Rubber Ring Shooter and put it in your inventory.
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5. Go to the Ski Slope. There will be a penguin holding his telescope with a worried look on his face; talk to him. He will say some penguins on the iceberg look stranded; head to the iceberg, and talk to the penguins. They will tell you what happened to them. Click the Rubber Ring Shooter on them, now you will start a mini game. At the bottom, there will be a Wind Pressure Scale; click to shoot a Rubber Ring, if it gets one of the penguins, they will swim back.
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6. Click on the green puffle. He will say that two puffles, a green one with a propeller hat and a purple puffle with a camera, and they flew away.
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7. Go to the Ski Slope again, and you will find the penguin with the telescope crying by his broken telescope. Talk to him, and he will say that his homemade telescope is broken. He will then ask you if you can fix his telescope.
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8. Click on your (Agent Phone) and press (Tools); there will be a Comb, a Spanner and Scissors. Click the Spanner on to the telescope, and then the telescope will be fixed. Look through the telescope and you will then see the green puffle. Head to the Sports Shop again and get the Climbing Rope. Go to the Tallest Mountain (Look directly upwards) at the top. Toss the rope up and then you will find both of the puffles! You will then have to talk to Aunt Arctic and she will thank you. Good Job, you completed the first mission!
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MISSION 2: G’s Secret Mission
Go to secret agent HQ and start the mission. First, talk to G. Tell him you’re here for your mission, he’ll give you the following riddle…”Look near a lively game; Pointing to a path with a Rabbit in its name.” talk to G. he’ll ask if you know the secret code. Enter the code “MOGUL”. He’ll ask if you want your Mission, say “Yes”. He’ll show you a SLED he wants you to test-ride down the mountain, so put it in your inventory.
1. Go to the Ski Slope. Get the SLED ouT inventory and click it onto the Test-Slope. Another mini-game will pop up, where you’re meant to dodge obstacles and snow-jump over logs. It doesn’t matter if you crash, you’re meant to. When you crash, you find yourself in the Wilderness of ClubPenguin. Go right and you’ll find a Survival Guide. Put it in your Inventory.
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2. Go through the Middle Path way and pick up a SKI and put it in your inventory. Now go back, and go through the First pathway, and pick 2 O-BERRY’S.
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3. Go to the Pathway straight ahead, and click on the Puffles. They get scared and run away, apart from the black one. Give the Black one a O-BERRY, and it’ll become friends with you.
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4. Go back to where you started and move left. Then get a ROPE and attach it to the SKI to make a Fishing Rod.
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5. Go back to the O-BERRY bush and pick another O-BERRY. Go to the left path, and pick up a log and put it in your inventory. Get one of the O-BERRYS and put it on the Rod.
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6. Go back and you’ll see a tree in the middle of the paths. Keep on shaking the tree until a PAN comes out; go as far left as you can. And go down the lane, go left as far as you can. Click the Fishing Rod onto the water, and you’ll catch a fish!
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7. Go right a little bit and walk through the path. Click the bushes, and it’ll open up a cave. Go inside and click any stone; go where the stone goes and put your log onto the pit.
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8. Get the Survival Guide and click it on the log, this will become tinder so you can start the fire. Use your O-BERRY on your Puffle. He’ll make a fire (warning, give him the O-BERRY only when he’s over the fire). Get your fish and put it on your fire. After it’s cooked, click it to eat it. Now you’re thirsty, so go to the water again, and use your PAN on it. Now you have WATER, so go back into your shelter and put the water onto the fire. It will boil, then click to drink!
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9. Wait for your Penguin will fall asleep, when he/her wakes up, your puffle will be gone and your fire will be out, now go outside, you’ll see a fellow agent and he’ll take you back to G. G will talk to you, saying if you want to try the sled again, come back. Well Done, Mission Complete!
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MISSION 3: Case Of The Missing Coins
1. Go to the green penguin. He will appear right in front of you at the start of the mission. He tells you the coins have been stolen from the vault. Say, “Have you found anything unusual?” He will say no. Ask him if he door appeared to be tampered. He closes the door. Tell him to open it. He locked it.
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2. Go into the manager’s office. This is just to the right of the door.
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3. Search around and when you find the couch, click under it. Get the paperclip and the computer disk.
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4. Put the computer disk in the computer and turn it on by pressing the power button.
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5. Wait for it to load and click on My Files and then click on Combination_number. You can even play Ice Bricks if you want. It’s like breakout. The combination number is different for everyone, but it will have something like north, south, east, and west.
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6. Go back to the door with the green penguin. Put the combination number in. The green penguin ask if you want to go inside. Say yes. You will then notice that the coins are on the ceiling.
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7. Listen for your spy phone. It will ring. Visit G at the HQ.
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8. Watch the video he points to. It shows the coins automatically rising to the ceiling. He tells you it is unusual, and say, “Do you have any suggestions?” He says, “Check the roof.” Say, “Anything else”. He says the roof might be locked. He opens a drawer and tells you the keys in there.
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9. Use your code bar which is located on the bottom right hand of the screen to figure out the key. It is acually the first one, but just check anyway. Put it in your inventory.
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10. Go back to the office and use the key with the roof door. It will open.
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11. Go up and you will see a box labeled “Powa Box”. Open it with the wrench on your spy phone.
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12. Look inside the power box and throw the paper clip at the mother board to fry it go down stairs and collect white fibre which lies near powa box and put it into inventory and tell the new agent then go visit G.
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13. G will ask you to do another mission. Say yes. He will tell tell you the power in the Night Club went out when you shut down the electromagnet. He will ask you to turn the power back on by reseting the fuses.
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14. (Ignore this step if you are a member and have the Night Vision Goggles)Talk to G and tell him you cannot see in the boiler room. He will tell you to go to your right and take the flashlight besides his books./ or go find the chart with the blinking light and grab the flash light
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15. Go to the town and talk to the crying penguin. Ask him what the matter is and he will tell you about the power faliure in the Night Club.
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16. Go into the Night Club - It is too dark so use your flashlight or Night Vision Goggles. Go Past the DJ Stand and go down the speaker to the right of it.
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17. This will lead to the boiler room. Now find the fuse box and click on it. It is a puzzle. Read the instructions if you need to.
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18. After reseting the fuses, the lights should come back on. Teleport to the HQ and talk to G. He will thank you. Mission Complete
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MISSION 4: Avalanche Rescue
1. Talk to G and ask him where the Life Preserver is. Go into the Gadget room on the left and find it. Place it in your inventory.
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2. Go to the Ski Lodge, on the right you’ll find the Fishing Rod. Pick that up too. Place all two items that you have picked up so far together so that they create one item.
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3. Head to the Lighthouse and beside the boat you’ll find a rope. Put it together with the life preserver and fishing rod.
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4. Head to the Sportshop. Then Pick-up the brown belt from the statue.
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5. Go to the Ski Village and talk to the crying penguin beside the chair lift. He is crying because the lift is broken. Place the brown belt on the ski lift to fix it.
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6. Pick up the white hairs near where the brown penguin is cheering. Now go to the Lighthouse beacon.
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7. Use the wrench in your spy-phone tools to remove the telescope so that you can take it with you. Place it in your inventory.
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8. Go to the Sportshop and go up to G’s room. Place the telescope that you just picked up onto G’s tripod.
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9. Write down the path that you have to take through the maze. Then head to the mountain and go to Ridge Run.
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10. Follow the path that you have written down on Ridge Run. When you get to the bottom, you’ll see a cliff.
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11. Use the life preserver launcher on the cliff.
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12. Launch the preservers at the penguins to save them. Check Tips for a guide
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13. You have completed the mission, talk to G at the top of the mountain and give him the fibers that you found at the Ski Village.
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MISSION 5: Secret Of The Fur
1. Talk to G, he’ll get you to help him with the fur being analyzed. Open your spy-phone and pull out your comb from the spy-phone tools. Comb the hair and it will go into the machine.
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2. Talk to G and he will give you the white fur that we need to analyze. Analyze it. It won’t find a match but it will find traces of substance on it.
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3. Go to the Pizza Parlour and speak to the Penguin cleaning up the mess. Ask him to borrow sauce for evidence, and also offer to help him deliver the pizza. Put the Sauce and Pizza in your Inventory.
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4. Go to the Ski Lodge and go out the back via the backdoor. Give the Penguin the pizza.
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5. Go to the Coffee Shop next, and speak to the Penguin working there. Ask him for a hot chocolate after he tells you what happened. He will say the machine is broken but if you have a look at it you can fix it with your spy-phone tool - the spanner. Just place is on the hose that came out.
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6. Put the spanner away and pull the cup down to make a hot chocolate. Use the bottle of sauce that you got from the pizza parlour. Put the hot chocolate in your inventory.
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7. Go back to HQ using your spy phone and go into the gadget room on the far far left of the room. Get the AC 1000 Fan and place it in your inventory.
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8. Go to the lighthouse beacon and use the fan to blow the petrol tank on the right over to you. Then put the fan away and pull out your scissors on your phone tools and cut the string. Put the scissors back in your tools and put the petrol tank in your inventory.
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9. Go back to the gadget room and speak to G on the right. Put all the items into the machine and then pick up the goggles.
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10. Go to the beach and on the left you’ll find a fishing net, pick it up. Inside the lighthouse on the left on the boat, pick up the rope. Put them together and you have made a trap.
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11. Go into the Ski lodge and you’ll find the penguin hiding in the couch. Pick up the candle inside the ski lodge. Then, go to where he was fishing and place the trap on the tree branch.
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12. Place the candle on the trap, and a crab will be caught in it. The monster will run away leaving a small sample of fur. Put the crab and the fur in your inventory, then go see G.
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13. Talk to G, give him the crab, then analyze the fur and a match will be found. The monster is a POLAR BEAR! Speak to G again and he will give you the medal and you can keep the pizza. Mission over.
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MISSION 6: Questions For A Crab
1. Teleport to the HQ and go to the gadget room.
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2. Now talk to G.(Gary)
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3. The machine exploded and the crab escaped. Follow him. Listen for his claws.
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4. The crab will lead you all the way to the wilderness!
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5. Remember mission 2? You’ll find the puffle in the same spot. But the O’berries are located high up in a bag on a nearby tree. You’ll have to cut the rope holding them up with your scissors.
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6. When you feed the puffle, lead him to the door where the crab is. Put an O’berry in the pet door, and your puffle will follow and open it!
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7. Next comes a very long conversation with the evil polar bear.
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8. After that, you must get the puffle to do some things for you. There are three parts to the cage-lifter. Place a o-berry on the middle part first. Then put it on the third part to turn the water on. Then put it on the first part, and you will be free.
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9. Before you leave grab the blueprints, the anchor, the rope and hot sauce.
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10. You need to put a few items together first, by dragging them onto eachother in your inventory.
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11. Don’t count on leaving that soon. snow blocks the entrance! What you need to do is put hot sauce on an o’berry and put it on the snow so the puffle eats it… and melts the snow!
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12. Go to the cliff where you fell off of.
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13. Toss the anchor and rope up and you’ll be back at the ski mountain.
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14. If you go to the ski village, you’ll find that bear in the fishing place trying to fix his machine. But he’s too hungry, and O-berries won’t work. He needs pizza!
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15. So get to that Pizza Parlor and get that pizza, but get him seaweed pizza.
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16. Give him the Pizza.
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17. While he’s distracted, turn the lever to the other direction.
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18. Watch him sink.
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19. He’ll get back up and give you a nasty phone call…
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20. Recieve your medal and gift
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MISSION 7: Clockwork Repairs
To complete the mission, first talk to G. Then go to the Invention Cabinet and click on the electro magnet. Enter the word KEY in code. Get the magnet. Then go into G’s secret gadget room and get his life preserver. Go in to the Pizza Place and get some notes by the piano. Then go into the stage, click on the piano, put the music on the stand, and play the notes on that piano. The yellow puffle should like it. Then go to the beach. Click on the pail. Go to the snow forts and get the snow from there and put it in the pail. (Use the pail right beside the clock repairman) Go to the town. Get a poster from Rookie. Go to the stage and give the poster, then the pail to the puffle. He will make a gear. Bring the gear to HQ and go to G’s gadget room. Put the gear inside the testing machine, pull the lever, then click the snowflake button. Pull the lever again and get the gear. Go to the dock. Talk to the penguins and then hit the target three times. Get the target and give them the live preserver. Go to the iceburg. Use the magnet to bring back the spring. take the spring and get back to G’s testing chamber. Put it in and do the same as you did with the gear but this time press the fire button. Get the spring and take the target, the spring, and the gear to the Snow Forts. Put them into the clock and you are pretty much finished!
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MISSION 8: Mysterious Tremors
Talk to G. Choose any option. He explains the problem with the Clocks.
Click the moniter of the Snow Forts that G is pointing to. You will see the the Polar Bear and the Crab break the clock. Click the corner to exit the clock.
Talk to G again. Keep choosing the top option. He wants you to find the parts to repair the clock.
Go to the Gadget Room. Take the LifeGuard Rescue Tube off the shelf and put it in your inventory.
Use your map and go to the Dock. Talk to the penguins from the Blue team. Keep clicking the top options until they let you play to get back the target.
Here’s how you play: Click and hold the mouse until the bar goes up to the red zone. LET GO immediately when the bar is at the red zone. Then aim with your mouse and shoot at the target. Remember, the target is moving so click just a little bit ahead of where the target is going. And it takes longer for the snowball to travel the farther the penguin is from you.
Once you win, they’ll give you the target. Give them the Rescue Tube so they can continue practicing.
Go to the HQ. Talk to G and tell him you need to use the Electromagnet 3000. He say’s the combination is ‘key’.
Go to the Invention Cabinet, which is left of the entrance to the Gadget Room. There is a Decoder available if you put your cursor on the bottom right of the screen. Decode the word ‘key’ to Secret Agent Code and input it into the lock.
The lock will open. Take out the Magnetron 3000. Now go to the Iceberg on your Map.
Go to the left until you see an spring-in-an-icecube floating in the ocean. Use the Magnetron to pull it out of the water. Put them both in your inventory.
Go to the HQ. Go to the Gadget Room. Place the ice cube on the Test Chamber. Pull the Red lever. Now Press the Flame button. Now pull the lever again, then pick up the Spring.
Go to the Town. Talk to Rookie. Then, ask him for a poster of the Prime Gear. Put it in your inventory.
(Optional step) Go to the Ski Village and talk to the penguins there. They explain how the type of snow matters. And the Snow Forts has the best.
Go to the Beach and talk to the yellow penguin on the chair. He say’s he gave a yellow puffle a drawing of a chair and the puffle made the chair for him. Pick up the green bucket next to him that’s on the ground.
Go to the Snow Forts and fill the green bucket up with snow.
Use your map and go to the Plaza. Go into the Pizza Parlor.
Take the sheet of music on the floor next to the piano.
Exit the Pizza Parlor. And go into the Stage. Click on the piano at the Stage. Put the sheet of music on the piano stand. Play the colored notes in the order it says on the music sheet (read from left to right). The yellow puffle will love it and come out of hiding!
Now give the puffle the picture of the gear. Then give it the bucket of snow. It’ll construct a replica Gear. Place the Gear in your inventory.
Now go back to the Gadget Room in the HQ.
Place the Gear on the Test Chamber. Pull the lever. Push the snowflake button. The pull the lever again. Take out the hardened Gear.
Go to the Snow Forts one more time. Now click on the Snow Forts Clock to get behind it. Place the Gear in the middle, the Spring on the upper left, and the Target on the outside (on top of the pole). Now exit the Clock.
The Construction worker will cheer. You will get a call on your spyphone from the Polar Bear! He says He underestimated you but destroying the Clock Tower was just a distraction for his Grand Master Plan. Then he says “Until next time!” and hangs up.
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MISSION 9: Operation Spy & Seek
1. Talk to G. Then put 3 tracking devises, the yellow duck, and the blue print into your inventory.
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2. Go to the Ski Lodge and click on the two penguins playing Find Four. Find all of the pieces, put them into a pile, and give them to the penguins.
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3. Pick up the string by the carpet in the Lodge Attic. Put it into your inventory.
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4. Go to the Forest and pick up the sticks.
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5. Put the sticks, the blue print, and the string together in your inventory.
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6. Go to the Plaza and talk to the penguins. After the puffle blows a bubble, click the part stuck between the penguins. Take the bubble gum and put it into your inventory.
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7. Go to the Mountain and put the kite on a transmitter. Then put it on a poll.
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8. Go to the Dock and help the penguin by pulling up the brown start handle. Then borrow the penguins air pump.
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9. Put the gum on the yellow duck and then put the air pump on the duck.
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10. Go to the Ice Berg, place a transmitter on the duck and put it onto the water.
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11. Go to the Mine Shack and talk to the penguin. Click and drag the wooden boards, making the metal beam drop on the left side. Click twice on the cart surfer cart that is tipped over and weld all the cracks.
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12. Place the transmitter into the cart and then click in the mine for the cart to go down.
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13. Answer your spy phone and talk to G. Take the Binoculars 3000 from G at the HQ.
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14. Go to the Ski Lodge, and click on the “Go Fishing” door. Look through the binoculars.
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15. After Herbert leaves, go to his camp and look around.
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16. Go to the HQ and talk to G.
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17. Go back to Herbert’s camp and place the spy phone on the binoculars.
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18. Put the spy phone / binocular combo into the left tree.
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19. Go back to the HQ and watch Herbert and Klutzy.
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20. Collect your medal and receive your chocolates.
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FULL CREDIT TO http://penguincheatscp.com/ FOR THE POST AND VIDEO
The new mission “Waddle Squad” has been released. Here is a video and a walk-through guide.
Club Penguin Mission 10 - Waddle Squad Video Walkthrough
Club Penguin Mission 10 Step by Step Guide
1. Talk to Gary, jetpack guy, and rookie. Then, pick up the box of odds and ends from Gary’s gadgets.
2. Go to the Beach and talk to the jetpack penguin. His fuel ran out and he needs more cream soda.
3. Go into the Lighthouse and pick up the cream soda barrel.
4. Go back to the Beach and talk to the jetpack penguin. Say Yes you found it and give him it.
5. Follow the help message and divide the units exactly how it says until you get to the end.
6. Go to the Dock and talk to the penguin with the rope. Put the rope in your inventory.
7. Go to the Gift Shop and talk to Rookie. Hand him the solar panel you got from G’s gadgets at the beginning of the mission. Then get the table, box of stuff, and clothes from the manager.
8. Attach the solar panel to the magnets wires. Read the instructions on how to program it.
solar-panel-cheat
9. Help the Gift Shop Manager set up the clearance table outside the gift Shop:
1. Put the colorful balls on the ground.
2. Set up the table.
3. Put the clothes on the table.
10. Go to the Nightclub. Using the rope you got earlier, put it on the pulley near the cage and hit the lever. The machine will break down. Open it up using your screwdriver from your Spy Phone. Align the gears so they fit best.
11. Go to the HQ. Your Spy Phone will ring saying to go to the Dock. Go there and you will see Klutzy holding a Herbert dummy.
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12. Your spyphone will ring again. Answer it and head to the Night Club.
13. Capture Herbert by pooling the red lever down on him.
14. Take the jetpack from jetpack man and put it over the red level. Capture Herbert again.
15. Rookie will hand Herbert the spy phone and then Herbert will get away again. Talk to G and the mission will end.
16. Claim your medal and gift.
mission-10-medal
I hope this helps anyone who is having trouble with any missions.
~Overhazard~


















Why is everything in big writing?