Club Penguin: Elite Penguin Force

Elite Penguin Force Walkthroughs

Mission 1: The Mystery Unfolds

Talk to other penguins to solve the mystery.

Drag the stylus around to move and explore.

  1. You will see Aunt Arctic (the green penguin writing notes with a pink hat). Talk to her, by clicking on her.
  2. She will recommend you to red the Club Penguin Times. Find it in the Coffee Shop, laying down on the table close to the sofa.
  3. While you read it, you will notice a blue puffle jumping up and down. Use the stylus to click on the touch screen.
  4. The blue puffle should be jumping up and down with a piece of paper. Use the stylus to click on the puffle. It looks like some kind of riddle, signed by someone named D.
  5. Click on the penguin on the bottom left of the touch screen, and click on the piece of paper and select it on the penguin behind the counter.
  6. Get out of the Coffee Shop and go to the Snow Forts.
  7. You will see this “strange-looking” snowman. Click on it, and it will give you another piece of paper.
  8. Look toward your right, and you will see a sky blue penguin. Click on the blue puffle and select the CP Time Zone Clock’s snowball target.
  9. The penguin will be amazed, and you will give him the hat.
  10. For an award, he will give you a disguise mask. Hand the piece of paper to him.
  11. He will suggest you to go to the Plaza.
  12. Turn your camera to the right ->, then click on the Plaza.
  13. You will see a mailbox. You may think it’s a new addition, but it’s D inside. Click on it, and there will be another piece of paper stuck to it.
  14. Then, go to the Docks, you will see 3 tubes stacked up, and what’s stuck there will be the 4th piece of paper. You will try to solve the puzzle, and it will show a map to the lighthouse. As usual, go there.
  15. You will see nothing different, so you should try inside the Lighthouse.
  16. As you turn right, you will see a barrel in the middle. Click on it, and it will show “D” inside, and she will talk about the Elite Penguin Force.

Mission 2: Left To Your Own Devices

Complete the Elite Penguin Force Secret Agent training.

  1. You will see Dot at the Dojo. Click on her.
  2. Say that you want to join the EPF.
  3. She will answer some questions.*
  4. Use the special pin on the square area in the Dojo next to Dot.
  5. You will see 7 puffles together in the circle. Place the special pin on the puffle at the bottom right.
  6. The door will click open. Go inside, and you will see a black penguin called the Director.
  7. Talk with him, and then a pink penguin will come with a red puffle named Blast. Call the penguin PH (puffle handler).
  8. Blast wears a helmet to break through wood, and other heavy objects, without getting hurt. For your training, use Blast to break through the second crate.
  9. Click on the red puffle, then on the crate on the right. The crate just got owned!
  10. Talk to PH again. She will tell you to go to the Ski Village, and will give you a puffle whistle!
  11. You will see Dot. She will be your tour guide for this part.
  12. She will tell you to go inside the Sport Shop.
  13. Go towards your left <-. Talk to Dot. Go inside the third (3rd) change rooms, and you will figure out that it’s a door to the HQ.
  14. Click on the cupboard. Spoiler (highlight text to see [Password]): The passcode is 3000.
  15. Go inside, and there will be the Command Room. Dot will talk to you.
  16. The Director will show up, talking.
  17. There will be 2 screens on the table. Pick it up, and put it together by using one part on the other.
  18. The Spy Gadget is the ultimate secret agent tool. It has a handy HQ warp to bring you back to Head Quarters in the blink of an eye… And a built in Spy Log, to keep track of your missions and important objectives. The 6 empty slots are for you to fill as you continue your adventure. To add new tools to the Spy Gadget, simply drag the tool onto your device.
  19. This is the fun part! Go to your left, call Blast, turn left, and use him to brake the crate! Pick up the gadget and put it on your Spy Gadget. (woo that was a mouthful of words!)
  20. Use the gadget on the screen.
  21. Just exit it, I’ll tell you the code that is same with everybody.
  22. Click the little machine sticking out, and click this: Red Blue Blue Red Red Blue
  23. It opens, just get the item and attach it on the Spy Gadget. You will get a call through the Spy Communicator.
  24. The Director will come and Dot will come.

*This is the conversation below.

  • Dot: As you may not have noticed, Bouncer here is an Elite Puffle.
  • You: So puffles can be part of the EPF too?
  • Dot: That’s right. The puffles receive special training in a secret room here in the Dojo.
  • You: A secret room? The entrance to it must be really well hidden.
  • Dot: The first part of your training is simple. Just find and unlock the secret entrance.
  • You: Dot gave me a special pin! It looks fancy.
  • Dot: This Special Pin will be the only clue that I give you.

Mission 3: Rookie On The Rocks

Report for surveillance work at the Ski Hill.

  1. You will see D in the snowman. Talk to her.
  2. Go inside the Ski Lodge.
  3. You will see a sick penguin in a blanket. Talk to him. He will say that he forgot to bring his soup at the Pizza Parlor. Go there.
  4. Look under the table in the center and below will be a a mug of soup. Bring it to the sick penguin in the Ski Lodge.
  5. The sick penguin had to earn the snowboard trophy back from the Blue Team. He will let you use the snowboard. Open up your items and open up your briefcase.
  6. Equip the snowboard and verse the penguin with a blue snowboard. *
  7. If you win, he will give the trophy back as an award for beating their score. Give the trophy back to the sick penguin at the Ski Lodge.
  8. As an award, ht will let you keep the snowboard. Go back to the Ski Hill and go down the Test Run.
  9. You will end up at the Wilderness. Go to the room in the right ->, and if you look, you will see the Rookie’s PSA phone.
  10. Now, go to the tree stump. You will see a fire. Use Bouncer to cool off the fire.
  11. Congratulations! You cooled down the fire! Now, go towards the cave ->.
  12. Now, turn left <-, and you will see a little stream. Go to it.
  13. Turn left <-, and you will see Rookie on the rocks. Talk to him, and open your spy communicator and talk to Dot.
  14. After you’re done talking to D, tell the Rookie you got in touch with an agent. The jet pack guy will come and bring you back to the Command Room.
  15. The Director will be proud of your work.
  16. Then, talk to the Director and you will be done with the mission!
  17. Yay! You will be receive High Level Clearance for your extremely hard work.

*You must get at least 400 points to win back the trophy. After you do that, you can just sit back. (Don’t worry, leaving it actually reduces the chance of falling/losing a life.)

Mission 4: Looking for Clues

Gather information about Gary the Gadget Guy.

  1. Talk to Dot, saying that you want to start the mission.
  2. The Director will want to talk to you. Continue the conversation.
  3. Pick up Gary’s file that comes out of the center of the table.
  4. Use the file on both Dot and the jet pack guy.
  5. Get out of the Command Room.
  6. Get out of the HQ, and use the file on the orange penguin who works at the Sports Shop. He will give you Gary’s old glasses. Equip it.
  7. Now, use the eye scan inside the HQ WITH THE GLASSES ON.
  8. The eye scan will fail, but the secondary override will be a success!
  9. Now, go in, turn towards your right ->, and click on the open drawer. There will be a “Mechano-Duster”. Attach it on the Spy Gadget.
  10. Go to the Ski Hill. Use the Mechano-Duster to clean the dirty pile of snow. You will find the key to Gary’s room!
  11. Go to the Sports Shop. Turn right -> until you see Dot. Tell her that you have the key!
  12. Use it on the door, but it will crack in half because it was slightly bent.

Mission 5: All’s Weld That Ends Weld

Get Flare to help fix the broken key to Gary’s room.

  1. You will see yourself at the Dojo and near Dot. Talk to her.
  2. You will start the mission.
  3. You will automatically go inside the puffle training room and see PH with a black puffle.
  4. PH will give the puffle an O berry. Flare can’t light up, although any black puffle can!
  5. Go to the town. You will see Aunt Arctic. Talk to her.
  6. She will give you a postcard to help cheer Flare up.
  7. Go into the Coffee Shop. Use the Mechano-Duster to clean up the coffee beans. Under the pile will be a pen.
  8. Use it on the postcard. Then, give the postcard to the Batista.
  9. Go outside, to Aunt Arctic. Hand the postcard to her, and she will be happy to sign the postcard.
  10. Go to the right ->, and go to the Snow Forts. Then, hand the postcard to 2 of the penguins.
  11. Give it to Flare. He will light a fire without even eating an O berry!
  12. Click on Flare, then the broken key on top of the anvil.
  13. Pick up the key.
  14. Now, head to the Sports Shop and use the key on Gary’s door. It should unlock.
  15. Go to the right ->, and you will see a blueprint. Use the secret code gadget on it. Close it then.
  16. It’ll be a flashlight. Go right -> again.
  17. You will see a map of the Mine on the sofa. Then, click on the posted notes on the table.
  18. Get out of G’s room.

Mission 6: Do It Yourself Carting

Find a Mine Cart to take into the tunnel.

  1. You will be at the Mine. Click on the tunnel, but there is no cart. Go outside.
  2. You will see a construction worker. He will suggest you to make your own mine cart.
  3. Go into the hidden door on the left side of the Mine Shack. Click the pulley beside the door, the wooden spool of rope, and the small pulley on the floor under the lantern. Then, go outside and pour the water out of the box next to the Mine Shack.
  4. Attach the 3 pulleys on the box flipped upside down.
  5. Get Flare (the black puffle) to weld the mine cart.
  6. Now, it will be steady. Pick up the mine cart, go inside, and use the cart on the tunnel. Then, play Cart Surfer!
  7. While being deep into the tunnel, click on the mine cart flipped upside down.
  8. Pick up 3 yellow balloons and a rope.
  9. Attach the rope onto the mine cart.
  10. Then, use Blast (the red puffle) to move the big round rock. Beneath will be a geyser.
  11. Use the 3 balloons on the geyser and tie it on the mine cart. It will be G.
  12. Pick up the flashlight and attach it on the Spy Gadget.
  13. Use the flashlight onto the tunnel. Then, use your stylus and turn it. Then, look right ->.
  14. Use Blast to break the wooden tunnel. There will be a shadow.
  15. You will be warped to the Command Room. You will be promoted! Mission complete!

Mission 7: Double Trouble

Train with the pink and purple Elite Puffles.

  1. You will see PH sleeping inside a bubble. Try waking her up.
  2. You have to pop the bubble. Turn right ->, then pick up a little stick.
  3. Use it on the bubble. The bubble will pop.
  4. Go to the Ice Rink. Use Bouncer  (The red puffle) to try to get a snowball past the penguin in the left <-. The first one, he will catch, the second one will barely catch it, and the third one should get passed him.
  5. You will get a call. Talk to D and PH through the Communicator.
  6. Use Loop (pink puffle) to catch the jet pack.
  7. Go to the Stage. You will see a drill moving fast. Use Loop too catch it. The green penguin will let you use his costumes. You can either have a fancy suit or dress.
  8. Wear them. Then, go to the Night Club. You will have to do a Dance Competition for Pop to follow you.
  9. There will be a big shake. Go down the speakers with the DJ.
  10. Turn right ->, then use Pop (the purple puffle) on the broken drawers. Pick up the oil can.
  11. Follow the tracks to the Mine, then talk to Dot. You will be warped to the Command Room.

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