Club Penguin EPF Mission 2 - Left To Your Own Devices
Start from Free Play by going to the Dojo. Here you meet Dot and Bouncer. When you talk to Dot, you get two options: Start a mission or continue on in Free Play.
Upon beginning the mission, you learn Bouncer is a Secret Agent Puffle. Before you gain access to the Puffle Training Room, you must solve the Shoji Wall puzzle by combining the Special Pin Dot gives you with the door panel next to her on the right.
Inside the Puffle Training Room, you meet the Director, who explains the EPF and Secret Agent Puffles. Following the Director's explanation, you are left with PH to learn more about Puffle Abilities.
Tap on PH to learn about Blast’s, the red puffle, abilities. Use Blast to break the remaining crate and complete puffle training. PH then tells you your training will continue at the Ski Village, and marks the location on your map. Before you go, PH gives you the puffle whistle, used to call a puffle when you need it.
Tapping the Ski Village on your map will take you there. When you arrive at the Ski Village you find Dot. Enter the Sport Shop and find Dot waiting by the Change Rooms. Dot informs you that the Changing Rooms are really an entrance to Penguin Secret Agent Head Quarters. Tap the Changing Rooms to access Head Quarters.
Once in Head Quarters, you learn about the Gadget Room and a secret door hidden in the closet. Tap on the wardrobe and a keypad appears. Enter 3000 in as the password and gain access to the Command Room. This password is provided by Dot.
In the Command Room, Dot and the Director are waiting to speak with you. The Spy Gadget is sitting in two parts on the table in the middle of the room. Tap each part to place them in your inventory. You must correctly put the Spy Gadget together before going to the next task, which is done by tapping one half in the inventory and then the other.
With the Spy Gadget together, another box enters through the table and the Director disappears, leaving only a cryptic code in her place.
Use the Puffle Whistle to call Blast. The Wooden Crate in the room can be broken by Blast’s ability. Once open, a Decoder is provided to the player. Once this is combined with the Spy Gadget, the player can decode the message on the Director's screen.
Open the Spy Gadget and tap on the Decoder function, which gives you a Spy Gadget cursor. Tap the secret code with the cursor to decode the message, which reads "red blue blue red red blue."
Click on the combination box to solve the formula necessary to open the box (press the buttons in order of red blue blue red red blue). Open the box to find the Communicator Antenna. Combine the Antenna with the Spy Gadget to create the Communicator. Open the Spy Gadget and tap on the communicator icon to be contacted by Dot, who will congratulate you on passing another test.
Dot reenters the room and she and the Director congratulate you on assembling your Spy Gadget in record time. You are now an official Agent and are given your first Assignment. Chapter ends.
More about EPF in this post:
Club Penguin Elite Penguin Force - Hints and Tips - Nintendo DS
Club Penguin Elite Penguin Force Mission 1 - The Mystery Unfolds, Nintendo DS
Club Penguin Elite Penguin Force Mission 3 - Rookie on the Rocks, Nintendo DS
No comments:
Post a Comment