Club Penguin EPF Mission 6 – Do It Yourself Carting
Use the Map in Free Play to teleport to the Mine Shack. Tap on the entrance to the mines to begin Mission 2, Chapter 3 (D.I.Y. Carting). The mission starts in the Mine Interior, downstairs from the Mine Shack.
Scroll to the right and tap on the service elevator to go outside to the Mine Shack. If you tap the Water Trough or Mine Shed door before talking to the miner, you will be told to ask permission before using/ entering.
Tap the miner penguin to learn that the mine carts have all gone missing and there is some strange activity inside the mines. The miner will encourage you to build a mine cart of your own; you just need to find the materials.
Tap the Water Trough to tip it over and empty it of water. Enter the Mine Shed to the left and pick up the Spool, and two sets of Pulleys. Go back out to the Mine Shack and add the Spool and two sets of Pulleys to the Water Trough. If you talk to the miner again, he will advise you that mine carts must be welded securely to ride the rails.
Use the whistle and call Flare, the black Puffle. Tap Flare and then tap the Water Trough with all wheels placed. Flare welds the Makeshift Mine Cart, which can now be placed in inventory and brought into the mines.
Tap the entrance to the Mine Interior to go downstairs. Then tap the Mine Cart in your inventory and tap the entrance to the mines with the cart to start the mine cart minigame. Tap the upper left corner of the entrance to enter the Crash Site.
At the Crash Site, scroll right to the overturned cart. Tap the cart to talk to Gary, who is trapped underneath.
Pick up the 3 Yellow Balloons around the crash site as well as the Old Rope. Use the Old Rope on Gary's cart and Gary will discourage you from trying to remove the heavy cart on your own. When he notices the balloons, Gary will tell you they need to be blown up with hot air, which you can't do alone.
Use the whistle to call Blast, the red puffle, to break the Boulder. Tap Blast and then the Boulder and the Boulder disappears, revealing a Steam Geyser.
Tap the rope in your inventory, and then tap the cart to tie the rope to the top. Tap a Yellow Balloon and place it on the Steam Geyser; the balloon inflates. You can't hold more than one inflated balloon at a time, so place the inflated balloon on the overturned cart. Fill and place the other 2 balloons so the cart is removed from Gary.
Talk to Gary to learn he is fine, but does not have any ideas on how to get out of the mines. Next to him is the High Power Flashlight; pick it up and then talk to Gary. The Flashlight looks familiar, and Gary remembers it is an upgrade to the Spy Gadget.
Tap on the Flashlight in and the Spy Gadget and then on the dark tunnel behind Gary. The Flashlight minigame will be triggered. Drag the Stylus in quick circles to crank the light to full power and then drag the light to find the entrance. Hurry or the light will run out!
Scroll right and tap the barricade over the exit. It is boarded shut, and will imply there is a way to break through. Open the Spy Gadget and call Blast again (if not still equipped), and tap Blast and then the Barricade to break through and leave.
Back at the Command Room, the Director commends you on the successful recovery of Gary the Gadget Guy. Chapter ends.
More about EPF in this post:
Club Penguin Elite Penguin Force - Hints and Tips - Nintendo DS
Club Penguin Elite Penguin Force Mission 7 - Double Trouble, Nintendo DS
Club Penguin Elite Penguin Force Mission 5 - All’s Weld that Ends Weld, Nintendo DS