Answers To Become A Secret Agent
1. Honest
2. Being Rude Or Mean
3. Report Them
4. Saying Their Address
5. I Want To Keep Club Penguin Safe
6. I Want To Help Other Penguins
Here are the cheats for every mission on club penguin
Mission 1: Case of the missing puffles
1. Talk to Aunt Arctic
2. Go to the Ice Rink, search around for pictures of a green puffle.
3. Go to aunt arctic’s room and give her the photos
4. Go to the pet shop. Look all the way left and take the paper on the kennel.
5. Go to the sport shop and tell G how many socks he has by the codes.
6. Take the life preserver launcher and go to the iceberg. Use the launcher with the penguins.
7. Go to the ski mountain. Get out your spy phone, click on the red light. Take out your wrench and use it with the telescope.
8. Use the telescope. Point it at the tallest mountain.
9. Go to the Sport Shop and get the grappling hook. Go to the Tallest Mountain. Use the hook on the top of the tallest mountain.
10. Talk to the puffles.
You beat the mission!
Mission 2: G’s secret mission
1. Talk to Gary, and answer the secret riddle, to ‘mogul’ and he shows you a New Sled, pick it up and go to the mountain.
2. Click the Sled to ‘Test Run’ And you have to crash the sled.
3. Pick up the rope, and the Survival Guide. Now go towards the Bush with berries on, and collect three berries. Go to the right, and shake the tree three times and a pot will come out.
4. Go forward to the tree stump, and scare the other puffles away, except the black one, give him an ‘O’ Berry, and he will follow you around, now go to the left, and you will find a bush with a ski in it, pick it up. Now connect the rope, an ‘O’ berry and the ski together and make a Fishing Rod.
5. Go to the right, and go to the stump, Go right again at the stump, and you are at the cave. Go left to the river. Pick up the log, and go to the river. Click the homemade rod to the river, and you will catch a fish, then using the pot, collect water, then head back to the cave. Go inside it and push the rocks to the middle.
6. Put the wood in the center, and click the Survival Guide to the log. It will rip up. Next, give the puffle a Berry, and he will set alight. Then put the fish, and jug of water on the fire, and you fall asleep.
7. You wake up at the sound of a jet pack, and you get taken back home.
You beat the mission!
Misson 3: Case of the missing coins
1.Go out of the gift shop and come back in.
2.Talk to the secret agent. Get him to close the door.
3.Go upstairs.
4.Go under the couch.Get the disk and the pin.
5.Go to the computer. Insert the disk. Go to the code page and remember the numbers.
6.Type the code in the vault starting with up.
7.Click on the coins.
8.Go to hq.
9.Watch the video.
10.Get the first key from the drawer.
11.Go to the roof of the gift shop using the key.
12.Use your wrench on your spy phone to open the POWA box.
13.Put the pin inside the POWA box.
14.Grab the white hair on the vent.
15.Go to hq.
16.Give G the hair.
17.Go to the night club.
18.Equip your night vision goggles.
19.Go to the boiler room.
20.Go to the fuse box. Do the puzzle where you have to get them all green.
You’re done!
Mission 4: avalanche rescue – Coming soon
Mission 5: Coming soon
Mission 6: Questions for a crab1. Talk to Gary and he will show you ‘The Crab Translator 3000′
2. The crab will hit hard on the cage, causing the machine to blow up.
3. Follow the crab and you will end up at the top of the mountain.
4. Wait for the dizzy scene to finish, then you will find yourself at the forest place in “G’s Secret Mission”
5. Turn right, and go towards the bush. Now go foreword to the tree stump. Turn left to the long log and you will see a big pack of Puffle ‘O’s’ on a rope. Click the red flashing light on your Spy-phone and click on the scissors.
6. Click the scissors to the rope and pick the bag up when dropped. Go right to the tree stump and feed the poor, hungry puffle a ‘O’ berry.
7. Turn right to the cave, and you will see the crab walk through the narrow flap. Click a ‘O’ berry on the flap and the puffle will go inside and open the door. Go inside.
8. Inside, a trap will fall and your Spy-phone will fall out. The evil polar bear will appear and steal your phone. Talk to him, and he will tell you his life story, (It’s so long!!) The crabs name is, Klutzy, and the bears name is, Herbert P. Bear Esquire.
9. Klutzy and Herbert will walk out of the room, and the puffle will emerge from the rock.
10. Turn right, and you will find a cage water releasing system. Click an ‘O’ berry to the left of the tray on the right and the puffle will turn it to an angle. Now click a ‘O’ berry on the red lever on the right. The water will turn on. Finally, click another berry on the tray hanging on rope. The cage door will open releasing you.
10. Walk right, and you will find a table full of ‘G’s’ inventions. Pick up, the Blueprint on the wall, the hot sauce, the rope dangling on a wooden plank on the right, and the Pickax.
11. Walk left to the door and open it. Snow will block your exit, so attach the hot sauce and the ‘O’ berry bag to form a flaming berry! Feed this to the puffle, and he will move across the screen and then melt through the snow! Go outside.
12. When outside, walk right, towards the tree stump. Then, from there, turn left to the long log. Now, turn left to the mountain.
13. Click the right side of the mountain and attach the rope with the Pickax. Click the mountain with the rope and pickax and you will find yourself at the top of the Mountain.
14. Make your way to the ski Lodge, and go to Ice Fishing. The Polar Bear will be fixing his invention talking to himself. At one point, he will say he wants a Hot and Spicy Seaweed Pizza.
15. Go to the Si Village, then to the Dock. From there, go to the Town, then to the Snow Forts and then finally, to the Plaza.
16. Go inside the Pizza Parlor and ask for a ‘Seaweed Pizza’ Add it to your inventory and go to the Ski Village the same way you came. Go to Ice Fishing and put the pizza on the floor by clicking the bear.
17. He will eat it and give his complements, while you click the lever to go right instead of left! He will then say he has fixed it and click the on button. The machine will drive into his and send them across the breaking ice river! They will fall in and be stranded on the other side!
18. G will congratulate you and ask you for the Blueprints and that he will get back to you as soon as possible! You will see a flaming puffle fly across the sky like a shooting star
Mission 7:
1. Talk to G. He will explain any and all the problems with the click.
2. Click the monitor of the snow forts that G is pointing to. Notice that a polar bear and a crab will break the clock. Click the corner to exit the clock.
3. Talk to G again. G wants you to find the parts in order to repair the clock.
4. Go into the gadget room and take the Life Guard rescue tube off the shelf. Put it into your inventory.
5. Open up your map and proceed to the dock. Talk to the blue penguins team. Keep clicking on the top of the message so they will let you play a game.
6. How to play the game: To play, you must click and hold the mouse until the bar goes up into the red zone. As soon as it reaches the red zone, let go. Next aim with your mouse and shoot the target. Remember, that the target moves so shoot a little bit ahead of wear the target is going. It takes the snowball longer to travel than where the penguin is from you.
7. Once you win, they will give you the target. Give them back the rescue tube so they can continue to play.
8. Next proceed on to the HQ. Talk to G and notify him that you have to use the Electromagnetic 3000. He will tell you that the combination is, “Key.”
9. Go to the invention cabinet which is left of the entrance into the gadget room. At the bottom of the screen, their is a code. Decode the word, “Key” into the Secret Agent Code and input it into the lock.
10. The lock should open it you have done everything correctly. Now pick up the Magnetron 3000 and go to the Iceberg.
11. Go to the left until you see a “spring-in-an-ice cube” floating in the ocean. Using the Magnetron, pull it out of the water. Put both objects into your inventory.
12. Now go back to the HQ. Go into the gadget room. Take out the ice cube and place onto the test chamber. Pull the red lever and than press the flame button. Now pull the lever again and pick up the spring.
13. Now open your map and go into the town. Talk to rookie and ask him for a poster of the Prime Gear. Place it into your inventory.
14. Go to the Ski Village and talk to the penguins there. They will talk about how the type of snow matters. They will also mention that the Snow Forts has the best snow.
15. Open your map, and go to the Snow Forts. Fill up the green bucket with snow. (Green Bucket at the beach.)
16. Go to the beach and talk to the “yellow” penguin on the chair. He says that he gave a yellow penguin a drawing of a chair and the yellow puffle made it for him. Pick up the green bucket thats next to him on the ground.
17. Open up your map and go to the Plaza. Go inside the Pizza Parlor.
18. Take/pick up the sheet of music lying on the floor next to the piano. Place into your inventory.
19. Leave the pizza parlor and go into the stage. Click on the piano at the stage. Put the sheet of music onto the piano stand. Play the colored notes in order as it says on the music sheet. (Go from left to right when reading of the sheet.) The yellow puffle that is hiding will love it, and will come out from hiding.
20. Now give the puffle the picture of the gear. Next give it the bucket of snow. It will construct a replica of the gear. Place the gear into your inventory.
21. Go back to the gadget room at the HQ.
22. Place the gear onto the Test Chamber. Pull the lever and push the snow flake button. Then pull the lever once again. Take out the hardened gear.
23. Open the map, and go to the Snow Forts. Click on the clock at the snow forts 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/leave the clock.
24. The construction worker will cheer. You will get a call on your Spy Agent Phone from the polar bear. He says he underestimated you and that destroying the clock was just a distraction for his so called, “Master Plan.”
25. Go back to the HQ and talk to G. Completed/exit the mission and claim your prizes (Metal and Gift.)
Mission 8: Mysterious tremors
1. First, talk to Agent G.
2. Go to the Dock, and talk to Herbert.
3. Pick up the Light next to the Tunnel.
4. Head back to the HQ and talk to Agent G.
5. Go to the Town. Follow the Map Piece.
6. Continue to follow the Map Piece to the Snow Forts.
7. The Map Piece will land in the Penguin with the newspaper. Talk to him.
8. Go to the Pizza Parlor and get a Double Meat Pizza.
9. Give the Penguin with the newspaper the Pizza. Take his newspaper.
10. Go to the Coffee Shop and help clean up the Cookies. Take a Cookie.
11. Go to the Lighthouse and take the Balloons from the Penguin.
12. Take a Barrel with the other Penguin.
13. Take a fishing net at the Lighthouse.
14. Go to the HQ and pick up the Brown Propeller Hat on the Wall around Agent G. Pickup the Hammer on the wall.
15. Give the Puffle at the Town the Hat, and a Cookie.
16. Pick up the Map Piece, and combine it with the other piece.
17. Go to the HQ. Ask Agent G about the Super Helium. Take it.
18. Go to the Sport Shop and get the Tent Nails.
18. Go to the Cave at the dock. Use the Map to get through.
19. Use the Wrench Tool to fix the Pipe which is blocking the door to the Gift Shop.
20. Quickly shake the Soda, and put it under the Gift Shop.
21. Put the Net, Tent Nails, and then Hammer it in.
22. Follow the Cave for the next two entrances.
23. Talk to Herbert by the Boiler.
24. Connect the Paths between the bottom Left and Right parts of the Boiler. This is tricky.
Mission 9:
- Talk to G.
- Put the duck, the blueprint (it’s on the wall) & the three tracking devices in your inventory.
- Go to the Dock & talk to the penguin. To fix the boat you just need to pull the brown thing sticking out the top. Then ask if you can borrow the pump.
- Go to the Plaza & talk to the two penguins. Help them when the blue puffle covers them in chewing gum. Then ask if you can keep the gum.
- Now put the gum on the duck, then inflate it with the pump. When it’s fully inflated, attach a tracking device.
- Now go to the Iceberg & put the duck in the water.
- Now go to the Ski Village, & go inside the Ski Lodge.
- Talk to the penguins playing Find Four. Then go find the rest of the pucks for them. (Make sure to check upstairs in the Lodge Attic as well!)
- While you’re up in the Attic, make sure you pick up the string on the ground.
- When you have all the pucks, give them to the two penguins. (You’ll get an extra reward at the end of the mission for doing this.)
- Now go the the Forest & pick up the sticks on the ground.
- Put the sticks, the blueprint & the string together to make a kite. Then attach a tracker.
- Go to the Ski Hill. Put the kite on the signpost.
- Now go the the Mine Shack. Help Rory fix the trough by dragging the planks of wood around. You need to make the trough point to the right instead of the left.
- Then help Rory but fixing a mine cart. This bit’s really fun. You have to weld the cracks on the cart.
- Now that the cart is fixed, put your last tracker in it.
- Now that all three trackers are in place, you should receive a call from G. Go to HQ & talk to G (he’s beside the map).
- Take the Binoculars 3000 off the desk.
- Then go the the Ice Lake, which can be accessed from the Ski Lodge. Use the binoculars to look across the lake.
- Watch what he’s doing. When he walks off, G will call you.
- Now go to his camp & take your old spy phone. Attach the spy phone to the binoculars.
- Place the binoculars in a tree (keep trying each tree till you reach the correct one).
- Now return to HQ & watch the live footage on one of the TVs.
- Herbert will notice the binoculars, but G says the mission was a success.
- Get the medal & the box of chocolates. Game over.
- Talk to G. Eventually Herbert will come up on the CCTV screens.
- After he’s finished talking the leader of the PSA comes up on a hidden screen. (Doesn’t look much like Aunt Artic to me…)*
- When she’s finished speaking and the other two agents go away, pick up the solar panel in the box beside G.
- Then go to the beach and talk to the Jet Pack Guy. He needs some Cream Soda. Go into the Lighthouse to get some. (It’s in a barrel at the back of the room.)
- Give the barrel to Jet Pack Guy. Now you need to get the right measurements of soda to make jet pack fuel. Here’s how to do it:
L = large container on the leftM = container in the middleS = Smallest container on the right to = Pour one container into the other
L to M
M to S
S to L
M to S
L to M
M to S
S to L
- When you get the right measurements Jet Pack Guy will fly off. Now go to the Guft Shop.
- Talk to the manager and agree to help him put his stuff outside. Take the box of clothes, the box of…. round things and the table.
- Go outside and drop the table on the ground near the sign pointing to the Snow Forts.
- Put the clothes and the round things on the table and go back into the Gift Shop and talk to the manager again.
- Now go over to Rookie and talk to him. He needs the solar panel you picked up earlier. Put it on to the end of the giant wire for the magnet.
- Yay, more puzzles. You need to connect the yellow, red and blue lines to their corresponding-coloured circles. I can’t help you here; you’re on your own.
- When you’re finished with the magnet, go to the Dock and talk to the guy beside the boat. Ask him for some rope and he’ll give you it.
- Now go to to Night Club and attach the rope to the trap.
- Pull the lever when the rope is on to find the trap is broken. Unscrew the plate of metal with your spanner to begin yet another puzzle.
- You need to fit the gears into their proper places. It’s not too difficult, so you shouldn’t have any problems with it.
- When the trap is working again, go to the Ski Village and answer your phone.
- Go to the Dock and find “Herbert”. After Klutzy runs away answer your phone again.
- Go to the Night Club and pull the lever to trap Herbert…. or not.
- Answer your phone again. The Golden Puffle will get stuck to the magnet which bursts through the wall.
- Now you can either take Jet Pack Guy’s jetpack and attack it to the cage, or shine all three lights on the ceiling onto the solar panel to make the magnet stronger. Either way Herbert will get stuck.
- After G stops talking, Rookie gives Herbert his phone and Herbert transports to another room. When the two other agents leave, G picks up a package of seeds that Herbert dropped..
- Get the medal and the gift. Game over.
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