• My Pin Tracker!

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    Music Playlist at MixPod.com
  • Club Penguin - Waddle around and meet new friends!
  • Me, Jenny!

    I'm Jenny! I love to read, perform magic, and play on my computer and my DS! I love Club Penguin, but after going to a bunch of websites, I realized all it was was boys doing it! So I decided to make one of my own to prove that blogging isn't just for guys! So stick with me, and I'll rise to the top!
  • Jenny’s Infomation!

    My E-mail address: Jennyss729@gmail.com
    My Meebo name: Jennyss729
    My Twitter: Jennyss729
    My Penguin: Jennyss729
    My name: Billybob Joe (I'll never tell!)

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PSA Missions

This page is for PSA Agents only. To find out how to be an agent… I’ll post that later. For now:

Mission One: The Case of the Missing Puffles

  1. Talk to Aunt Artic in her Igloo. Ask her, “When did this happen?”, “What happened next?”, and “Could you describe your puffles for me?” Then say “Don’t worry, Aunt Artic. I’ll find them.”
  2. Go to the Pet Shop. There will be a brown puffle house to the far left. It will have a note pinned onto it. Use your spy code decoder to decode the message. It will be something like this: “G has _____-_____ pairs of socks. The only thing you need is the number.
  3. Go to the Sport Shop. Ask Gary to show you some special items. He will ask you “How many pairs of socks do I own?” The answer is whatever you found at the Pet Shop. He will show you two items: A grappling hook and a lifeguard shooter. Take both, you will need them.
  4. Go to the Ice Rink. Use the arrow to go to the right until you see some pictures sitting on the ice. Pick them up.
  5. Go back to Aunt Artic’s igloo. Give her the pictures. She will be very happy because they are her puffles. That is the extra credit part.
  6. Go to the Iceberg. You will see some penguins stuck on a smaller piece of ice farther away. Ask them what happened, then use the lifeguard shooter. In one corner of the screen you will see something that says something like “Wind: Fifty mph”. Then there will be an arrow pointing to the left or right. This is the strength and direction of the wind. Figure out how to shoot the lifeguards from there. Afterward, listen to the green penguin on the left. He saw two puffles going somewhere.
  7. Go to Ski Hill. There will be a crying penguin. He will say his telescope broke. Use the wrench in your SpyPhone to fix it. Then click on the telescope. use the arrows to turn it back and forth until you see the tallest mountain. You will see a green puffle circling it.
  8. Go to the tallest mountain. Use your grappling hook to get to the top. There you will find the missing puffles!!!!!
  9. Go back to Aunt Artic’s Igloo. Explain what happened. Recieve your prize.

 

Mission Two: G’s Secret Mission

  1. You will start out in the Sport Shop. Talk to G. The answer to his question is “Mogul”. I have no idea what that means whatsoever. He will show some sort of sled. Put the sled in your inventory. Then go to Ski Hill.
  2. Take the sled out of your inventory and click on the Test Track. Use your mouse to control the sled. Try to keep it going as long as possible. At the very end of the track, you might crash into some logs and rocks. Eventually, you’ll crash.
  3. You will wake up without a map in the Club Penguin Wilderness. Pick up the Survival Guide right in front of you. Then move to the left until you see some rope. Then go to the far right and go through the path there. It will have a bush and a log in it.
  4. Pick up the ski that is there. Combine it with the string to make a fishing pole. Then go through the path with the stump in it.
  5. Click on the puffles that are there. All but the black one (which I named Blackfire) will run away. Go straight to the bush right in front of you. pick three O-Berries. Put one on the fishing pole to make bait. While you’re here, move to the right just a little until you see a tree that actually has a trunk. Click on it a few times until a pot falls out of it. Pick up the pot; you’ll need it later.
  6. Go back to the stump. Take one of the extra O-Berries out of your inventory and click on the puffle with it. The puffle will eat it and then follow you. Then go to the right until you see a cave. Go past it right then, but you’ll use it later.
  7. Go to the river. Go to the right just a little until you see a log. Pick it up; you’ll use it for your fire. Then go to the left toward the river. Take your pot out of your inventory and use it to scoop up water from the river. then use your fishing pole to catch a fish. Then go back to the cave.
  8. Click on the bushes to move them. Then go inside. Go to the right until you see a big pit. Click on the stones around it to form a circle. Then put the log in the pit. Use the Survival Guide to make tinder. Then feed the last O-Berry to the black puffle. It will light the fire for you.
  9. Put the fish on the fire, then the water. You will fall asleep and awake to the sound of a jet engine. Go outside the cave and meet Jet Pack Guy. He will take you back to G. Talk to G and complete your mission.

Mission Three: The Case of the Missing Coins

  1. You will start in the Gift Shop, facing the Vault. Talk to the green penguin with the propeller hat. Get to the point where you ask him “Did the vault seem tampered with?” He will close (and accidentally lock) the vault. Ask him to open it if you want to kick him while he’s down. Then go upstairs.
  2. Go to the right until you see an orange couch. Then click the bottom of it to look underneath it. Pick up the boot disk and the paper clip. Then go to the computer.
  3. Insert the boot disk into the little space. Turn on the computer. Click on “My Files”. If you want, play the Ice Blocks game, it’s pretty fun. What you want is the vault combination. It’s different every time. N means north (up), E means east (right), S is south (down), and W is west (left). Go back downstairs.
  4. Click on the little black boxes to change the number. Click “confirm” when you’re done. The vault will open. Go inside.
  5. Click on the gigantic pile of coins on the ceiling. Then G will call you. Go to the HQ.
  6. Click on G in the HQ. Then click on the screen he points to. It will show the coins jumping up into the air. Ask G what he thinks you should do. Then ask him if there’s anything else you need 2 know. He’ll say the rooftop door might be locked. Then he’ll open a drawer. Click on the drawer to look inside. Then select the gold key on the far left. Go back to the Gift Shop.
  7. Go upstairs. Unlock the door. Then look in the vent and pick up the tuft of white fur. Use your wrench from your SpyPhone and get into the controls. Then take the paperclip out of your inventory and click on the big circut board in the back. Then go downstairs and into the vault.
  8. Click on the coins to unearth Rookie. Then go to G in the HQ. He’ll have one more job for you. Accept it. Then pick up the flashlight by the map of CP on the wall. Then go to the Nite Club.
  9. Use the flashlight to find the hidden staircase to the Boiler Room. Then set the circuts in the Fuse Box according to the instructions on the lid. Then go back to the HQ and talk to G. Give him the fur to end the mission and get your medal and prize.

Mission Four: The Avalanche Rescue

  1. You will begin in the HQ facing G. Talk to him. Get to the point where you ask “What items are at my disposal” or something like that. He will let you into the Gadget Room.
  2. Go into the gadget room. Pick up the Life Preserver Shooter. Then if you want, check out the Thingamajig 3000 at the back of the room. It’s really funny!
  3. Go out through the Sports Shop. Go to the left until you see a lime green mannequin with a brown belt to hold up his jeans. Take it and go outside.
  4. Talk to the brown penguin. Then click on the small place where a belt should be. Take the belt out of your inventory and use that on it. Then pick up the small piece of fur at the bottom of the mountain.
  5. Go to the Lighthouse. Go around till you see the rope on the boat and take it. Then go upstairs.
  6. Use your wrench to remove the telescope on the railing. Then go back to the Sports Shop.
  7. Go upstairs to Gary’s Room. Go to the right until you find a little tripod. Use that with the telescope. Then look out the window and plot your route from there. Just remember: Every right turn from your view is a left, and vice versa. Then go to the Ski Lodge.
  8. Pick up the fishing pole and attach it to the Life Preserver Shooter. Then put the rope on it as well. Then go to Ski Hill.
  9. Go through with your route. Then click on the ledge with the Life Preserver Shooter.
  10. There will first be a branch on your right get rid of it by clicking. Then move the preserver above the highest penguin. Pick him up. Then pick up the second penguin.
  11. Put one penguin on the tree branch, then carefully edge near him to get to the third penguin below him. Then pick up the one on the branch.
  12. Drop all the penguins on the ledge with the rock. That will push the last penguin up. Now just pick up the penguins who pushed the rock and get the fourth one.
  13. Put the shooter away and talk to G. Give him the white fur and claim your prizes. Make sure to read that message from the director, because you don’t get to keep it. It self destructs!

Mission Five: The Secret of the Fur

  1. You will start out watching G mess with some pink stuff in what looks like a small case. Click on him and talk to him.
  2. Click on the Fursenic Analyzer and use your SpyComb to comb it out. It will go in and you’ll find out it’s Pink Puffle Fur.
  3. Talk to G and put the white fur in. It will analyze it will then do a secondary scan and find three things: Jet Pack Feul, Hot Chocolate, and Hot Sauce. G will tell you to get that stuff from around the island. Pick up the AC 1000 on your way out.
  4. Go to the Pizza Parlor and talk to the chef. He seems busy, ask if you can help. Take the pizza on the counter and take it to the penguin behind the Ski Lodge, through the Out Fishing door. Go back to the Pizza Parlor and ask if you can take the sauces as evidence. Take them, grab a candle from one of the tables and go to the Coffee Shop.
  5. Talk to the Barista at the Coffee Shop and ask for a Hot Chocolate. He will say it’s broken. Ask if you can fix it and then click on it.
  6. Use your SpyWrench to hook up the milk, then pick up the Mug and put in underneath the Hot Chocolate Button. Turn the dial on the side to cold, then pour in the Chocolate Sauce and press the button. You will get a tasty mug of Hot Chocolate.
  7. Now go to the Lighthouse. Pick up a net on the outside or inside, then take the rope from the boat and combine them to make a trap. You’ll use the candle you swiped earlier as bait. Talk to the penguins on the stairs and go up to the Beacon.
  8. Turn to the right until you stop. You should see the Jet Pack Feul on the launch pad. Take out the AC 1000 and use it on the Feul to draw it closer. Then use your SpyScissors to cut it down and take it back to the Gadget Room.
  9. Pour in the Jet Pack Fuel, the Hot Chocolate and the Hot Sauce and put the goggles in your inventory. Put the goggles on and go to the Ski Village.
  10. Follow the footprints into the Ski Lodge and ask the penguin hiding under the couch what he saw. Take off the goggles and go outside.
  11. Listen carefully to what the “mutant furry crab” says, then set your trap and put the candle in it. Watch what happens next, cuz I won’t tell you.
  12. Pick up the tuft of fur the other creature left behind, and take the crab with you back to the Gadget Room.
  13. You will find a match for the fur in the Fursenic Analyzer- a Polar Bear. Talk to G afterward and complete your mission and get your prizes.

Mission Six: Questions For a Crab

  1. You will start out looking at a large machine labeled “CRAB TRANSLATOR 3000″. Talk to G and tell him you’re ready. He will turn on the machine, but the crab will overload it and escape. Follow it out of the HQ, out the Sports Shop, up the Ski Lift and down Ski Hill. You’ll lose your map in the fall, though.
  2. Don’t follow the crab. Instead, go to your far right until you see a small log. go through and you’ll see a bag of O-Berries high above the ground. Use your SpyScissors to cut them down and take them. Then go through the way with the stump.
  3. Feed the black puffle an O-Berry. It will follow you. Now you can follow the crab. Go through the way with the empty bush. That’s where the O-Berries came from!
  4. Follow the crab to the river and then the cave. Look familiar? That’s the cave you stayed in in Mission 2. The puffle knew you back then as well.
  5. Throw an O-Berry into the Crab-Flap in the door. It will unlock it from the inside. Go in.
  6. A cage will fall over you after Blackfire (That’s what we’ll call the black puffle) hides. You will find the Polar Bear. His name is Herbert P. Bear, Esquire, from the North Pole, now imprisoned in the South Pole. He wants somewhere warm to stay, and he’s going to chop down the Ski Lodge to make a big bonfire. Oh, and he hates us penguins. Can you tell?
  7. After he leaves, Blackfire will come out. Go to the left until you see something called “CAGE RELEASE”.
  8. Put an O-Berry on the Red Handle on the right. That will start the water. Next, put an O-Berry on the upper side of the trough to set it the right way. Finally, put an O-Berry on the platform held up by rope and the cage will rise.
  9. Go either way. You can open the door if you want, but you’ll get a thick block of snow in your way. Pick up the weird anchor thingy and the rope as you go past. Connect them to make a grappling hook. Pick up the Electro-Magnet 3000 blueprints, and pick up the Hot Sauce and combine it with an O-Berry.
  10. Carefully postition Blackfire in front of the snow-blocked door. Give her the HotO-Berry and she’ll burn a way out. Go through and quickly get back to the ledge. The Ski Lodge is at stake!
  11. Use the Grappling Hook to get to the top of Ski Hill. Hurry through the Out Fishing door and wait until Herbert says something involving his stomach and pizza.
  12. Rush to the Pizza Parlor and get a seaweed pizza. Bring it back to the Ski Lodge.
  13. Put down the seaweed pizza. While Herbert’s eating switch the lever with the red knob to the other arrow. When Herbert starts it up, it will go backwards and crash into the ice.
  14. G will come over. Talk to him, and Herbert will call. Give G his plans for the magnet, end your mission, and get your prize. Don’t worry about your phone, the agency will replace it.

Mission Seven: Clockwork Repairs

  1. You will start in the Gadget Room. Talk to G, then go out to the Sport Shop. Take the life ring, then head to the Snow Forts.
  2. Talk to Rory and find out what happened to the Clock Tower, then go to the Beach.
  3. Talk to the penguin in the cool Snow Chair after you pick up the bucket next to her. You’ll find out about yellow puffles.
  4. Go to the Town and talk to Rookie to get the picture of the gear, then go to the Plaza.
  5. Go into the Pizza Parlor and get the Sheet Music by the piano, then go to the Stage.
  6. Go to the Piano and you’ll see the yellow puffle watching you. Put the sheet music on the stand and play: Purple White Purple Green LightBlue Green LightBlue Pink Green LightBlue Purple Red. The yellow puffle will come out of hiding.
  7. Go to the Snow Forts and scoop up some snow in the bucket, then go back to the Stage.
  8. Show the puffle the picture of the gear, then give him the snow. He will make a gear. Take the gear and go back to the HQ.
  9. Head over to the Test Chamber. Put the snow gear in and push the lever. Pick the ice button to make it hard. Push the lever to get it out. Take it and go to the Snow Forts.
  10. Click at the bottom of the Messed-Up Clock Tower to see the back of it. Put the gear in.
  11. Head to the Dock and talk to the Blue Team Penguins. Play the game to win the target, then give them the life ring.
  12. Go to the Snow Forts and put the Target back into place. Then go to the HQ.
  13. Take the magnet from its case; the word to get it out is KEY. Go to the Iceberg.
  14. Go around until you see the spring. Take out the magnet and grab it. Put them both in your inventory and go back to the HQ.
  15. Head to the Gadget Room, into the Gadget Testing Chamber the spring must go. Click the fire button to melt the ice. Take out the spring and put it in the Messed-Up Clock Tower at the Snow Forts. Herbert will call you after G comes out, you will get your rewards.

Mission Eight: Mysterious Tremors

  1. You will start out in the Gadget Room. Talk to G. Then take the following things, as you will need them later: The mallet on the wall and the propellor hat. Ignore the helium thing, you can get that later.
  2. Go out through the Sports Shop. Pick up the pegs with the camping kit, then go to the Beach. Take a piece of netting from the front, then head to the Dock.
  3. Herbert will drill out of the ground using something that looks like an air-conditioner on wheels. Klutzy will be carried behind him via wagon and will be carrying a lamp. Eventually, Herbert will show you a map only to have it lost to the wind. Klutzy will cut it in half, and then they will leave the lamp behind. If you are a nonmember, take the lamp. If you are a member and have the Night Vision goggles hidden in the catalog, don’t bother. If you don’t have the goggles, take the lamp.
  4. Follow the pieces of paper to the town. When one gets stuck in the Nite Club’s sign, go into the Coffee Shop.
  5. Talk to the barista and offer to pick up the cookies. When you finish, take a cookie and go outside.
  6. Put the propeller hat on the green puffle’s head. Then feed him the cookie and he will get you the piece of paper. Pick it up, then go to the Snow Forts.
  7. The paper will get stuck in the flag. Click on it and it will continue onto the Plaza. Follow it.
  8. Talk to the penguin with the newspaper after the paper gets stuck in it. Then go to the Pizza Parlor and get the pizza he asked for. Give it to him, and he will give you the paper. Put the two pieces of paper together to make the map.
  9. At this point, go to the Lighthouse and take a shaken-up barrel. If you want to lift the Gift Shop one way, take the balloons, too. Then get back the HQ.
  10. Talk to G until he lets you take the Super Helium. Then go back to the Dock.
  11. Go into the hole and follow the map through. The first time you go through the tunnel, turn on the lamp or put on the Night Vision Goggles. Soon you will get to the Gift Shop.
  12. Take out your Wrench from your SpyPhone and remove the bolt from the pipe so it disappears. Then shake the barrel of soda for about 7 or 8 seconds (you’ll have to count) and put it under the Gift Shop. It will lift the store up out of the tunnel.
  13. From here you have 2 ways to finish this. I’m going to tell you my way I do it, but I’ll tell you the other way too:
  14. Take the netting you got and put it over the hole. Then take the pegs and click on the top left corner to put them at each corner. Finally, use the mallet to hammer them in. Here’s the other way that’s a bit more difficult:
  15. Use your map to teleport to the town as soon as the Gift Shop’s in the air. Before this, you should have filled a balloon with Super Helium. Tie this balloon to the top of the Gift Shop to hold it in the air. Then take the netting and put it over the hole, put in the pegs and hammer them in. Then return to the Dock to follow the tunnels back. In both situations, you have to work fast.
  16. Go past the Gift Shop in the tunnels. Here’s the credit part: Find the gear to the Clock Tower in the drill. Use your wrench to take off the bolt. Take the gear and put it in your Inventory. Then go into the Boiler Room.
  17. Catch Herbert in the act and he will eventually hit the boiler. G will call, then click on the boiler.
  18. Fix the boiler. It’s pretty simple, you should get it eventually. G will call again and then you should teleport back to HQ.
  19. Talk to G in the HQ. Eventually give him the gear and soon you will recieve your prizes.

Mission Nine: Operation Spy and Seek

  1. You will start in the Gadget Room with G. G will have his back to you with headphones on and will be surrounded by blinking lights, a bluepring for a kite, and a deflated rubber duck.
  2. Talk to G. Then take all the tracking devices (We’lll call them TDs), the duck, and the kite plans. Then open up your map and go to Ski Village.
  3. Head into the Ski Lodge. Talk to the two penguins trying to play Find Four with one piece. Then look for the pieces that are downstairs. They are on the windowsill to the left of the door, on the stool beneath the telephone, and on the ladder leading up to the Attic. Take all of them, then go up to the Attic.
  4. Before you start taking pieces up here, take the string poking out from underneath the rug. Then continue on the search. The pieces up here are on the crate between the red and blue couches, on the crate between the red couch and the lamp, on the table with the really old record player (Club Penguin wasn’t even around when record players went out of style!), next to the typewriter (Why is there a typewriter up here? Same thing with the record player.), and in the corner next to the homemade horse. (Merry-go-rounds replaced those years ago.)
  5. Head back downstairs. Give the penguins the pieces, then go to the Forest.
  6. Pick up the sticks in the Forest. Combine them with the paper and then combine the new kite frame with the string. Then add on the TD. Then head to the Plaza.
  7. Wait for the gum from Destructo the blue puffle explode, then talk to them and take the gum. Put it on the duck, then go to the Dock.
  8. Talk to the penguin working on the Hydro Hopper. Pull hard on the brown handle of the boat. He will let you borrow the air pump. Use it to pump up the duck, then put a TD on it. Finally, head to the Mine.
  9. Talk to Rory on top of the Shack. He will tell you to figure out how to come up. Here is how when you click on the troughs:
  10. We are going to use the word cube as a small square of the wood to help. If I don’t say cube, move it in the direction I tell you as far as it can go without vanishing.
  11. Move the bottom plank to the left one cube.
  12. Move the plank directly under the center of the trough down.
  13. Move the middle horizontal plank  to the right.
  14. Move the plank in step 12 up.
  15. Move the bottom plank to the right.
  16. Move the plank holding the trough up down.
  17. Lastly, pull down the trough so it lets any water flow through it from the trough on top. Then talk to Rory again.
  18. Click on the mine cart to turn it up. Then click on the welding equipment. Fix the cart. Talk to Rory, and he will leave.
  19. When Rory leaves, take a TD and put it in the mine cart. Click on the cart to send it deep into the Mine, then go to Ski Hill.
  20. Take the kite with the TD and click on the post. It will rise into the air. Then go to the Iceberg.
  21. Release the duck. G will call you and you should then teleport back to HQ.
  22. Find G at the island map. Talk to him, and take the binoculars.
  23. Head outside to the Fishing Hole. Use the binoculars to watch Herbert. As soon as he leaves, G will call you and talk to you. As soon as he is done, head across the lake.
  24. Pick up your old SpyPhone and combine it with the binoculars to make your camera. Hide it in the dark green tree. If it says you can’t, go to the left and hide it in another dark green tree. Then teleport to HQ.
  25. Talk to G. Then watch the video feed. Talk to G again to complete your mission and recieve your prizes.

One Response

  1. Wow! I would never have enough patience to type all of this. Keep up the good work!

    ~Ashley Di

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