MIGRATOR GAMES: ANSWER KEYS

Here are the ANSWER KEYS to The Migrator Game Post with title:
"GET TO KNOW THE MIGRATOR"


HOW WELL DO YOU KNOW THE MIGRATOR?
Match the numbered parts of the ship to the terms on the right.

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REBUILD THE MIGRATOR
Tell where each part should go.

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How well did you do? Tell me HERE! ;-)

Play 'til You Drop! ^.^

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CIRCLE

HALL OF PINS 3

A GALLERY OF ALL CP PINS
(PINS 49-Present)

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This is a complete Gallery of Pins that were ever given away at Club Penguin. PINS are considered RARE 'coz NO PIN will be released twice. So if you missed it WHEN it was released, you will never get it EVER ;-) Pins are Collector's Items really ;-)

This 3rd Frame will be updated everytime a new pin comes out. So check this Gallery every 2 weeks. Or Everyday if you want ;-) So BOOKMARK this blog by pressing CTRL D ;-)


PIN NAME & LOCATION


49. Wreath (Ski Lodge Attic)

50. Snow Shovel (Boiler Room)

51. Sombrero (Forest)

52. Rowboat (Lighthouse)

53. Anchor (Cove)

54. Golden Ship Wheel (Beat Aqua Grabber)

55. Aqua Grabber (Cave)

56. Book (Boiler Room)

57. Crayon (Mine Shack)

58. Golden Pyramid (Book Room)

59. Treasure Chest (Ski Village)

60. Rockhopper's Key (Rockhopper's Journal in The Book Room)

61. Goblet (Coffee Shop)

62. Anvil (Boiler)

63. Ice Cream Cone (Forest)

64. Basketball (Pizza Parlor)

65. Firework Rocket (Cove)

66. Treble Clef (Cave/Pool)

67. Vinyl Record (Dance Club)

68. Dodgeball (Stage)

69. 150th Newspaper (Boiler Room)

70. coming on September 12 2008

Collect 'til You Drop! ^.^

*Sources: Lady Maryann of Club Penguin Crazy for Images and Locations

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HALL OF PINS 2

A GALLERY OF ALL CP PINS
(PINS 25-48)

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This is a
complete Gallery of Pins that were ever given away at Club Penguin. PINS are considered RARE 'coz NO PIN will be released twice. So if you missed it WHEN it was released, you will never get it EVER ;-) Pins are Collector's Items really ;-)


PIN NAME & LOCATION

25. Teddy Bear (Cave)

26. Ice Cube (Ice Berg)

27. Shrimp (Dance Lounge)

28. Pot of Gold (Ski Lodge Attic)

29. Box (Dock)

30. Microphone (Beacon)

31. Ruby (Ski Village)

32. Tulip (Sport Shop)

33. Starfish (Mine)

34. Surf Board (Beacon)

35. Picnic Basket (Ski Lodge)

36. Water Drop (Dance Lounge)

37. Cart Surfer (Pizza Parlor)

38. Butterfly (Forest)

39. Tent (Mine Shack)

40. Base Ball (Boiler Room)

41. Jelly Fish (Ski Lodge)

42. Circus Tent (Plaza at Fall Fair)

43. Paddle Ball (Snow Forts)

44. Hair Brush (Pet Shop)

45. Spider (Cave)

46. UFO (Dance Lounge)

47. Needle (Cove)

48. Holly (Coffee Shop)

Collect 'til You Drop! ^.^

*Sources: Lady Maryann of Club Penguin Crazy for Images and Big SB for the Locations


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HALL OF PINS 1

A GALLERY OF ALL CP PINS
(PINS 1-24)


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This is a complete Gallery of Pins that were ever given away at Club Penguin. PINS are considered RARE 'coz NO PIN will be released twice. So if you missed it WHEN it was released, you will never get it EVER ;-) Pins are Collector's Items really ;-)


PIN NAME & LOCATION


1. Shamrock (Coffee Shop)

2. Music Note (Pizza Parlor)

3. Plant (Dance Lounge)

4. Pizza (Plaza)

5. Balloon (Dock)

6. Lantern (Night Club)

12. Soccer Ball (Gift Shop)

7. Beach Ball (Ski Lodge Attic)

8. Sun (Book Room)

9. Horse Shoe (Mine Shack)

10. Astro Barrier Ship (Snow Forts)

11. Hockey Stick (Ski Village)

13. Pencil (Book Room)

14. Light House (Plaza)

15. Telescope (Mountain)

16. Pirate Flag (Pet Shop)

17. Pumpkin (Dock)

18. Jet Pack (Beach)

19. Life Ring (Lighthouse)

20. Camp Fire (Ski Lodge)

21. Christmas Tree (Club Penguin Times)

22. Candy Cane (Night Club)

23. Apple (Pizza Parlor)

24. Cactus (Coffee Shop)

Collect 'til You Drop! ^.^

*Sources: Lady Maryann of Club Penguin Crazy for Images and Big SB for the Locations

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MISSION 7: CLOCKWORK REPAIRS

THE EASIEST & QUICKEST MISSION 7 CHEAT EVER!

You would be surprised at how "easy and quick" I made this WALKTHROUGH FOR MISSION 7 to be. You don't even need to know and read what G (Gary The Gadget Guy) and the other penguins say to finish this mission. I included in here each and every click. ;-)

Now, let's go get your MISSION 7 MEDAL AND GIFT! ;-)

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Step 1.
To enter Mission 7, Click "CLOCKWORK REPAIRS" > click LAUNCH MISSION Button


BACKGROUNDER

Step 2. Click G 1x then choose first answer "I read about it in the Club Penguin Times..."
  1. Click G 3X > click the monitor/screen/tv that shows The Snowforts. It's on the Left side of G's head
  2. Watch the video of the robbery. NOTE where the Clock's SPRING went (Iceberg!)
  3. Click either side of your screen to go back to G
ARMING FOR THE MISSION
Step 3. Click G 1x > choose "The Polar Bear!....."
  1. Click G 3X > choose "What items are at my disposal?"
  2. Click G 1x > go RIGHT and look for the INVENTION CABINET. It's beside the Eye Scan 3000
Step 4. Click the middle door of the INVENTION CABINET. It has the ELECTROMAGNET 3000. Enter the Password "KEY":
  1. For the 1st Padlock, "K": click the DOWN-Arrow 1x (or UP-Arrow 20X)
  2. For the 2nd Padlock, "E": click the UP-Arrow 15X (or DOWN-Arrow 17X)
  3. For the 3rd Padlock, "Y": click the DOWN-Arrow 4x (or UP-Arrow 25X)
Inventory Cabinet opens > click ELECTROMAGNET 3000 and into your inventory

Step 5
. Enter the GADGET ROOM by clicking on its steel door

  1. Move RIGHT until you see the LIFE RING on the shelf > click it and into your inventory
THE MISSION PROPER
(1) FINDING & GETTING THE SPRING
Step 6. Click MAP on the Upper Left Hand Corner
  1. Go to Iceberg > move LEFT until you see the frozen SPRING bobbing in the water
  2. To get it, drop the Electromagnet ON the Spring
  3. Now click the Spring and ElectroMagnet back to your inventory
(2) FINDING THE TARGET
Step 7. Click MAP > Go to the Dock
  1. Move Left until you see the 2 Penguins with the Target
  2. Click any penguin 1x > choose "Wow! Where did you get that target?"
  3. Click any penguin 5x > choose "Sorry guys but I have to take that Target with me. It's a missing part from the clock tower."
  4. Click any penguin 6x > choose "Alright. I'll do it!"
  5. Click any penguin 1x > PLAY. You have 10 tries to hit the moving Target 3x
(3) GETTING THE TARGET
How to hit the Target:
  1. Hold the Left Click on your mouse until the Energy Level goes up
  2. Target then Release the Left Click only if the Energy Level is high and if you think you will hit the Target
  3. You have 10 tries to hit the Target 3x successfully
If you FAIL:
  1. Click any penguin 4x > click "Yes, I am ready."
  2. Click any penguin 1x > you will play again
If you SUCCEED:
  1. Click any penguin 6x > They will give you the Target
  2. Click the Life Ring in your inventory > give it to any penguin -The Life Ring will be their "replacement target" for practice
  3. You may continue clicking the any penguin 4x more to see what they are saying OR go directly to the next step.
(4) INNOVATING A GEAR
Step 8. Click Map > Go to Town
  1. You will see the Green Penguin named Rookie in front of the Nightclub
  2. Click Rookie 2x > choose "Good to see you again rookie!"
  3. Click Rookie 2x > choose "WaiTy,I've been looking for a picture of the gear!..."
  4. Click Rookie 1x > he will give you the POSTER > click and put it into your inventory
Step 9. Click MAP > Go to the Beach
  1. Move Left until you see the Yellow & Green Penguins
  2. Click the Green Pail between the Green and Yellow Penguins and into your inventory. DO NOT click the snow! We need to fill the green pail with snow from the SNOWFORTS ONLY!
  3. You may click on the yellow penguin for some conversation OR go directly go to the next step
Step 10. Click Map > Go to the Snowforts
  1. Click the Green Pail in your inventory > click anywhere in the snow
  2. The Green Pail will be filled up with snow > click that pail back into your inventory
Step 11. Click Map > Go to the Plaza
  1. Enter the Pizza Parlor > pick up the Music Sheet and into your inventory
  2. Exit the pizza parlor by clicking on the door
Step 12. Enter the Stage
  1. Move RIGHT until you see the Piano > click on the piano
  2. Put the Music Sheet onto the Piano > play it
  3. The color in the music sheet corresponds to the color of the key of the piano. At this point, make sure you can hear what you play. Do not double click or you wont be able to get it right
  4. If you got it right, the Yellow Puffle will come out of the curtain > click either side of your screen to move away from the piano and back to the Stage
  5. Give the Yellow Puffle the Poster and the snow-filled Green Pail
  6. Wait for Yellow Puffle to finish making the gear
  7. Click the Green Pail and the Snow Gear into your inventory. Leave the Poster behind
(5) PREPARING ALL PARTS FOR THE CLOCK TOWER REPAIR
Step 13. Click your Spyphone > click "VISIT HQ"
  1. Inside HQ, go Left and enter the Gadget Room
  2. Inside the Gadget Room, go Left until you see the TEST CHAMBER
THAW THE FROZEN SPRING:
  1. Click the Frozen Spring from your inventory and put it on the Test Chamber Conveyor
  2. Click on the Lever > click FIRE button to melt the ice
  3. Click the Lever again > click the Spring and back into your inventory
CRYSTALIZE THE SNOW GEAR:
  1. Click the Snow Gear from your inventory and put it on the Test Chamber Conveyor
  2. Click the Lever > click the SNOW button to crystalize the snow gear > Click the Lever again> click the Gear and back into your inventory
(6) REPAIRING THE CLOCK TOWER
Step 14. Click Map > Go to the Snowforts
  1. Move Right until you see the Clock Tower > go to the back of the clock tower by clicking below it
  2. Click the Spring in your inventory > place it on left side of the clock
  3. Click the Gear in your inventory > place it at the center of the clock
  4. Click the Target in your inventory > place the Target to the extreme left of the clock
The Clock Tower is now fixed! Thanks to you! ;-)

CONCLUSION
Step 15. Click on either side of the screen to go to the front of the Clock tower
  1. Click the Orange Penguin 1x > your spyphone will ring
  2. Click your inventory > click the spyphone
It's the BEAR!
  1. Click Bear's Message 2x > G will appear
  2. Click G 1x > choose "Always glad to be of service G."
  3. Click G 2x > get your MEDAL and GIFT
Congratulations! ;-)

Solve 'til You Drop! ^.^

*Source: Original Text & Images. Copyright@Lady Maryann for Club Penguin Crazy.
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MISSION 6: QUESTIONS FOR A CRAB

1. Talk to G and tell him to start the crab’s interogation.
2. The machine will blow up and the crab will escape. First look at the Thingy-Majig 3000. It now tries to make a castle out of playing cards. Then follow the crab.
3. When it escapes up the mountain, jump of the edge and you will roll down the ide of the mountain.
4. You will arrive in the Wilderness. Keep going right until you see a log next to a bush.
5. Zoom in on the log and cut the rope attatching the O’berries to the tree with the scissors in the Spy Phone.
6. Then go more to the right and zoom in on the stump. Give an O’berry to the black puffle. He’s back! He will now follow you everywhere.
7. Keep going right until you see the cave that you stayed in, in Mission 6. Go to the cave. The crab will go in through the pet flap.
8. You can’t get through the door, so put an O’berry in the pet flap and the puffle will go in and open the door.
9. Oh no! You have been trapped. You are in a cage looking out on a strange cave.
10. A polar bear will appear and steal your Spy Phone.
11. Talk to him and he will start to show you his never ending life story.
12. It turns out he is called Herbet P. Bear and he is from the South Pole. He wanted to go somewhere hot, so he decided to get on an iceberg and float away. However, he got near Club Penguin and his iceberg tipped. He couldn’t swim, but a crab called Klutzy rescued him. He now plans to burn the Ski Lodge and make a huge bonfire to keep him warm.
13. Anyway, Herbet leaves with the chopping machine, but stil you need to get out of the cage. Look around for the cage lift.
14. Put an O’berry on the brown leaver and the black puffle will jump on it. Lots of water will be released and go into the drain.
15. Put another O’berry on the end of the gutter. The black puffle will jump on it and weigh it down.
16. Now put an O’berry on the platform and the puffle will go on it. The cage is now lifted.
17. Before you leave, you need to get four things. They are hot sauce, the blueprints for the Electro-Magnet 3000, a rope and a pitch fork.
18. Put the pitchfork and the rope together to make a climbing device. Leave the cave.
19. An avalanche is caused. How will you get out?
20. Put the hot sauce and an O’berry together to make a burning O’berry.
21. Get the puffle to eat the burning O’berry and he will burn a whole through all the snow blocking the door.
22. Go to the right, then go to the tree stump, go to the left, go to the log, go to the left and zoom in on the black cliff.
23. Get closer to the cliff, then zoom in on it again. Put the climbing device on the cliff and climb up.
24. Go to the Ski Lodge and see if Herbet is there. He will be in the fishing yard. He wants brain food.
25. Go back to the Ski Village and look around until you see the Dock.
26. Zoom in on the Dock. Look around until you see the Town. Zoom in on it.
27. Look around until you see the Snow Forts. Zoom in on them.
28. Look around until you see the Plaza. Then go in the Pizza Parlour.
29. Ask the penguin at the till for a seaweed pizza.
30. Return to the Ski Lodge. Give the pizza to Herbert.
31. Then pull a lever on the machine and wait for Herbet to start working on it again.
32. The machine now goes in the other direction, so the Polar Bear and Klutzy get thrown backwards.
33. G will arrive and give you your rewards.

*Source: Big Bella (Trainee Moderator)

MISSION 5: SECRET OF THE FUR

1.Talk to G.
2.He asks you to fix the problem with his machine.
Click the machine, then bring out your spy phone.
Use the comb, to comb the puffle hair.
3.G will give you the white fur, put the white fur into the machine.
The first scan doesn't pick up anything, so it does a secondary scan.
It finds hot chocolate, hot sauce, and jet pack fuel.
4.Go to the Pizza Parlor, ask what happend and if you can help.
Also ask if you can have one of the hot sauce's and chocolate's.
5.Go to the Coffee Shop, ask the penguin about the monster.
He shows you a "rough" drawing of the "monster"
Ask him for some hot chocolate, he tells you that the machine is broken.
Tell him you'll fix it.
Click the machine, then move the mug below hot chocolate.
Pour the chocolate into the top of the machine.
Grab the spy phone and twist the milk knob on with the wrench.
Then press the button for hot chocolate and grab the mug.
6.Go back to the HQ into the invention room, then grab the AC 1000.
Go to the lighthouse beacon, then use the fan on the floating fuel.
Cut down the fuel with the scissors on the spy phone.
7.Go back to the HQ and pour the three things into the goggles, then grab them.
Put on the goggles, then go to the ski lodge, you see footprints, then go into the fishing room.
8.Go to the lighthouse, grab the net and the rope.
Then go to the ski lodge, grab the candle near the door.
Then put the net and rope together and tie it to the tree in the fishing area and put the candle on it.
9.The crab comes and gets trapped, pick it up, then grab the fur left on the ground.
Give the crab to G and put the fur in the machine, it matches a polar bear.
Talk to G again then Mission Over.
10.You then get a medal, and a box of pizza.

To get the Box of Pizza do the following:
1.The pizza guy asks if you can take the pizza to the penguin fishing
2.Go to the ski lodge and through the fishing door, give him the pizza.

*Source: Big Bella (Trainee Moderator)

MISSION 4: AVALANCHE RESCUE

1. Talk to G.
2. Go to the gadget room after he unlocks it for you.
3. Pick up the life preserver.
4. Go to the ski village.
5. Pick up the fur in next to the crying penguin.
6. Pick up the Fishing pole in the Lodge.
7. Get the rope from the boat in the lighthouse.
8. Combine the life preserver, rope and fishing pole.

9. Go to the mountain.
10. Click on Ridge Run.
11. There are three paths you click on one, it leads to another and so on (The order is random).
12. Throw the Life preserver down the cliff.
13. Rescue the first three penguins.
14. Drop all the penguin next to the rock.
15. The rock will fall and push the last penguin higher.
16. Grab all the penguins and rescue the last one.
17. Talk to G.


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*


Congratulations Inspector Crazy
for Finding Mission #4!

This is The Amazing Race (TAR)'s RACE #5
Level of Difficulty: Tricky to Difficult
Race #5 is for the X-Trailers & the Trailblazers

Let me know you found this PITSTOP by clicking the TAR #5 Submit Button at the bottom. Claim your 20 tarps NOW but you may SOLVE the MISSION at a later date. Come back here when you are ready to give me your ANSWER and get your additional 15 tarps and 15 tarps!! ;-)


MISSION #4

MURDER IN CLUB PENGUIN


Bambadee, the security guard, drew his gun, took a deep breath, and headed down a shadowy corridor full of plastic cobwebs, fake blood, and recorded screams. It was Bambadee's worst nightmare, a real-life killer on the loose in Club Penguin. At least one person was dead, and behind any one of these doors might lie another victim -- or worse, the killer -- waiting for another victim.

Someone, somewhere turned off the sound system and switched on the emergency lights. Bambadee tried the door on the left. Locked. Then the one on the right. Unlocked. He pushed it open two inches, until it hit something, something that moaned. Bambadee looked down and saw more blood. Real blood.

An hour later and the police had pieced together the basics. A total of two attacks and one murder. Rockhopper, a resident/employee, had been killed by an ax; definitely not one of the prop axes, but a real weapon. Aunt Arctic had been luckier. She, too, was bleeding from an ax attack. But when Bambadee found her, barely conscious behind the door, she was still alive.

"It could've been worse," Inspector Crazy told his captain. "There were just a few employees in Club Penguin. The attacker wasn't seen coming into the island -- or leaving, for that matter. But he was seen." Inspector Crazy checked his notepad. "Medium height, in a ghost costumeblood and a full-head rubber mask. We found the costume, the mask, and the ax not far from the second attack scene. The lab matched the blood samples. Rockhopper's blood and Aunt Arctic's ."

"Attacker not seen entering or leaving." The captain had a way of honing in on the essentials. "That's strange, given the limited access in that kind of attraction."

"Yes, sir. I'll interview the second victim, then talk to the others."

Aunt Arctic sat up in her hospital bed and spoke with effort. "We were just opening up. Rockhopper and Alaska and Billybob were changing into their costumes. My dad Screenhog was there, too. I turned on the sound system and the mood lights. I was checking the halls for garbage when I heard Billybob shouting--something about a crazy person with an ax. A few seconds later, this thing came around the corner. I knew right away.

"I don't know why I ran into the dungeon room. There's no other exit. This maniac pushed open the door and started swinging. I fell to the floor, then I must've passed out. I guess he thought I was dead, 'cause the next thing I know, the security guard was waking me up. Was anyone else hurt?"

Aunt Arctic hadn't yet been told about her boyfriend Rockhopper's death.

Billybob seemed more concerned about Aunt Arctic than about the death of his best friend Rockhopper. "She's going to be all right," Inspector Crazy assured him. "Just some cuts and bruises. You saw the attack on Rockhopper?"

"Part of it," said Billybob. "I was changing into my ghoul costume when I heard something. I went into the next room and there was Rockhopper, fighting off this guy in one of our ghost costumes and an old mask. The guy was swinging this ax, and Rockhopper was trying to grab the ax and swing back. I tried to jump in, but the guy got in one last swing, then ran off down the hall. I shouted out a warning to the others, then went to help Rockhopper. He was bleeding so much."

Alaska, who has short blonde hair, an athletic build and slightly taller than average. "I was in the locker room downstairs, changing into my witch's uniform. I guess I heard some screaming, but I thought it was the tape. I didn't realize anything was wrong until I came upstairs."

Inspector Crazy nodded, then changed subjects. "I hear Aunt Arctic and Rockhopper were engaged."

"Engaged? She wishes." Alaska's laugh died in her throat. "I shouldn't be mean. Rockhopper and I were together for years, ever since middle school. Things were getting a little stale and too serious, all at the same time. Rockhopper said we should see other people for a while, just to get it out of our systems. That's all Aunt Arctic was, a little experiment. He told her that he was coming back to me."

This was the third different story that Inspector Crazy had heard. According to Aunt Arctic, they were happy, and Rockhopper had already proposed. According to Billybob, Aunt Arctic cried on his shoulder all the time. She was sick of Rockhopper and ready to leave. And now Alaska's variation on the old, familiar theme.

Inspector Crazy caught up with Aunt Arctic's father Screenhog at Club Penguin. A curious throng stood by the police barricades in front of the boardwalk attraction. "Thank God Aunt Arctic's okay." Then he chuckled. "I can't figure out if this will be good for business or bad."

"Are you the sole owner?" Inspector Crazy asked.

"Me and Aunt Arctic," said the sad-eyed, middle-aged man. "Aunt Arctic has an inheritance from her grandparents. I'm the trustee until she turns 30 or gets married. A chunk of her money went into Club Penguin. It's a good investment for her."

"Did you see or hear anything this morning? Anything at all?"

Screenhog shook his head. "Bambadee and the kids were all there when I unlocked the doors. I locked up behind them, then went upstairs to the office. They often joked about a real killer getting loose in the Club Penguin."

"I'm not surprised."

"That ghost costume came from a storage closet. And the ax..."

"Was the stairwell fire ax."

Screenhog sighed. "It doesn't look like an outsider, does it?"

Inspector Crazy agreed. It was an inside job, all right. And he had a good idea which insider it was.


Whom does Inspector Crazy suspect? And what clue points to the killer?

A. Rockhopper
B. Alaska
C. Billybob
D. Aunt Arctic



Good luck y'all! ^.^


Peace Rocks ~Lady Maryann~

MISSION 3: CASE OF THE MISSING COINS

1. Talk to the agent with pushing your first response every time.
2. Tell him to open the door and he can’t.
3. Then go to the manager’s office.
4. Click under the couch and pick up a paperclip and a disk.
5. Click the computer and put the disk in the computer and turn it on.
6. Click my files and then Combination_Number.
7. Remember the numbers, go downstairs, and use it to open the safe.
8. Go into the safe and then keep answering his questions with first response.
9. Your phone rings, go to the HQ.
10. Talk to G and then agree to look at the footage.
11. Go to the key drawer and click the yellowish key on the upper left.
12. Go to Manager’s Office and use the key to get to roof.
13. First, pick up the white fur on the ground.
14. Then, use your wrench to take off the bolts of the Powa Box.
15. Look inside, and then take your paperclip and put it in the box.
16. The box should start acting up and then get destroyed.
17. Go back through the door and then go downstairs.
18. Respond with the first response, and then go to G’s HQ.
19. Respond with the first responses and give G the white fibers.

*Source: Big Bella (Trainee Moderator)

MISSION 2: G'S SECRET MISSION

1. G asks you a riddle. The answer to it is MOGUL.
2. Press yes and receive your mission.
3. Put the sled in your inventory.
4. Go to the Ski Mountain and use the sled on the Test Run Hill.
5. You will eventually crash and find yourself in the wilderness.
6. Take the piece of rope in the first area.
7. Scroll to the right and pick up the Survival Guide.
8. Keep scrolling right and click the next passage.
9. Pick up the broken ski and put it in your inventory.
10. Put the ski and the rope together and you have the beginning of a fishing pole.
11. Scroll all the way left and go through the passage.
12. Then go through the next passage immediately.
13. Take 3 berries from the bush and take them with you.
14. Put 1 berry on your fishing pole.
15. Look to your right and see a pot in the tree.
16. Start shaking the tree, then pick up the pot.
17. Then go to the passage on the right with the stump.
18. All the puffles run except for the black one.
19. Feed the black puffle a berry and he follows you.
20. Scroll to the right, and go through the passage to the cave.
21. Go into the cave by clearing the bushes.
22. Click one of the rocks and they should form a circle.
23. Then, go out of the cave and to the left to an area and pickup a log. (Wood)
24. Then, take your pot and fill it with water.
25. Go back to the cave and put the wood and Survival Book in the circle.
26. Then, move so that the black puffle is on top of the circle.
27. Feed him a berry and he will ignite the fire.
28. Boil the water on the fire and then drink it.
29. You fall asleep and then wake up and go outside.
30. An agent takes you back and then you complete the mission.
31. You win a medal and a letter.

*Source: Big Bella (Trainee Moderator)

MISSION 1: CASE OF THE MISSING PUFFLES

1. Talk to Aunt Artic
2. Go to the Pet Shop and find a note on the Puffle House.
3. The note is in code, but should say, “G Has __ Pairs ofSocks”
4. Every note is different and every pair of socks is different.
5. When you read the note, go to the Ski Shop.
6. Ask G if he has any Special Items.
7. Give him the answer to amount of socks he has.
8. Ask to see some Spy Gadgets.
9. He will open up the cabinet. Take the Life Preserver Shooter.
10. Go to the iceberg.
11. Use the gadget to shoot life preservers to the penguins.
12. Next, go to the Ski Mountain.
14. You find the penguin crying, use the wrench to fix his telescope.
15. Look through the telescope and you’ll see the green puffle flying around the Tallest Mountain on the map.
16. Go back to the Ski Shop and take the Grappling Hook.
17. Go to the Tallest Mountain.
18. Swing the grappling to the summit of the mountain.
19. You find the green and purple puffles there. Take them to Aunt Arctic’s igloo.

*Source: Big Bella (Trainee Moderator)

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