الخميس، 25 نوفمبر 2010

For club penguin



Club Penguin's History 



Virtual worlds are gaining more and more acceptance but there are still many parents out there with many concerns about letting their children experience this online adventure. Club Penguin placed child safety at the forefront of their priorities for the business model of their virtual world. The main attraction of Club Penguin is its focus on educational online games for children, with cute penguins as avatars.

Club Penguin Entertainment is behind this project and the initial launch of Club Penguin was witnessed on October 24, 2005. From a collection of online games, Club Penguin became an online community. Parents are given assurance of their child's protection through features such as the Ultimate Safe Chat mode and intelligent filters for curse words and personal information.

Because of the success of Club Penguin, entertainment titan The Walt Disney Company purchased the rights to the virtual world in August 2007 for the sum of $350 million.

This success is a testament to the hard work poured in to the initial concept of Lance Priebe and Lane Merrifield for "social networking for kids." This was compounded by Priebe's interest in creating Flash web-based games. Eventually, the virtual community of Club Penguin was put into place and it only started with about 15,000 users. This quickly grew to 3.9 million users during their 2nd year. By the time Disney bought Club Penguin in 2007, it had about 12 million users.

The service is mostly free and 90% of the population are using the free game model. People who pay the full membership fee gain access of the ability to purchase virtual clothes for their penguins

Club Penguin Demographic 

Virtual worlds for children are becoming increasingly popular and at the forefront of this revolution is Club Penguin. Club Penguin serves the young demographic of children ages six and fourteen years old. The environment of Club Penguin is optimized to guide the development of children's intellect and social interaction. There are many games and activities primed at honing the abilities of children.



Parents can also trust their children in these virtual worlds because child safety is at the foremost of their priorities with features such as Ultimate Safe Chat Mode. We outline the intricacies of their child safety advocacy in the next module.

Top Priority: Child Safety 



Because children are the target demographic of Club Penguin, its administrators see to it that safety protocols are firmly set in place. Here are some of the measures installed for the protection of your child:

- guard against inappropriate user names

- Ultimate Safe Chat Mode, filtering improper and inappropriate words

- Paid moderators to always be on the watch against special cases

- Secret agent status for veteran users to help in policing

Puffles 

Puffles are also on hand to provide companionship to your child:

Even if the avatars are penguins, there are still characters within Club Penguin considered as pets. Meet the Puffles. Here are the various Puffles as described in the Adopt a Puffle catalog:

* Blue Puffles are known to be mild-tempered and content. (Available to non-members)

* Green Puffles are very energetic and playful, and "like to clown around".

* Purple Puffles are dancers, and are described as being "usually happy", but are finicky eaters.

* Red Puffles (from "Rockhopper Island") are known to be adventurous and enthusiastic. (Available to non-members)

* Pink Puffles are very active and cheery, and like to exercise.

* Black Puffles are described as possessing a strong and silent disposition.

* Yellow Puffles were added in November 2007. They are depicted as both artistic and spontaneous.

* White Puffles were introduced in March 2009. They play with ice skates and can create a snowfall.

What makes Club Penguin Unique? 

Club Penguin is not like any other virtual world. There are many features and special offerings here which makes Club Penguin an effective brand all by itself. We detail these features here:

EMOTICONS

Players can express their feelings with emoticons. There are numerous emoticons, such as a happy face, a sad face, angry face, winking, etc. The emoticons appear above the avatar's head in a speech bubble. There are also secret emoticons that may be unlocked by holding down letters on the keyboard (e.g. holding down E and I produces the igloo emoticon). On December 5, 2007, the heart and skull emoticons were removed because players found these offensive, and were replaced with the flower emoticon. On January 9, 2008 the heartemoticon was brought back as a result of popular demand by players, suggesting that it could be used in a positive and caring way.



ITEMS

Members may use the virtual coins that they collect from playing mini games to purchase various items from a wide variety of shops. Shop types include clothing, wigs, stage costumes, igloos, furniture, and sports. Members and non-members alike may also purchase new colors for their penguins and backgrounds for their player card.

Each player has their own penguin card, which is used to manage the player's inventory. Players may decorate their card by purchasing new backgrounds, clothing and other items. Penguin cards can also be to display "pins" - new examples of which appear within Club Penguin every two weeks. Pins are free, but are hidden throughout the game. On January 4, 2008, Club Penguin hid their 50th pin, a snow shovel. Flags are similar to pins; they also appear in the top left-hand corner of a player's penguin card.

Clothes are worn by penguins, which can either be bought or given out during parties. Only members can buy clothes, but those given out at parties are wearable by all penguins.

Members' igloos can be upgraded into many different styles. Some igloo styles are themed for parties, such as the Bamboo Hut or Log Cabin. Furniture may be bought for the igloos of subscribed members and can be used to design and decorate an igloo. Flooring for an igloo (introduced January 19, 2007) is also only accessible by subscribed members.



CLUB PENGUIN TIMES

Club Penguin has a free virtual weekly newspaper delivered every Thursday. It is accessed from within the game and contains news about Club Penguin and features games, comics, polls, a calendar and more. It also has an advice column where a player can write to Aunt Arctic and ask questions about Club Penguin. Any user can submit questions, jokes, riddles, poems, comics, fan art, and tips or secrets to The Penguin Times, which may be chosen and displayed in the next issue. A particular honor is to be named "Penguin of The Month". Within the game, the Boiler Room under the Night Club contains an archive of newspapers from the last six weeks.

Fees and Memberships 

Subscribed memberships

Players may pay to become subscribed members and doing so grants them additional in-game benefits. Players who have paid membership may buy clothing, wigs and furniture, own up to sixteen Puffles (the virtual pets of Club Penguin), enjoy early access to new parts of the game, buy furniture for their puffles, have access to all puffle breeds, and open up their Igloos to be shown on the "Member Igloos" section of the Map. Members also have access to Members-only parties hosted by Club Penguin.



Memberships range in price. They are shown below:
Length of Membership vis-a-vis Price (USD)

1 month $5.95
3 months1 $14.95
6 months $29.95
1 year $57.95

1 Limited-time membership. This is not currently available, but it was and may be available in the future. Game cards in the $5.95 and $29.95 amount are also available at stores across the USA, especially Walmart and Toys "R" Us.

Non-members

Club Penguin provides a "non-membership" option. Although such play is free, it does not include all of the benefits of being a member. Non-members may still purchase different colors for their penguins, buy player-card backgrounds, travel to any place in the Club Penguin world (except during members-only parties), and play games. Non-members may also receive and use items given out at parties that are held monthly for all players. However, non-members are restricted to only two red or blue puffles, and no member-only puffles may be bought, (although if a former member once owned puffles, they may be kept). Non-members cannot purchase clothes, furniture, wigs, hats, or igloo upgrades.
Beta testers

During the beta stages of Club Penguin's development, anyone could sign up to be a beta tester. Beta testers received special benefits upon the official release.

Places in Club Penguin 

Club Penguin is divided into various rooms and distinct areas. Many game locations can be accessed by clicking on the Club Penguin map. Some places are reached by clicking their general area on the map and then walking the penguin to the specific location. Other places are only available for access on certain days or at certain times.

Each player is provided with an igloo for a home. Members have the option of opening their igloo so other penguins can access it via the map, under "Member Igloos". Members may also purchase larger igloos and decorate their igloos with items bought with virtual coins earned by playing mini-games.
Notable places within Club Penguin

The Town

Games: Beans (Coffee Shop), Mancala (Book Room) Thin Ice (Dance Lounge), Astro Barrier (Dance Lounge), DJ3K (Night Club), Dance Contest (Dance Club), Coffee Shop (Book Room), Night Club (Lounge), Gift Shop



The Plaza
Games: Puffle Round-Up (Pet Shop), Pizzatron 3000 (Pizza Parlor) Pet Shop, The Stage, Pizza Parlor and the secret entrance to the pool.

The Cove
Games: Catchin' Waves

Forest 
Other Room: Treehouse (during Medieval Party of May 2008 and 2009)

The Snow Forts 
Other Room: Ice Rink, Arcade Circle (during Fall Fair of September 2008)



The Dock 
Game: Hydro-Hopper

The Beach 
Game: Jet Pack Adventure (Beacon), Other room: Lighthouse (Beacon), Rockhopper's Ship

Ski Village 
Game: Ice Fishing (Ski Lodge), Other rooms: Ski Lodge, Lodge Attic, Sport Shop

Mountain 
Game: Sled Racing

The Dojo 
Game: Card-Jitsu, Other room: The Dojo Courtyard, Flying Flippers Emporium (Ninja only)

Mine 
Game: Cart Surfer (Underground), Other Room: Cave (Pool), Boiler Room

Iceberg (Hidden)
Game: Aqua Grabber

HQ (Secret Agents Only) 
Game: Secret Agent Game, Other Rooms: EPF Command Room (Unlocked with code from DS game)

Rockhopper's ship (Not always available) 
Game: Treasure Hunt, Other Rooms: Captain's Quarters, Ship Hold, Main Deck, Crow's Nest

Lighthouse 


The Beacon 
Game: Jet Pack Adventure

The Party Room 
Games: Treehouse (during Medieval Party of May 2008); Whale Inflatable (during Water Party of June 2008); VIP Backstage (during the Music Jam Party of July 2008, Members only); Arcade Circle (during Fall Fair of September 2008, Members only); Lab (during Halloween Party of October 2008, Members only); Leprechaun House (During St Patrick's Day Party March 2009, Members only) ; Backstage, Nightclub upstairs (members only), Music-maker 3000 (Music Jam 2009); Tallest Mountain/Balloon Ride (Festival of Flight 2009); Puffle Circus (members only), Game room (Fall fair 2009)

The Stage

The Stage was released in November 2007, in the Plaza, between the Pet Shop and the Pizza Parlor. In the stage, penguins can act out plays. Subscribed members may buy costumes for the play, an option that non-members do not have. The script for the play is located at the bottom right corner of the screen. When clicked, a list of lines is brought up. Each month, a new play is released.

Walkthroughs of Mission 1-4 

Mission 1 Walkthrough : Case of the Missing Puffles

· Talk to Aunt Arctic. She tells you that her two puffles and her camera are missing.
· Go to the Ice Rink, pick up the pictures to the right, and place them in your inventory.
· Now, go back to Aunt Arctic's igloo and give the pictures to her.
· Go to the Pet Shop and pick up the note on the puffle house. Use your code box to figure out what the note says.



· Next, go to the Sports Shop and talk to Gary the Gadget Guy (behind counter) and ask him does he have any special items. He will then ask you a question, which you will answer based on what the note said. Then ask him can you see some spy gadgets. He opens the cabinet revealing a grappling hook, and a life preserver shooter.

· Go to the Iceburg and you will see some penguins stranded on a broken piece of ice. Click on them and talk to them. Then, take the life preserver shooter from your inventory, click right in front of the penguins, and you can try to save them. Use your mouse to move the target in front of a penguin and click once to shoot the life preserver at them. Watch out for the wind though, it can throw the preserver off track.

· Now, go to the Ski Hill and talk to the penguin. Use your Spy Phone wrench to fix his telescope. Click on the telescope to look through it. Hold your mouse over the left arrow button on the screen, and soon you will see the green puffle flying around the mountain.

· Go to the tallest mountain and use the grappling hook to climb up to the top. You will see both puffles. Take them back to Aunt Arctic and talk to her.

· Claim your award and letter, then click End Mission.

Mission 2 Walkthrough : G's Secret Mission

· You're in the Sport Shop. Click on G to talk to him, and ask him about your mission. He gives you a riddle to solve. Talk to him again and tell him the answer is 'mogul'. He shows you his new sled, and tells you he wants you to test drive it for him. Pick up the sled and put it in your inventory.

· Go to the Ski Mountain, select the sled from your inventory, and click on the sign that says 'TEST RUN'. Try to dodge trees, logs, and other items that may destroy your sled. Eventually you will crash though.



· After the crash you end up in an unknown area. Pick up the Survival Guide in front of you, and the rope to your left. Take the path to your right, (with the log) and pick up the ski from the bush. Now, take the path to your right. You see a bunch of puffles dancing. Click on one of them and they all run away, except for the black one.

· Take the path in front of you, and collect three O' berries from the bush. Go right, and click on the the tree trunk a few times, and a pan will fall out. Pick up the pan and place it in your inventory. Go back to where the black puffle was, and feed him an O' berry. He's your friend now. Take the path to the far left, and pick up the log. Combine the ski, an O' berry, and the rope and you will have a fishing pole. Use it to catch a fish. Put the fishing pole and the fish into your inventory. Get the pan out of your inventory, and place it in the water to fill it up. Now, put it back in your inventory.

· Next, take the path with the cave. Clear the bushes and go into the cave. Inside, click on the rocks to move them around the circle, put the log onto the rocks, and put the Survival Guide on top of both. Move until the puffle is standing in front of the log and give him your last O' berry. The fire is started now, and you can put your fish on it to cook. After the fish is cooked, click on it to eat it.

· Put the pan filled with water on the fire and after it starts boiling click on it to drink it. You will fall asleep, and when you wake up the puffle is gone and your fire is put out. Go outside the cave and a secret agent flies down. Talk to him, and he'll take you back to G. Talk to G and the mission ends.

· Get your medal and letter, and click End Mission.

Mission 3 Walkthrough : Case of the Missing Coins

· Talk to Rookie, and he closes the vault door. He forgets the combination.

· Go into the Gift Shop Manager's room, and go right until you see the sofa. Click at the bottom of the sofa to look under it, and pick up the paper clip and the disk.

· Go left, and click on the computer. Turn it on and insert the disk into the drive. Now, click My Files (on the computer), and click Combination_Number. It gives you a different combination every time. After you get the number, go back downstairs and open the vault door.

N = North (top one)
E = East (right one)
S = South (bottom one)
W = West (left one)



· Go inside the vault, and click on the coins inside. Talk to Rookie. G will then call you, and tell you to meet him in the HQ. Then, talk to him and watch the video. Afterwards, ask G does he have any suggestions, and he will give you a key. Click the drawer and pick up the gold key at the top left.

· Go back to the Gift Shop and go to back into the Gift Shop Manager's room. Unlock the door that says 'To Roof', and go through it.

· Open your Spy Phone, click tools, and get your wrench. Open the power box with the wrench, and put the paperclip inside and the box will explode. Pick up the piece of fur from the drain and put it into your inventory. Go back to the vault, and click on the money. Go the the HQ and give G the fur.

· Put on your Night-Vision goggles, (if you don't have them look on the table under the map.)

· Go to the town, and talk to the crying penguin. Next go into the Night Club, and turn on your Night-Vision goggles. Walk to the speaker leading to the boiler room, and click on the fuse box. Read the instructions first, and complete the puzzle.

· The power comes back on. Go back outside and talk to the penguin. Now, go back to the HQ and talk to G.

· Get your medal & thank-you card, and click End Mission.

Mission 4 Walkthrough : Avalanche Rescue

· First, talk to G and get him to let you into the Gadget Room. Get the Life-Preserver Shooter and go to the Lighthouse to get a rope. (It's in a boat.)

· Next, go to the Ski Lodge, get the fishing pole, and combine all three.

· Go to the beacon, and use your wrench (in your Spy Phone) to unscrew the telescope.

· Go to the Sports Shop and take the belt off of the penguin mannequin. Go upstairs to Gary's Room. Put the telescope near the window, and look through it. You will see the path to the lost penguins.

· Next, go to the Ski Village and talk to the crying penguin. Use the belt from your inventory to fix the Ski Lift, and grab the white fur. Go up to the mountain top and take the path. (It's the same path you saw in the telescope.) When you reach the end of the path, click above the path (between the broken wood), and you can rescue the penguins.



· Destroy the sticks in the way, pick up the first penguin, and then the second penguin. Drop the second one on the first platform, and pick up the third penguin. Put them all on the first platform, and they'll push the rock, making the fourth penguin bounce up to another platform. Pick up all three penguins, and pick up the fourth. When you get back to the top of the mountain, talk to G, and give him the fur.

· Claim your award, medal, and letter and click End Mission.

Club Penguin Mission 1 Walkthrough 

Here is a definitive guide on how you can overcome the obstacles of Mission 1 on your way to fulfilling your destiny as a secret agent.
powered by Youtube

Walkthroughs of Mission 5-7 

Misson 5 Walkthrough : Secret of the Fur

· Talk to G, then click on the Furensic Analyzer 3000. Use your comb in your spy phone to remove the fur, and it'll go into the machine. Next, talk to G again and analyze the fur you found from the previous missions. Take the fur and click on the Furensic Analyzer 3000. Put the fur into the slot. It will tell you it's an "Unknown Specimen", and perform a secondary scan, identifying hot chocolate, hot sauce, and jet pack fuel.



· Talk to G again. Go to the Pizza Parlor and talk to the penguin cleaning up. Ask him if you can take some chocolate sauce & hot sauce, and talk to him again and he'll ask you to deliver a pizza for him. Pick up the chocolate sauce, hot sauce, and pizza. Put them into your inventory. Also, turn around and pick up the candle off the table, and put it into your inventory.

· Next, go to the Ski Village and go into the lodge. Head out the fishing door, and give the pizza to the penguin.

· Go to the town, and into the Coffee Shop. Talk to the penguin behind the counter. Ask him can you fix his coffee machine. Click on it. Use your wrench on your Spy Phone to tighten the water and milk lines. Put your wrench back into your inventory, and pick up the cup. Place the cup where it says "Press for Hot Chocolate", and take the Chocolate Sauce from your inventory. Pour the Chocolate Sauce in the bowl at the top, and press the button. Take the cup, and place it in your inventory. Talk to the penguin again, and go back into the Town.

· Now, go to the Lighthouse and talk to the two penguins. Go up to the Beacon and you'll see the Jet Fuel on a balloon. Go to the HQ, and into the Gadget Room. Get the AC 3000, and go back to the Beach. Get the net from the pile of stuff beside the lighthouse and put in your inventory. Go back up to the Beacon and use the AC 3000 to blow the Jet Fuel to the top. Use the scissors from your Spy Phone to cut the balloon from the Jet Fuel. Place the Jet Fuel into your inventory, and go back to the Gadget Room. Talk to G, and give him the Hot Sauce, Hot Chocolate, and Jet Fuel.

· Take the goggles, and go to the Lighthouse. Pick up the rope from the boat. Combine the rope with the net, and it'll make a trap. Go to the Ski Lodge and talk to the penguin hiding under the couch. Go out the fishing door, and you'll see a creature. Get the trap, and place it on the tree. Pick up the candle from your inventory and put it on the trap. A crab comes out, and gets caught in the trap. The other creature runs away, but leaves some of it's fur behind. Pick up the fur and crab, (put both in your inventory) and go back to the Gadget Room. Talk to G, and give him the crab. Take the fur and put it in the Furensic Analyzer 3000. It tells you about the bear.

· Get your medal and gift, and click End Mission.

Mission 6 Walkthrough : Questions for a Crab

· First, talk to G. Then the Crab Translator 3000 will blow up and the crab escapes. Follow the crab through the Gadget Room door, through the HQ door, and through the Sport Shop door. At the Ski Village, you will see the crab get on the Ski Lift and go up the mountain. Talk to the two penguins in the Ski Village if you want to. Go up the mountain. Then you will see the crab jump off the ledge. Follow him. Then there will be a small scene where you and the crab are falling down the mountain. You lose your map during the fall. Anyway, keep following the crab.

· You end up at a cave door. The crab goes in through the small door, but the big door is locked. Then go right, to the place with the stump. Here, you will find the black puffle, who is hungry. Go left, to the place with the log. Use your scissors to cut down the bag of O' berries. Put the bag in your inventory.



· Now, go left, to the place with the stump. Give the black puffle an O' berry. Then the black puffle will be your friend. Now go right, to the place with the cave. Put an O' berry in front of the small door. The black puffle will go in the small door and unlock the big door for you. Follow the puffle into the cave.

· When you get inside, a cage will fall on top of you and the black puffle will hide behind a rock. Then, the polar bear will start talking to you. Klutzy, the crab takes your spy phone. Herbert P. Bear, the polar bear tells you how he got to Club Penguin. He tells you about his plan to chop down the Ski Lodge to make a big bonfire. Then when he runs out of firewood from that he says he will chop down other buildings. Then Herbert and Klutzy leave and the black puffle comes out.

· Then look around the room until you see a cage lift. Put an O' berry on the lever at the far right of the cage lift. The black puffle jumps on top of the lever and the lever goes down, making water come out of the spout, hitting a pan, forcing the pan to turn right. Put an O' berry on the left side of the pan. The puffle will jump on the left of the pan forcing the pan to turn left. Then put an O' berry on the lift next to the wheel. Then, the puffle will jump on the lift, and the wheel will move making the cage lift up.

· Gather some of the items around the room. Get the rope, the hook thing, the hot sauce, and the Electro Magnet 3000 blue prints. Now click to go out the door. When the door opens, some snow falls off the roof blocking the doorway.

· Add the hot sauce to an O' berry and put it in front of the door. The black puffle will burst into flame and go out the door flying. Then go right, to the place with the stump. Now go left, to the place with the log. Now go left, to the place where you ended up after falling off the mountain. Combine the rope with the hook. Now click to go up the mountain. Use the grappling hook you made to go up the mountain. Now go down to the Ski Village, into the Ski Lodge, and out the back door. Here you will see Herbert complaining about being hungry.

· Go to the Pizza Parlor and get the Seaweed Pizza. (He won't eat any of the other pizzas.) Now go back to the Ski Lodge. Go through the back door. Click on the pizza in your inventory. Now click on Herbert. He will eat the pizza. While he is eating the pizza, click on the lever below the crab, changing it from green to red. Then when Herbert gets through eating, he will fix the machine and the crab will turn it on. It's in reverse now so it goes backwards taking Herbert with it.

· The machine will crack the iced over pond and Herbert, Klutzy, and the machine will go into the icy water. They escape the water and go onto the land on the other side of the pond. Then G comes and talks to you. His phone rings and he says its for you. It's the polar bear. He tells you that this isn't the end. Now tell G about the polar bear's cave. Give G the Electro Magnet 3000 blueprints.

· Get your medal and your gift, and click End Mission.

Mission 7 Walkthrough : Clockwork Repairs

· First, talk to G about the broken clock tower. Afterwards, watch the Snow Forts monitor to see what happened to it. You'll see Herbert & Klutzy taking the gear from the clock. Put the code key into the lock on the cage beside the Gadget Room, and take the magnet/gadget.

· Go into the Gadget Room and get the Life Preserver Tube. Now, go to the Beach and get the sand bucket. Go to the Snow Forts and fill the bucket up with snow, and put it back into your inventory.

· Next, go to the Iceburg and use the magnet to get the spring (in the icecube in the water.) Now, go to the Town and talk to Rookie. Get a picture of the gear from him, and head on over to the Dock.

· Talk to the two penguins there, and challenge them to a game to get the missing Clock Tower target back. After the game, take the target, and give them the life preserver tube as a new target for their game.



· Go to the Pizza Parlor, and pick up the sheet of paper beside the piano. Take the paper to the stage, click on the piano there, and place the paper on the stand. Play the colored keys in the order that the colors are on the music sheet.The yellow puffle comes out, and stands next to you. Give him the picture of the gear, and the bucket of snow. Take the bucket and the gear, and put both in your inventory. Next, go to the Gadget Room.

· Go left until you see the machine called "Test Chamber". Put the snow gear in it and click the lever to make it turn. Click the lever again and the gear will come out. Put it back in your inventory. Now, put the ice-cube with the spring in it into the machine and click the lever. After the ice melts, press the lever again. Take the spring and put it into your inventory.

· Go to the Snow Forts and put the target on the side of the Clock Tower, the gear into the Clock Tower, and the spring on the side that's missing one. After you do that, the worker penguin will talk to you. Herbert calls you on your Spy Phone next, and afterwards G will come to the Snow Forts and talk to you.

· Collect your medal & award and click End Mission.

Walkthroughs of Missions 8-10 

Mission 8 Walkthrough : Mysterious Tremors

· Talk to G, and he tells you about some earthquakes. Go to the Dock and you'll see Herbert and Klutzy in a underground machine they built. Talk to Herbert, and his map blows away. Klutzy tries to catch it, but he ends up chopping it in half. They leave.

· Go through the town, and you'll see the two papers blowing away. One gets stuck on the Night Club sign, and the other goes towards the Snow Forts.

· Go in the Coffee Shop and help pick up the cookies off the floor. The Coffee Shop worker lets you keep a cookie for helping him.



· Next, go to the Gadget Room, and get the hat off the rack near G. Go back to the town and put the hat on the green puffle, give him the cookie, and he'll fly up and get the paper stuck on the sign for you. Pick up the paper and go to the Snow Forts.

· You'll watch as the other half of the paper goes by. Follow it into the Plaza and go into the Pizza Parlor. Order a Double meat pizza with extra grey fish from the penguin behind the counter. Take the pizza out to the Plaza and give it to the green penguin. Tell him you'll trade it to him for his newspaper. Take the newspaper and take the broken half of paper from it, and combine the two halves together..

· Go to the beach and pick up a net from beside the Lighthouse. Go inside the Lighthouse, and ask the penguin can you take the balloon box. Put it in your inventory and talk to the penguin to the left trying to fix the broken barrel. Get a barrel of cream soda and go to the Gadget Room.

· In the Gadget Room get the wooden mallet off the wall behind the table (near G). Ask G can you take the Super Helium. Pick it up and go to the Sports Shop. Take the wooden pegs beside the tent.

· Go to the Dock. Pick up the lantern next to the tunnel, and then go down the tunnel. Use the map Herbert lost to guide your way through the tunnels. When you get past the first set of tunnels, click on your lantern to see. Finish going through the tunnels, and you'll come upon the Gift Shop.

· Get a balloon from the box and put it on the Super Helium to fill it with air. Take the barrel out of your inventory and start to shake it. Then, put it underneath the Gift Shop and the soda will blow the Gift Shop back to where it's supposed to be.

· Go to the town, and put the helium-filled balloon next to the Gift Shop. It'll rise up. Put the net underneath the Gift Shop, and use the wooden tent pegs to hold it down. Get the wooden mallet out of your inventory and hammer down the wooden tent pegs.

· Go back to the Gadget Room and talk to G. Then, go back to the tunnel, and go to the place where the Gift Shop was in the ground. There's a tunnel there now. Go through it, and you'll see Herbert's machine. Use your wrench to take the missing Clock Tower gear out of it. Put the gear into your inventory, and go through the hole in the wall. You'll see Herbert and Klutzy messing with the boiler in the Boiler Room. When you catch him, he'll get mad, hit the boiler, and run.

· G calls you on your Spy Phone, and you have to fix the boiler. Rearrange the pipes until they all connect, then G will call you again. Go to the HQ and talk to G. Give him the gear.

· Claim your medal and award, and click End Mission.

Mission 9 Walkthrough : Operation Spy Seek

· Talk to G. Put the yellow duck, the three tracking devices, and the blue-prints from the wall into your inventory.

· Go to the Ski Lodge, pick up all the Find Four pieces, and go upstairs to get the rest of the pieces.

~Downstairs Find Four Pieces: under the ladder, on the stool underneath the phone, and on the window sill.

~Upstairs Find Four Pieces: on the typewriter, on the box in the corner, on the table next to the phonograph, on the other box, and on the bricks.

· Also, pick up the piece of string on the rug. Go back downstairs and give the pieces to the penguins playing Find Four.



· Go to the Forest, and pick up the sticks. Combine the sticks, blue-prints, and the string to make a kite. Attach the kite to one of the transmitters. Next, go to the Ski Mountain and put the kite & transmitter on a pole.

· Go to the plaza and talk to the two penguins. When the puffle blows a bubble, gum gets stuck on the two penguins. Click on it to take it, and then put it on the yellow duck in your inventory.

· Go to the dock and pull up the brown start handle for the penguin. Borrow his Air Pump, and put the Air Pump on the yellow duck to inflate it. Put a tracking device on the duck (where the gum is) and take it to the Iceburg. Put the duck in the water.

· Go to the Mine Shack and talk to the penguin. Click and drag the boards to make the beam fall on the left side. Double-click on the cart and weld the cracks, and afterwards place a transmitter inside the cart. Click inside the Mine to make the cart go.

· G calls you on your Spy Phone.. Go to the HQ and get the Binoculars 3000 from him.

· Go to the Ski Lodge, and go through the fishing door. Look through your binoculars, and turn right. Go back to the HQ and talk to G again. Go to Herbert's camp, and combine your Spy Phone with the Binoculars 3000. Turn left and place the Phone/Binoculars in the third tree. Go to the HQ again, and watch Herbert and Klutzy on the monitor. Herbert discovers the hidden device, and the mission ends.

· Claim your medal and gift, then click End Mission.

Mission 10 Walkthrough : Waddle Squad

· Pick up the broken solar panel from the box near Rookie. Talk to G, and Herbert will come on the monitor screens. Rookie tells him about the Golden Puffle in the Night Club. The Director (leader of the PSA) will come over another monitor and G will tell you the 'Golden Puffle' was really bait for Herbert.

· Go to the beach and talk to Jet Pack Guy. Go into the Lighthouse and click on the Cream Soda barrel. Go back outside and talk to Jet Pack Guy. Give him the barrel.

~Pour the 8 beaker into the 5 beaker.
~Pour the 5 beaker into the 3 beaker.
~Pour the 3 beaker into the 8 beaker.
~Pour the 5 beaker into the 3 beaker.
~Pour the 8 beaker into the 5 beaker.
~Pour the 5 beaker into the 3 beaker.
~Pour the 3 beaker into the 8 beaker

· Go to the Dock and talk to the green penguin. Ask him can you use the rope

· Go to the Gift Shop and talk to the green penguin behind the counter. Take the table against the wall, the box, and the pile of clothes and put them into your inventory. Go outside and set up the table.

· Talk to Rookie inside the Gift Shop. Take the solar panel from your inventory and put it on the wires at the end of the magnet. Connect the Solar Panel to the wires.

· Next, go to the Night Club and turn so you can see the cage. Put the rope you got on the machine next to the cage (with the lever). Click on the lever and the machine will malfunction. Use your wrench from your Spy Phone to open it. Click inside after it opens, and fix the gears.

· Go to the HQ and Jet Pack Guy will call you telling you Herbert was spotted at the Dock. Head on over to the Dock, and you'll see Klutzy holding a 'fake' Herbert. He runs away when he sees you.



· Rookie will call you next, and tell you Herbert's at the Night Club. Go to the Night Club, and you'll see Herbert grabbing the Golden Puffle. While he's laughing, cut the string with the scissors from your Spy Phone and the cage will fall on him. He'll lift the cage up, but the magnet comes through the wall to the Golden Puffle.
Herbert is trying to get the puffle. Grab Jet Pack Guy's jet pack off his back, and put it onto the cage. The cage moves over and traps Herbert. G will come, and Rookie gives Herbert his Spy Phone. Herbert escapes.

· Claim your medal and gift, and click End Mission.

Popular Games 

Here are some of the more popular games inside Club Penguin.

Thin Ice!

Thin Ice is an arcade style game, much like another CP minigame Astro Barrier. This game is very strategical and very enjoyable. It can be located in the Night Club in the Dance lounge which is upstairs, the actual game is positioned right next to Astro Barrier. As you work through Thin Ice you will receive points, 10 points is worth 1 coin, so for example: 1230 points =123 coins. This game is not the best way to get coins as it does not offer as many as the other games such as Jet Pack Adventure and Cart Surfer and is also very slow, it will take you about 5 times more time to get the same amount of coins for playing Cart Surfer once. So yes this game is no really a money making one, more for your enjoyment.

The object of the game is to steer a little red puffle, that happens to be on fire, through an ice maze. Although each time he steps onto a different peice of ice it melts, therefore there is not turning back. The idead of the game is to get to the end of each maze, there are 20 mazes in total. Instructions: Up Key = Move Forward, Down Key = Move Back, Right Side Key = Move Right, Left Side Key = Move Left.



Jet Pack Adventure

The jet pack game is where you use one of G's Jet Packs to fly around and collect coins. Whatever amount of coins you collect in the game is the amount you will receive as a prize. However you have a limited amount of fuel, so you need to keep restocking by flying into containers of petrol. Finally there are also alot of obstacles you must fly over, under or around to avoid.

Cart Surfer

Cart Surfer is a game where you ride in a cart, during this ride, through a mine, you try to perform tricks, the better the trick, the more points you get. The more points you get, the more coins you earn.

Performing multiple moves at once makes a combo move, giving you more points. When you perform tricks in patterns you get more points. Make sure when you go around the corners you lean to the side you are turning.

Astro Barrier

Astro barrier is a game where you try to shoot little moving targets, once you shoot all the targets in one level you are able to move onto the next level, the more levels you pass, the more coins you get. On the opening / loading page press the 1 key to go to level 10, press the 2 key to go to level 20 or press the 3 key to go to level 30. After you have passed level 10, Wait for 25 seconds, then a blue ship will appear, shoot it to be taken to 10 secret levels.



Ice Fishing

Ice fishing is a game located out the back of the ski lodge. In this game you try to catch as many fish as you can using a fishing line and worms as bait. The more fish you catch the more coins you earn. When a giant red fish swims past it means your time is up. When the giant red fish is coming at the end leave a yellow fish on the line dangling in the water, this will let you catch the giant red fish, giving you bonus coins.

Do You Have What It Takes to be A Secret Agent? 

Becoming a secret agent is crucial in one's development inside Club Penguin. It also adds another dimension to the gameplay because of its special and challenging missions. But before anything else, do you have what it takes to be a secret agent first? Well, if you've been lost in the dark, here is how to be one:

First go to the moderator symbol which can be located in the top right portion of the screen. There is a "become a secret agent" button here and you must be a registered penguin for at least 30 days before you can achieve this.

There will be a set of questions to be prompted to you. Don't worry, we have the answers here:

1. Honest.
2. Being mean or rude.
3. Report them.
4. Saying their address.
5. I want to keep Club Penguin Safe.
6. I want to help other penguins.



Now to serve as your guide to all the various missions, here is a rundown along with the different awards you can win along the way:

- Case of the Missing Puffle, Golden Puffle Medal and a Letter from Aunt Arctic (for finding the pictures and giving them to Aunt Arctic)

G's Secret Mission, Wilderness Survival Medal and a Letter from G (for making a fishing rod out of the ski and rope, and fishing in the water)

Case of the Missing Coins, Electromagnet Medal and a Letter from Dancing Penguin (for turning the lights back on in the Night Club)

Avalanche Rescue, Golden Sled Medal and Handy Penguin Award (for fixing the Ski Lift)

Secret of the Fur, Golden Investigative Medal and Pizza Box (for delivering a pizza for the pizza parlor owner)

Questions for a Crab, Golden Box Medal and Electromagnet 1000 Blueprints (for giving G the blueprints from the cave)'

Mysterious Tremors, Boiler foiler spoiler medal and cooler gift.

Spy & Seek, Excellence medal and chocolates.

A Few Tricks and Treats 

Ways to Edit Your Friends' Igloos

Start by pressing the Igloo edit button on your igloo and then press your Player Card. Afterwards, go to the HQ and use the map so you can go to any member igloo. After this, you can now move thgloo and things around.

There are two more ways to do this. You can also walk towards the door of your igloo and then press the igloo edit button quickly. The map will then pop up here. This is your cue to go to any room. Now you can move things around from hereon out.

The simpler way is to just go to your igloo and then open your buddies player cards. Press the iglood edit button and visit the igloo you want to visit. You should be able to move things around.



Reading Newspapers

Here is a step of what you must do if you wish to walk around in any room with a newspaper in hand. Please note that you must have two computers (or user accounts) in order to achieve this:

1. First go to the computer/user account that you dont want to be walking with the newspaper on.

2. Go to the room where you want to walk with the newspaper in and open up the news.

3. Now switch back to your other computer/user account but DONT log out of the first one.

4. Log back in the server where you were when you opened the newspaper and go in to the room where you opened it in.

5. Now when you walk around you will be walking with the newspaper! You cannot see yourself doing this nor can the people that werent in the room when you originally opened the news on your first computer/user account.

Here is the alternative once you're in the Book Room/Ski Lodge/Lodge Attic

1. First go to http://play.clubpenguin/load.swf.

2. When you log in put on ultimate safe chat.

3. Go to the book room or ski lodge and open up someones player card and move it all the way to the left of the screen.

4. Join a game of Mancala/Find Four (depending on which room you went to)

5. When the screen pops up that says "Do you want to join this game?" press Yes multiple times very fast.

6. If you did it right you should have walked away from the game of mancala yet your game would still be up.

7. Now join another game of mancala without exiting out of the first one.

8. Open up the newspaper and press the Tab button on your keyboard, a yellow box should appear around something. Keep pressing tab until the box goes around the buddy icon on your chat bar.

9. Press enter once it is around the buddy icon and hi/her player card should pop up on the left, now use the Tab button once again to get the yellow box around the send card button on your buddy's player card.

10. Once it is around it press enter and send him a postcard. Now use your map and go back to the town/ski village (depending on which room you did it in) without moving at all.

11. Once you are in the town take your safe chat off and head back to the book room/ski lodge (depending on which room you did it in)

12. You will now be walking with the news, you cannot see it but other people can. People that had recently entered the room will not be able to see it either.



Make things float

You can achieve this by visiting the Ultimate Safe Chat Mode. Visit a room with a free item or a pin in it. Then walk on this room so that the message "if you want to pick it up" appears; do not click Yes/No. Continually press the tab button until the yellow box surround the igloo button on the chatbar. Then press enter.

What will happen is that the item will be on your screen anywhere you are in the virtual world .

Club Penguin 1 Million Glitch 

Here is a small glitch inside Club Penguin which used to be a cheat.
powered by Youtube

More Cheats 

Have more than 100 buddies:
1. Have about 90-99 buddies.
2. Go around asking a lot of people to be your buddy.
3. Then eventually when they all accept you will have more than 100 buddies.

Put Wall Items On Walls Sideways:
1. Place an item on your wall in your igloo the correct way it goes.
2. Drag it to the side of your igloo so it looks turned and it's transparent.
3. Once you see both of those things let go and it will be on the walls sideways.

Put Floor Furniture On Walls:
1. Go to your inventory.
2. Click a floor item that is at the top row of your inventory multiple times fast.
3. Press the tab button on your keyboard.
4. Press enter.
(This also works for putting wall items on the floor)

Special Dances with Different Items on:
(This glitch is client side which means only you can see it.)
1. Have on any clothes you want or no clothes.
2. Go to your player card.
3. Put on an item that you can do a special dance with.
4. Don't close your player card.
5. Now dance or wave (depending on what special item you're doing it with).
6. Now you should be doing a weird dance.

Hockey Puck Glitch:
1. Go to the Ice Rink.
2. Wait for the puck to stop moving if it is.
3. Hold the tab button and click on the puck.
4. Now click anywhere you want and the puck will go there.

Walk On Walls In the Town:
1. Go to the ski mountain.
2. Walk to a game and while you're walking press the map.
3. Join the game and when it starts go to the town.
4. Repeatedly press "W" then walk to either the right or left path way.
5. When you stop at the pathway click the door of the night club and you will be walking on walls.

Talk With Newspaper:
1. Walk to a game of sled racing.
2. While you are walking there press your map.
3. Join the game and when the game starts go to a different room.
4. Now open the newspaper and press tab and your typing courser will appear in the chatbar.

Source: clubpenguincheat

Itinerary Guide 

Club Penguin books are published under the Snowball Press name. Outside of the virtual world, such books are published by Grosset & Dunlap and include guidebooks for the game as well as choose-your-own-adventure style books. The series includes:

1. The Ultimate Official Guide to Club Penguin Volume 1 by Ladybird Books

2. Stowaway! Adventures at Sea by Tracey West



3. Secret Agent Handbook by Ladybird Books

4. The Inventor's Apprentice by Tracey West

5. Stuck on Puffles by Ladybird Books

6. Igloo Makeover by Ladybird Books

7. Waddle Lot of Laughs by Rebecca McCarthy

8. Star Reporter 3 by Tracey West

9. Snow Blast! Activity Book by Ladybird Books

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