Welcome to the Club Penguin Wiki! Log in or Create an account to join the community!

List of Field-Ops

From the Club Penguin Wiki, the free, editable encyclopedia about Club Penguin
Revision as of 19:19, 28 March 2011 by 71.226.192.67 (talk)
Jump to navigation Jump to search

The following is a list of Field-Ops:

  1. Deactivate Herbert's popcorn bomb, hidden near a big "S".
  2. Power up an antenna, hidden somewhere up high.
  3. Destroy an old Spy Phone, detected near a large light bulb.
  4. Reactivate the network computer hidden in a couch.
  5. Find a microphone and shut it down.
  6. Find a computer and bypass its system to shut it down.
  7. Power up the Beacon before the light goes out.
  8. Prevent Herbert from using something that ninjas don't really use.
  9. Investigate the island's cash registers. Fix the one that sets off your Spy Phone.
  10. Go to the Coffee Shop. Power up a new safety override for the steamer.
  11. Search the island together for the dangerous speaker, then shut it down.
  12. G detected strange readings from the Clock Tower, go to the clock and power a new security system.
  13. Shut down a distress signal of a wrecked vehicle.
  14. Install a new radio scanner at sea.
  15. Fix the broken scanner and restart the system.
  16. Install the final scanner near a curtain.
  17. Find an enemy signal underground and send it G.
  18. Check water vehicles to see if they have been tampered with.
  19. Look for enemy signals at sea.
  20. Power up the last part for next week (It's disguised as a telephone).
  21. Search the EPF computers for the infected systems, and repair them. Use the new Spy Phone tool G has created.
  22. Find a hidden popcorn device in a barrel.
  23. Work together to repair the EPF system.
  24. Travel to the VR HQ, and power up the broken hologram panel.
  25. Look for new enemy signals. Search near the ocean - it's our only clue.
  26. Look for a 'booth' and repair any damage you find.
  27. Search the Ski Village for more enemy signals.
  28. Look for a speaker and repair damage.
  29. Make sure all Aqua Grabbers are working fine.
  30. Fix the EPF antenna.
  31. Search for Enemy signals in the wilderness.
  32. Check a hidden device possibly infected by Herbert.
  33. Find a device Herbert has hidden in a box.
  34. Check for citizen computers and destroy unusual programs. Use the new Spy phone tool G has created.
  35. Defend the EPF Command Room from Mini-Wheel Bots.
  36. Investigate a mysterious crab walking around The Stadium.
  37. Help fix EPF communications.

Field-Ops Spoilers

Spoiler warning: Plot and/or ending details follow. Click “Expand” to view spoilers.
  1. Go to the Town, stand near big "S", and follow instructions.
  2. Go to the Ski Hill, stand near the pole, and follow instructions.
  3. Go to the Cave Mine, stand near by the light device, and follow instructions.
  4. Go to the Lodge Attic, stand near the red couch, and follow instructions.
  5. Go to the Forest, stand near to microphone, and follow instructions.
  6. Go to the Recycling Plant, stand near to the desk, and follow instructions.
  7. Go to the Beacon, stand near to the light, and follow instructions.
  8. Go to the Dojo Courtyard, stand near the projector, and follow instructions.
  9. Go to the Stadium, stand near to the cash register, and follow instructions.
  10. Go to the Coffee Shop, stand near the steamer, and follow instructions.
  11. Go to the Lighthouse, stand near the speaker at the bottom left hand corner, and follow instructions.
  12. Go to the Snow Forts, stand near the clock tower, and follow instructions.
  13. Go to the Hidden Lake, stand near the broken Aqua Grabber, and follow instructions.
  14. Go to the Iceberg, stand near the top left tip, and follow instructions.
  15. Go to the Beach, stand near the buoy, and follow instructions.
  16. Go to the Dance Lounge, stand near the curtain, and follow instructions.
  17. Go to the Cave, stand near the middle window, and follow instructions.
  18. Go to the Dock, stand near the Hydro-Hopper boat, and follow instructions.
  19. Go to the Beach, stand near the shells, and follow instructions.
  20. Go to the Mine, stand near the table by the Puffle Rescue game, and follow instructions.
  21. Go to the EPF Command Room, stand near the computer that have the Club Penguin map, and follow instructions.
  22. Go to the Hidden Lake, stand near the barrel, and follow instructions.
  23. Go to the Everyday Phoning Facility, stand near the phone booth, and follow instructions.
  24. Go to the VR Room, stand near the third panel on the back wall, and follow instructions.
  25. Go to the Cove, stand in the water just to the left of the Game Upgrades icon, and follow instructions.
  26. Go to the Plaza, stand in the ticket booth outside the Stage, and follow instructions.
  27. Go to the Ski Village, stand in the Tour Booth, and follow instructions.
  28. Go to the Night Club, stand near the bottom speaker, and follow instructions.
  29. Go to the Hidden Lake, stand near the broken Aqua Grabber, and follow instructions.
  30. Go to the Ski Hill, stand near the pole, and follow instructions.
  31. Go to the Maze room with the keyboard in the Wilderness Expedition, go to the rock next to the correct path, and follow instructions.
    1. After the Wilderness Expedition ended, one would need to go to the Forest, stand in the area to the left of the path that leads to the Mine Shack, and follow instructions.
  32. Go to the Night Club, stand near the DJ set, and follow the instructions.
  33. Go to the Box Dimension, stand near the box in the top left corner, and follow the instructions.
  34. Go to the Recycling Plant, stand near the computer and follow the instructions.
  35. Go to the Ski Village, stand in between the Everyday Phoning Facility and the Ski Lodge and follow instructions.
  36. Go to the Ice Rink and stand inside the snack stand, then follow the instructions.
  37. Go to the Mine Shack and stand near the Herbert statue and follow instructions.


Spoilers end here.

See also