mission #6

question for a crab

mission hints
hint #1: Use the scissors from your spy phone to get the puffle-o berries down from the tree.
hint #2: You'll need to find a way to melt snow. Heat
things up by feeding the puffle puffle-o berries sprinkled with hot sauce.
hint #3: Before you leave Herberts's cave, make sure to grab the anchor, the blueprints and the rope

 mission #7

clockwork repairs

mission hints
hint #1: Go to the dock and ask the blue team for the target.
hint #2: You'll need the magnet on the middle shelf of the invention cabinet. Unlock it by using the key.
hint #3: Grab a bucket from the beach and fill it with snow. Give it to the yellow puffle along with a picture of the gear You'll need to play the piano for the puffle at the stage.

mission #8

mysterious tremors

mission hints 
hint #1: Get a pizza for the penguin waiting in the line in exchange for a piece of the map.
hint #2: To the other half of the map, take the fedora propeller hat from HQ and give it to the puffle along with a cookie.
hint #3: To give the gift shop a lift, try either a barrel of cream soda or a balloon.

missoin #9

spy and seek

mission hints
hint #1: Find some bubble gum in the plaza to patch up the rubber duck. the head over to the dock to inflate it.
hint #2: Look in the lodge attic for a piece of string. Go to the forest and pick up some sticks.
Combine these items with the blueprint G gave you to make a kite.
hint #3:help the penguin at the mine shack  to place the final transmitter. you'll need to click and drag the wooden boards to make the heavy metal beam fall to the left.

mission #10 

waddle squad 

mission hints
hint #1:when Your helping jet pack guy refuel,you'll need to go to the lighthouse to get cream soda. Then , you must split the soda up evenly using three beakers. look for a bottle with some hints in it so you can  split evenly.
hint #2: To help Rookie set up the electromagnet 3000,you need to find the solar panel that is in the HQ. Be smart and get it the first time you're there, so you don't have to go back later.
hint #3: the cage that you are going to trap Herbert in is the broken. Use the tools from your spy phone to get into the gearbox. put the gears back where they belong to get the cage working!

stay tuned for more exiting missions on club penguin.com!