Club Penguin is known for its Parties. Every month, a different party is thrown. There have been many, many different types of parties from Music Jams, to wacky April Fools Parties, and even story driven secret agent operations. However, not everyone enjoys every one. My question for you today is, What would be your DREAM party?
If I could design a party of my own, I would go with an operation that was built around story. Why? Story makes everything interesting! It adds depth, and character to a party.
I present to you…
This operation would star our favorite villain, Herbert!
Before I get into the main story, you’re going to need to know the backends.
The Hypnotizer Spray and rocket was originally going to be used to convert Herbert from being an evil, cold-hearted, selfish polar bear, to a kind, and friendly one. The Director had plans for EPF agents to find out where Herbert was, and launch the rocket into his lair. The rocket would go off, hence releasing the spray.
- Herbert ultimately gets his paws on the blueprints and makes the Hypnotizer Spray into his own. Anyone who is exposed to it, will become loyal to Herbert, and do anything and everything he just so happens to have his mind set on.
- The PatrolBot 3000 was originally an invention in which EPF Agents would patrol the outskirts of Club Penguin and be on watch for any suspicious activity. It’s loaded with lasers, plasma weapons, and armor. Our polar bear designs his own mock up… the DestructoBot 9001.
After being isolated from the island for months, undercover EPF Agents spot Herbert inside a mountain cave. The agents can’t exactly pinpoint what he is doing, but after a few minutes of carefully shuffling around Herbert, they find a crumbled up piece of paper which has a picture of a rocket on it, a big scary robot, and penguins who look as if they are helping Herbert. Uponing bring their findings to The Director, she calls Gary in and asks if he has seen anything like the described rocket, and Gary shakes his head. He says, “That looks just like the one I was working on.” The Director decides to send Dot, Jet Pack Guy, Rookie, and a few other agents to venture out into the mountains and stop Herbert from building it. Unfortunately, he kidnaps the agents and uses the Hypnotizer Spray on them. It is now up to the player to stop Herbert from launching his hypnotizer rocket and save the entire island from becoming his slaves!
On the first day of the party, we would receive a message from The Director telling us to report to Gary at his secret base. His base would be under the Cave. Once there, Gary would tell us all about the PatrolBot 3000, and the Hypnotizer Spray. Gary would also tell us how to defeat the DestructoBot 9001, and defuse the rocket. To defeat Herbert and the DestructoBot, the player would have to unleash the frozen fish that is inside the mountain. Herbert is allergic to fish, so when he comes in contact with it, he passes out. To defuse the rocket, players would have to play a short mini game in which you disconnect a few wires.
After getting orders from Gary, the player travels into the mountains. When they arrive, there would be several rooms to go into. Each day, a new room with a puzzle would open. As the player goes through the puzzles, they will earn a key. To get inside Herbert’s Lair you need all 7 keys.
Once you collect all 7, the player will go into the Lair to find Herbert getting ready to launch the rocket. Dialog would be shown.
Herbert talking to himself: “At last, all this hiding and planning has payed off. I will soon be the Dictator of thousands of penguin slaves working under MY command. I will be victorious! After all, I am Herbert P…. Kulzy! Why has the door opened?
Upon spotting you, he will get into his DestructoBot 9001. To defeat the DestructoBot, you must do what Gary told you to do. Find where the frozen fish are and let them loose. In this case, there would be a red X on the ceiling. But it’s covered with icicles. To make the icicles fall, you have to throw snowballs at them. But first you have to take out the DestructoBot’s lasers, and the plasma weapon. To do so, you must throw snowballs at the cracked spots.
Herbert can also attack. His DestructoBot can shoot neon plasma balls, fire out razor hot lasers, and unleash a dreadful hypnotizer spray. Once you hit Herbert a few times, he will get dizzy. You would then throw snowballs at the icicles. The icicles would hit Herbert and stun him. After you hit all the icicles, the red X would show. After a few seconds though, Herbert will get up and resume shooting you.
You must avoid all his attacks and finally hit the red x three times to break it open. Once you do, all the frozen fish will fall on Herbert and since he is allergic to fish, he will pass out. The DestructoBot will also be unusable as you have damaged it during the battle. You only have 5 hearts so if you get hit 5 times, it’s game over. After you knock out Herbert, you must defuse the rocket by playing a mini game where you would have to cancel out the timer by rearranging some wires. After you do so, an epic video would show the DestructoBot fusing out, the rocket being defused, and a bunch of EPF Agents come to the mountain and find out why there is so much smoke emitting from it. (The smoke is from the rocket getting ready to launch.) You would earn a certificate from The Director for saving every penguin and defeating Herbert.
During the first week of the party, players would have to set Dot, Rookie, Jet Pack Guy, and the other four unnamed EPF Agents, free of Herbert’s trance. He has them locked up in different rooms inside the Mountain.
Each day, players would have to go into the different rooms and complete a (hard) puzzle to free each agent.
Since there are 7 keys, there will be a new activity each day up until the second week of the party. There are 7 EPF agents. (3 known ones and 4 unnamed ones) After you complete the puzzle, the agent will give you a key to Herbert’s Lair.
Day 1 Puzzle:
On the first day, the player would go see Dot. She is in Klutzy’s room doing tasks for him. You will have to hit Dot in the head with an Anvil. There would be different objects in the room and when clicked, the object will move. The player would have to find a way to connect all the objects and make the anvil fall onto Dot.
Day 2 Puzzle:
Jet Pack Guy is in the Library reading some books about global warming. (I wonder who inspired him to read about that). To snap him out of the trance and get the second key, you must find the book about the EPF and give it to him. He will then snap out of the trance and give you the second key.
Day 3 Puzzle:
Rookie is in the Closet. He is wearing a Black Propeller Hat. To snap him out of the trance, the player must throw snowballs at the red target on the wall. When the first target is hit, other targets with different color propeller hats will appear. You must hit the target with the Red Propeller Hat since Rookie wears that one. The targets would be moving, so it can get tricky to hit them. After you do so, Rookie will realize he wears a red one and snap out of the trance. HOWEVER, before he gives you the third key, the hypnosis goes into full gear, and takes back control. Rookie will want to destroy you. In order to bring him back to reality, the player will have to go back into Kultzy’s room and pick up a rock. Rookie will remember his own pet rock, and finally snap out of it for good. You would then receive the third key.
Day 4 Puzzle:
The fourth key would be hidden in the Museum. One EPF agent is dusting all of Herbert’s prize possessions. To get him out of the trance, you would finish dusting for him. (There would be a mop in the corner and the player would click on the mop and dust everything). Once you do that, the agent will snap out of the trance. Unfortunately, he has misplaced the key, and only remembers the color. He’ll freak out on the spot, and ditch you. In order to find the key, you’re going to have to scavenge around the room. (Just like good old pin hunting in 2006!)
Day 5 Puzzle:
The fifth key would be hidden in the Planning Room. All of Herbert’s failed plans are stored here. A captured EPF Agent is sorting all of what he calls “ingenious fails”. To get the fifth key, the player must play Simon Says. The agent will show off some moves, (throwing a snowball, emoting, dancing, waving, etc) and the player would have to copy it. After you do so, the agent would snap out of the trance and give you the fifth key.
Day 6 Puzzle:
The sixth key would be in the Dining Room. The player would have to feed the agent their desired meal. (The agent would show what meal they want). However, you would have to actually whip up the meal. You would go to the Pizza Parlor back home, and gather ingredients. Upon reporting back, the player would play a short cooking mini game. After getting their meal, they will snap out of the trance and give you the sixth key.
Day 7 Puzzle:
To get the final key, you must go to the Surveillance Room. There will be an agent looking over all the rooms. To get the seventh key, you must correctly answer his questions. He will quiz you about the rooms you have ventured though. (Klutzy’s Room, Dining Room, Planning Room, etc) After you correctly answer all of them, he will snap out of the trance and will give you the final key.
In order to decorate a lot of rooms, I would decorate the island itself with smaller decorations, and focus a tad more on the rooms inside the mountain.
Gary’s Secret Base – A small little room with Gary inside, monitors, concrete walls, and other EPF related equipment.
Dock – The Dock would be a place where you can train before heading on over to the huge mountain. There would be treadmills, a small equipment base, and EPF goodies.
Town – EPF banners on the buildings and Herbert wanted signs.
Mountain – The exterior of Herbert’s huge base. There would be a huge mountain in the middle of the room with a opening in the middle where you would enter. There would be trees, footprints, and snow everywhere.
Lobby – The first room the player sees when entering the mountain. The room would be split up into two sections. A bottom section, and top section. There would also be entrances to all the rooms from the Lobby. Herbert’s Lair would be a huge door on the 2nd floor. (There would be a grand staircase up to the 2nd half of the room.)
Klutzy’s Room – A room devoted to the little red crab. Inside you would find Klutzy and Dot.
Library – This room would be filled with books that Herbert likes to read.
Closet – A room filled with all sorts of clothes Herbert would wear.
Museum – A fancy room filled with Herbert’s prized possessions.
Planning Room – An old looking room with chalkboards and failed plans everywhere.
Dining Room – A room filled with food Herbert would eat. Oh, and vending machines.
Surveillance Room – A room filled with high tech screens, cameras, and security equipment.
Herbert’s Lair – A big room where Herbert is. There are computers, palm trees, a bunch of knick-knacks. Not to mention the huge bomb.
Nighttime – Have the entire island be covered in darkness.
It would also be fantastic if there was a similar mechanic used during Operation Blackout where the island would get colder and colder each week.
Whew, did I go overboard? There’s still a lot more riding on Operation Detonation, but I’ll save that for a later time.
Now it’s YOUR turn! What would your dream party consist of? Did you like my idea? Leave a comment below, and let me know! 😀