Board Thread:General Discussion/@comment-26839172-20150617193338/@comment-26839172-20150617194549

Name: Mission 12: The Rise of the PSA Date: July 23rd-August 20 2015

Week 0 (week before) Gary calls you with your phone, asking you to get to EPF HQ. Once you arrive, you see that a new room is open, which is now Gary's new lab. With permission, you enter. He then explains to you that Herbert has been stealing parts from the island, during parties. He stole parts of the ghost machine from Halloween 2014, a couple pirate crabs, Merry Walrus's sled pieces, Star Wars Rebels' space ship, SoundStudio, and a fair machine. Gary then leads you to a small checklist, where you have to do a 2 minute mini-mission to help out Gary gather data. From the 9th to the 16th, he gets you to explore the island from the Beach to the Cove. In each day, you'll notice a clue.

Day 1 - Pawprints at the Beach

Day 2 - Hydro Hopper boat ruined, mess near it.

Day 3 - Coffee Shop covered in coffee, broken windows, and Dance Club powered off.

Day 4 - Clock Tower broken.

Day 5 - Puffle Hotel in pieces (YAY! Thank you Herbert) Mall blown up.

Day 6 - Fire at the Forest

Day 7 - Flood at the Cove.

Week 1 Gary then calls you again, which you arrive at the EPF Room, which was destroyed completely. Outside, it was dark, and the fire at the Forest revealed to a new area; Herbert's Ultimate Base. It was so huge, around 6-7 rooms were there. Gary then gives you a mission (Mission 12 accessible after the party), to disguise as something and sneak into the base. Later on, Herbert took the Plaza and on to the East as his, and claimed it as Herbertopia. He also enslaved some penguins and turned them into crabs. Finally, JPG calls you, and takes you to the EPF Outdoor Base, which there composed of 4 rooms. He takes you to the Supply Room, where you can buy some clothing and weapons, new and old. After that, he tells you to return in a week.

Week 2 Rookie calls you, and tells you to come to the EPF Cafeteria ASAP. Once you arrive, you learn that JPG and Gary both were captured, and the EPF Command Room was abolished COMPLETELY. The EPF fles were spread all over, and it was now known more than the PSA. Rookie then eats a sandwich, and the orders you to search for clues, and start to break in. While you go, you noticed that most of the island was now Herbertopia, and the buildings became Herbertized. You takes pictures, grab clues and also break into the Herbertopia Base Entrance and the first obstacle. Once you finish the task, Rookie commands you over, and rewards you. He then orders you to do a few practice tasks while you wait.

Week 3

Dot then calls you over, and you learn that Rookie was captured, and became a slave too. Herbert had captured all of the island, and this camp was the only remaining free zone. She tasks you with taking the stolen machines and tools from the EPF/PSA, which was locked in the Herbertopia Base Vault. You go and have to go through one more obstacle, plus the code, which you get by a rhyme. After, you retrieve the tools and machines back, and she rewards you with a small catalog of outfits. However, when she tells you that she is going out to investigate, you notice on your phone a loud crack, a muffle, and a evil laugh. After, on the phone, it's written to help hide the penguins in the Shelter, below.

Week 4  The Director calls you, who was shockingly frightened. She tells you that Herbert was hunting down the final agents, and he was HUGE. She tasks you with two tasks, one for this week and the final one for next week. She tells you to access the Main Port of Herbertopia, which holds information on anything. You go there, after through another obstacle, and access the info. The Director tells you in a rush that next week the final task, to access the Power Plant, to stop the power and free the agents, right before a loud boom.

Week 5 You get a message from a surprising person.....Roy! He was the sole survivor of a Herbert ambush on a group of penguins, and he was hurt. He repeats your final mission told by the Director before, and you go. You go through the obstacle, and unlock the Power Plant door. However, right before you could go in, Herbert jumps down in front of you, in a robotic outfit, with a majestic crown on him. He then tells you that you will fail and you can't defeat him. You then challenge him, and have to battle him, by fighting his evil Hologram Puffles from the ghost catcher machine. Phase 1 is that, Phase 2 is ou need to chase him on the Merry Walrus ship, while he throws pirate crabs at you with his Star Wars ship. Final Phase is that he uses the dragon from the Fair, to attack you. You defeat him after 3 hits, and he explodes. A CP Video clip opens up, like Blackout, which you see the Dragon blow up, slamming Herbert into the Power Plant, which blows up. Power closes, and Herbertopia shuts down. Penguins are freed, and the EPF agents all escape to greet Herbert, including the ones who guided you. Gary steps out in front, and rewards you greatly for all, and thanks you too. He gives you a giant AGENT REWARD Pack, which is only for members. It contains a thank you certificate, a statue of you defeating Herbert, some medals, some awards for the mission and finally an epic outfit; Fighter Agent. Then, the Director steps out in front and tells you that the PSA will return, but it will be a bit different. You then are told to go relax. The final weeks of the party is the fixing up the island, which you can help out. Each 2 days, the sun shines brighter, and it gets more fixed up as it goes.

FINALE: After the party ends, Mission 12 is open, named "Herbert's Attack". It is in the same design as the other missions to make it easier to understand. The PSA returns, with a renovated room of the PSA, and the Gadget Room accessible. The EPF returns to being a secret in the closet (literally), and the Sports Shop returns, renamed to Sporting Goods. After this, the island was in construction for 3 extra weeks, because of the excess damage.