EPF Command Room


 * For the first command room, see Command Room.

The EPF Command Room is the HQ for EPF agents. It is found in the Everyday Phoning Facility. This room replaced the PSA Headquarters after the Popcorn Explosion. Penguins can enter the VR Room via the Tube Transport to play secret missions and see holograms of the old HQ. This HQ is where EPF agents have meetings about specific topics such as, Herbert, and other antagonists of Club Penguin.

You can change the channel displayed on the TV as in the old Command Room, though this was never available when the EPF Command Room was created. If you move your cursor over the recycling bin, it will be filled with paper and if you do the same with the CDs next to the wardrobe, the CDs will flip over like the old Command Room. You still can't make anything come out of the silver circle in the middle, though. If all of the chairs are filled, the large TV will display a short video, which shows an elevator to the Command Room at the Beach, the Everyday Phoning Facility, and the Cove, though only the Everyday Phoning Facility elevator is available.

During Operation: Blackout, the Tube Transport and the Field-Op screen have been destroyed.

History

 * This room did not exist until after the events of the Popcorn Explosion had ended. Since the PSA HQ was destroyed, plans were made to design a new, high tech headquarters that the EPF would take over. Hence, the EPF Command Room was built and now serves as base of operations, however, it still contains some of the features of its predecessor, like the chairs, television, and table.
 * Herbert destroyed the EPF after the Medieval Party 2011 with the Hydra Bot.
 * In Operation: Blackout this was destroyed and rebuilt underground but is unknown what will happen to the EPF Command Room after Operation Blackout.

Access
To enter this room, one must take the test in the Everyday Phoning Facility and pass it with at least 2 of the tests passed. You must then enter the lift under the top-right corner and go to the Command Room. Once you get there, you get an EPF Spy Phone and become an EPF agent. There may be more entrances at the Cove and the Beach in the future. You can also get access to the room by entering the code from Club Penguin: Elite Penguin Force: Herbert's Revenge. It gives you an EPF Spy Phone, Puffle Whistle, EPF Suit, coins, and access to the EPF Command Room, making you an EPF Agent.

Appearance
The old Command Room's table, chairs and TV are here. There are stairs on either side. The Tube Transport is located in the back. The Big TV on the Left used to scan the EPF system for bugs. Now, there are bugs, which must be defeated by System Defender, which is what the Big TV is now. The Big TV on the right tells agents to report for duty the next time (similar to the Whiteboard in the HQ) after passing the field-ops of the week. The four screens show the Beach, Cove,Everyday Phoning Facility and Ski Village.

Secrets

 * The EPF Command Room turns it's TV on and explains a plan. The smaller lights turn on. This can only be done if 1 penguin sits on each chair on the table (if the chair is full of penguins, it will still work).


 * When you click on all the lights from left to right the lights go out


 * If you turn on the channel with the blue & pink penguins and you wait about 5 seconds a black bar will pop up that reads " This Conversation Would Probably Be A Lot More Interesting With Sound...HUH? "

Trivia

 * When 10 penguins sit are on the chairs, the screen shows entrances in the Cove and other rooms. However, the only Entrance to the EPF Command Room is the Everyday Phoning Facility.
 * It is unknown why the cabinet of the Command Room is there, but it may have been the Agency, taking debris from the old HQ and the Command Room for historical reasons. But this is debatable.
 * On the end of construction made a change that when you click on the lights from left to right then the room will go dark like when there is 1 penguin on every chair except the screen isn't showing the strange files.
 * While not doing missions some agents pretend to have meetings. Other penguins pretend to be Herbert's spy's as well as pretending to take top secret files.
 * In the DS game they are only 2 chairs on at the table
 * There was a glitch were you could walk in the tube transport, then walk out of it. But you would still leave. This glitch has been fixed.
 * There are some security monitors near the System Defender computer.
 * It has the same room id as the Command Room.
 * It will probably be destroyed during Operation: Blackout, forcing Penguins to build a new command room.
 * It may survive the explosion, because in Save the Island, after the phoning facility exploded, there is still a square-shaped hole in the ground, although it will probably be exposed to non-agents, yet again forcing it to shut down.
 * In an Operation: Blackout sneak peek, it shows the EPF Command Room destroyed and the Tube Transport on fire.

SWFs

 * EPF Command Room (before Operation: Hibernation)
 * EPF Command Room (.swf)
 * Music (.swf)