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An Agent's Work Is Never Done
Hole in gadget room and test bots.png
Information
Splash text It's time to save the day once again.
Characters PH, Dot, Rookie, Jet Pack Guy, The Director, Gary, Ultimate Proto-Bot 10000
Games played Snow Trekker, Jet Pack Adventure
Elite Puffles used All seven

An Agent's Work is Never Done is the thirteenth and final mission in Club Penguin: Elite Penguin Force. In this mission, after the island is saved from the rampaging Test Robots, and everything is seemingly peaceful, a powerful new enemy appears, threatening the island once more.

Although not referred to as such in-game, this mission and the previous two retroactively comprise "Operation: Robotomy", as later mentioned in System Defender, Top Trumps cards, and others.

Walkthrough

After having stopped the robots and returning peace to the island, the other EPF agents decide to congratulate the player. Starting out in the Command Room, the player must go to the Plaza, and then use the Super-Power Flashlight to enter the Stage, which is dark. Inside, the other agents (Gary and the Director not included) surprise the player. Afterwards, a set of mock credits are shown, labeling in-game characters as having developed the game. After several slides, the screen "cracks". The credits close, and a loud crash is heard while the room shakes.

Spoiler warning: Plot and/or ending details follow.

The other agents question what happened, while the player receives a call on the Spy Gadget. Its from The Director, who calls an island-wide emergency. They mention surveillance in HQ is down and the Elite Puffles are missing, as well as Gary. The Director then teleports the player and other agents back to HQ. Jet Pack Guy and Rookie try and fix the I.S.E.E.U., while PH tries using her whistle to call the elite puffles. If the player talks to PH, she can be asked if she found anything at the Dojo, and she says she saw a "very, very, VERY big" hole in the wall. The player can also enter the Command Room and speak with the Director, who mentions no leads have been found. Dot is investigating the Gadget Room, which has a big hole in the wall, and if she is talked to, informs the player she found a large oil can near the hole. The player thinks this means there is another robot, but Dot says Gary insisted he only built three. The player decides to use the Snow Trekker to investigate the wilderness.

After playing the minigame, the player arrives at a cave in the wilderness that was visited in a previous mission, but now has a large hole in the wall. The player enters, realizes it must be a hideout, then notices a giant robot, which has the elite puffles trapped and Gary in a hole on its head. Gary exclaims the Test Robots built a robot from sketches from his notebook. The robot places a glass dome on its head, trapping Gary. The robot announces it is named the "Ultimate Proto-Bot 10000", and it is a "next generation test robot". It activates its "Super Intelligence Component", while the player demands for the Proto-Bot to return Gary. The Proto-Bot starts an "Upgrade Scavenger Hunt Sequence", and proceeds to attack the Night Club, searching for a "turntable upgrade". Dot arrives, questioning the Proto-Bot's motives, and the player suggests its trying to steal things to use to upgrade itself. The player must head inside the Gift Shop to stop it. Inside, the manager is panicking because he saw a robot on the roof while he was cleaning out the gutters. On the roof, the Proto-Bot's head is close by. The player can use the Mechano-Duster from the Spy Gadget to tickle its "nose", which makes it sneeze and launch backwards. The Proto-Bot loses its balance, causing the "Puffle Containment Chamber" to briefly open, allowing Blast to escape. Once outside, Dot tells the player the Proto-Bot fled to the Dock, and that she is trying to help penguins to safety and have them stay away from the chaos. If talked to again, she also remarks many penguins think the Proto-Bot is part of a party.

At the Dock, the Proto-Bot is trying to use the Hydro Hopper boat for parts. Blast can be launched at the Proto-Bot, which tilts over once more and falls in the water, allowing Loop to escape. She must then be interacted with to retrieve her. The robot flies away to the Ski Village. There, the Proto-Bot is using its "Spin Dry" mechanism to remove water from its system, but Gary says this is making him sick. Rookie appears with a rubber duck, exclaiming he will save Gary with a secret gadget. Gary asks what it is, and Rookie says he found it in the Gadget Room. Loop can be used to tie up the robot, again losing its balance, saving Flare, who is sick from the spinning. The Proto-Bot breaks the lasso and moves to the Beach to attack the Lighthouse, to get a "Puffle Capture Upgrade" for recapturing the elite puffles. If the player talks to Gary, he says he believes the Proto-Bot thinks it can acquire the puffle's abilities by trapping them inside. Flare can be used to weld the wheels of the mine cart base of Proto-Bot, preventing it from moving. This causes it to lose balance once more, releasing Flit. No longer able to move on the ground, the Proto-Bot uses the stolen boiler on its back as a jetpack to fly away to escape.

Inside the Lighthouse, rubble, glass shards, and various objects such as a life ring, buoy, and barrel are scattered across the floor. Upstairs at the Beacon, the Proto-Bot is flying nearby, this time trying to take the Beacon's light. An anvil suspended by a balloon is floating above the Proto-Bot, and Flit is able to pop the balloon, hitting the robot, and freeing Bouncer. The Proto-Bot believes the area to be too high of a risk for it, and flies away. The player gives chase on a jet pack, in the form of Jet Pack Adventure, encountering the robot multiple times, it flying away each time. It eventually reaches the peak of the Tallest Mountain, but does not notice the player. This allows for an opportunity to throw snowballs at the Proto-Bot's boiler, putting out the flames and preventing it from flying, causing it to crash into the snow, and setting Chirp free. The Proto-Bot struggles in the snow, giving a chance to have Chirp shatter the glass on its body, freeing Pop, who can blow a bubble to save Gary. He floats down and pops the bubble with a pen, and tells that player that without its "intelligence", the Proto-Bot is unsure of what to do, and tells the player to use the Robotomy. In a last ditch effort to save itself, the Proto-Bot puts up some firewalls to protect its systems. Navigating the battery through all three firewalls deactivates the Proto-Bot, and it powers down.

Gary exclaims that the Proto-Bot is finally defeated, and a sequence is shown. The Director congratulates the player, saying the EPF is lucky to have them, and that rebuilding has begun to repair the damage from the robots, and the stolen objects are being returned to their places. The citizens are happy, and everything is returning to normal. The Director proceeds to promote the player to Unbelievably Over-the-Top High Level Clearance for their efforts. The mission is over, and the real credits then play.

Spoilers end here.

Command Coach

If this mission is played in multi-player with the Command Coach, there is a hidden crate on the Gift Shop Rooftop containing the Knight Helmet. Both players obtain the item when found.

Wrong solution messages

While attempting to stop the Proto-Bot, using the wrong puffle for a situation prompts a unique message for each one. Cells with a dark gray background do not have failure messages because that puffle is not available at that point, while ones with a red background do not have failure messages because they are correct solution. "PB" is what the Proto-Bot says, "P" is what the player says, and "G" is what Gary says.

While the Proto-Bot is spinning at the Ski Village, all options except Loop result in the player thinking "This won't work. The Ultimate Proto-Bot is spinning too fast."

While the Proto-Bot is flying above the Tallest Mountain scanning for upgrades, all options except Bouncer result in the player thinking "This doesn't seem right. One wrong move now and the Ultimate Proto-Bot will fly away."

While the Proto-Bot is stuck in the snow on the Tallest Mountain, all puffles except Chrip result in the Proto-Bot saying "Agent Detected. Running evasive maneuver one zero two." and the player thinking "I can't even get close with the puffles. That Ultimate Proto-Bot is not letting its guard down any more." Attempting to use the Mechano Duster has the player think "It's too dangerous to use get close to the Ultimate Proto-Bot." Using the Robotomy has no reaction.

Once Gary is freed, all puffles result in the player thinking "The Ultimate Proto-Bot access panel is exposed. Now is not time for puffle abilities." Attempting to use the or Mechano Duster or Super Power Flashlight (the only time attempting to use the flashlight on a robot results in any sort of reaction) has the player think "This won't work. There has to be another way."

Attacking Night Club
(while outside)
Attacking Night Club
(while on roof)
Attacking Dock
Bouncer
Blast
Flare
Loop
Pop
Flit
Chirp
Mechano-Duster P: "The Ultimate Proto-Bot's mine cart is far too sturdy for the Mechano-Duster to have any effect." G: "The Ultimate Proto-Bot is too tall for you to use the Mechano-Duster again. You will have to think of something else."
Robotomy P: "I don't seem to have access to the Ultimate Proto-Bot's circuits right now. I suspect the circuits are located in the Ultimate Proto-Bot's chest. But the puffles are in the way!" G: "The Robotomy input is inside the belly. You'll need everyone out before you can shut it down." G: "The Robotomy outlet is inside the Ultimate Proto-Bot's chest. You can't get to it until all the puffles are out."
Attacking Lighthouse Attacking Beacon[1] Trying to restart boiler
Bouncer P: "Snowballs are too risky to use now. Specially if they can hit G accidentally."
Blast PB: "Impact detected. Stabilizers holding."
P: "The Ultimate Proto-Bot is holding up pretty well against Blast."
PB: "Detected Incoming Object. Trajectory well bellow Minimum threat Level." P: "It's not a good idea to use Blast if there is a chance that it could hit G."
Flare P: "The robot is too far for Flare to get to." P: "Using Flare's fire now is too risky and might re-ignite the Ultimate Proto-Bot's boiler."
Loop PB: "Lasso blockage detected. Initiating removal."[2] PB: "Detected Incoming Object. Trajectory well bellow Minimum threat Level." P: "The only thing that can be tied with the lasso is G and that's only going to make it harder for him to get out."
Pop
Flit PB: "Green Puffle detected. Marking location for future capture."
P: "Don't stay out too long Flit. I think the Ultimate Proto-Bot is thinking about capturing you again."
PB: "WARNING: Puffle Advance Detected. Threat Assessment Level Zero."
P: "G is too heavy for Flit to carry to safety."
Chirp PB: "WARNING: Sound Dampener Submission Detected. Internal Systems Unaffected."
P: "That didn't have the effect I wanted. There has to be a way to get G out safely."
Mechano-Duster P: "The robot is too tall for this Gadget to work." P: "The Ultimate Proto-Bot is too far away for this to work." P: "Making the robot sneeze now could be dangerous for G."
Robotomy G: "This won't work. There has to be another way." (no reaction) (no reaction)
  1. These messages appear when the player attempts to directly the target the Proto-Bot, while the correct solution is to pop the balloon carrying an anvil. Besides Flit, the correct solution, there are no messages for any attempts at interactions with the balloon.
  2. The player has an unused response to this: "Loop's catch is not working. The Ultimate Proto-Bot is yanking it right out."

Trivia

  • Throughout the second half of the game, various objects are stolen and damage is caused in several rooms, which persists during free play mode, as well as during missions that take place after the changes are made. After completing this mission, all these changes are undone in free play mode. These changes were:
    • After Double Trouble, the inner tubes at both the Dock and Ski Village were removed.
    • After Flying High Pitched, the Boiler Room's boiler was removed and replaced with a large saucepan.
    • After Super Secret Gadgets, the Beacon's telescope was removed.
    • After Damage Control, the speakers on either side of the DJ table at the Night Club were removed. The Stage's ticket booth was also removed, and replaced by a replica made by Rookie. The boxes of clothes outside the Gift Shop were removed as well, but this was due to them being used as a barricade by agents, rather than damage or theft by the Test Robots.
    • After Robotomy 101, the Gift Shop's vault was damaged. Both the door to the office and door to the roof also received Wheel-Bot-shaped holes in them.
  • While talking to Dot in the Gadget Room, after questioning if there is another robot besides the three Test Robots, the player says that Dot mentioned "mine cart tracks" and thinks they may lead somewhere, and decides to use the Snow Trekker to search the wilderness. However, at no point in the conversation does Dot mention mine cart tracks.
  • After the Director teleports the player and other agents to the HQ, most room music is replaced with the robot theme. However, the Puffle Training Room, Forest, and Iceberg, which do not need to be visited during this mission, keep their regular themes. Despite this, some other rooms that don't need to be visited during this mission, such as the Ski Hill and Ice Rink, do not keep their regular themes.
  • The player cannot use the map in this mission until talking to Dot after saving Blast, but it is lost after entering the Lighthouse. During the time it is available, the Proto-Bot's location is shown on the map.
  • If the player attempts to enter the Ski Lodge or Coffee Shop during the mission, the player remarks that they are locked, the former by agents and latter by the barista. This is different than the usual "no time for relaxing/coffee" messages in missions where either is inaccessible. Other interior rooms do not have unique messages during this mission.
    • Although there is no reason to visit there, the player can go inside the Sport Shop during the mission. Besides the Dojo, which does not have an exterior room in this game, all other optional buildings are locked during the mission. There is an unused text string, similar to the Ski Lodge and Coffee Shop's unique messages, suggesting it was originally going to be locked as well: "The agents have locked the Sport Shop. That is good thinking."
  • Although optional, the player can visit the Snow Forts and Plaza to encounter a few penguins. The former has an agent who tells the player the area is secured and they are ready to provide backup, and the latter has another agent and the Pet Shop Clerk and Pizza Chef. The second agent says they were ordered by the Director to keep civilians away from the Proto-Bot, and that it was spotted heading towards the "Ice" Forts, while the other two penguins express fear of the "giant metal penguin" and concern about seeing puffles and a penguin inside, and it having the stolen boiler.
  • After retrieving Loop, the player tells her to "stay close in case I need you're help". The correct word in this sentence would instead be your.
  • When Rookie attempts to save Gary with a rubber duck, he mentions he found it in the Gadget Room. If talked to, he says it was in a locker. However, the Gadget Room does not have any lockers, although the HQ does.
    • The duck is removed from the cabinet as soon as the player and Proto-Bot leave the Wilderness and go to the Town, even though Rookie does not appear with the duck until later.

      The mission preview

  • Although the Ultimate Proto-Bot does not appear prior to this mission, if the player talks to Aunt Arctic in the Town after deactivating the Wheel-Bot during the mission Robotomy 101, she incorrectly refers to the Test Bots as "Proto-Bots".
  • The preview image for this mission, when replayed with the Spy Log in the Command Room, shows Dot with an older design.

Cut content

This mission has many unused dialog strings and sprites, suggesting it was originally meant to be a fairly longer mission. Almost every scene in the mission contains a few cut lines of dialog. Some significant cut content includes:

  • The Proto-Bot was originally be going to be 2D sprites instead of a 3D model. Seemingly, most of its appearances would have consisted of seven different parts: the head, the head's dome, body, body's screen, each arm, and the mine cart base. Sprites for the ticket booth & speaker body and mine cart base do not exist. Additionally, there are not sprites for all scenarios, and most of the ones that do exist would have been used at the Tallest Mountain. Besides the separate parts, unused single sprites for its initial appearance in the cave exist: it has animations for lowering its dome on Gary, talking to the player, and leaving the cave. Gary has animations for talking while trapped as well. It also an unused set of sprites for its appearance at the Beacon.
    • The 2D sprites were most likely scrapped in favor of a 3D model due to the complexity of having several separate parts with unique animations in many different scenes. In the final game, Proto-Bot only has a few 2D sprites, such as the one that shows its location on the map. It appears in 2D in all cutscenes, but cutscenes are video files and not sprites.
  • After the previous mission, Dot would have given the player a VIP pass for a "new play" at the Stage, as a reward for all their hard work. In the final version, the player was merely told to go to the Stage.
  • After the player encounters the Proto-Bot in the cave, it would have fled through the wilderness to the Forest, requiring the player to follow it with the Snow Trekker. After arriving at the Forest, the player would have been able to call Dot and the Director, both asking for updates, with the player telling them about the Proto-Bot. Dot would respond by saying she will contact other agents to have them try and catch the robot, while the Director wishes the player luck. The player would then head through the Plaza and Snow Forts, coming across multiple scared penguins. Upon arriving at the Town, the player would finally catch up to the Proto-Bot, attacking the Night Club. In the final game, this entire sequence is cut, and after the cave encounter the game immediately cuts to the incident at the Town.
    • In the final game, some penguins are at the Plaza, possibly as a remnant of this cut sequence.
  • The player would have been able to call the Director and Jet Pack Guy and keep them updated on the mission. These brief conversations generally involved what the Proto-Bot was doing, how the player was able to keep an area safe, or either of the two the player called stating that they would "send in agents" to keep civilians away, but none of these conversations offer any sort of hints on what to do. Once the player reached the Tallest Mountain, these calls would have been reduced to static, due to the high altitude. In the final game, the player cannot call anyone during the mission, except for the required call to the Director at the start of the mission.
  • After following the Proto-Bot to the Tallest Mountain, it would have spotted the player, and tried to throw a coffee bag at them to try and knock them off the mountain, according to Gary. He then would tell the player to try to block the cameras in the Proto-Bot's eyes, which would have been done with Bouncer's snowballs. After it was blinded, Gary would suggest using the snowballs to put out the Proto-Bot's boiler as well. In the final game, the Proto-Bot instead tries to look for upgrades on the mountain peak, and the player using Bouncer to put out the boiler is done immediately.
  • Once the Proto-Bot was defeated, the Director would have called Jet Pack Guy to retrieve the player and Gary. "Later that day" the Director would have called a meeting, mentioning that the EPF would try and salvage the Proto-bot's parts, but due to the frame being "too heavy" it would be left on the mountain. However, Jet Pack Guy thinks he might be able to turn what remains into a beacon for jet-packers. After this, the player would be given the final clearance. In the final game, various scenes of penguins rebuilding and the island going back to normal are shown, with the player being rewarded after this.

Gallery

Before mission starts

During mission

Other

Unused

Names in other languages

Language Name
Portuguese N/A
French Pas de répit pour les agents !
Spanish Los agentes nunca descansan
German Ein Agent hat niemals frei
Russian N/A
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