|All's Weld That Ends Weld|
|Characters||You, PH, Aunt Arctic, Coffee Shop Barista|
|From||Club Penguin: Elite Penguin Force|
|New Elite Puffles||Flare|
|Special Places||Puffle Training Room, Gary's Room|
All's Weld That Ends Weld is the fifth EPF Mission in the Club Penguin: Elite Penguin Force game. In this mission, you must train with the Elite Puffle Flare, and have him help you repair the broken key to Gary's Room. However, Flare is not feeling well, and you must cheer him up.
Plot and ending details are in this section. Click "show" if you want to see them.
At the beginning of the mission, the Puffle Handler meets with you in the Puffle Training Room, to help you train with Flare, the Elite Puffle. PH feeds Flare an O' Berry; however, Flare becomes sad after eating it. PH and you are confused as to what's the matter. PH suggests that you go to the Coffee Shop and see if anyone there knows anything, as Flare visits there often. You head to the Town, where you find Aunt Arctic. After talking with her, you tell her what's wrong with Flare, and she gives you a postcard to give to Flare. Heading into the Coffee Shop, you see the Coffee Shop Barista, who is trying to clean up spilt coffee beans. Using the Mechano-Duster, you clean them up, and find a pen. The barista thanks you for your help, and lets you keep the pen. After attaching the pen to the postcard, you can now let penguins sign it. You then get signatures from the barista, Aunt Arctic, and two penguins at the Snow Forts who are friends with Flare. After going back to the Training Room and giving the postcard to Flare, he cheers up again, and even catches fire without an O' Berry. PH thanks you for helping Flare, and then tells you how he can weld objects. You have him weld the key, which is then fixed. You head over to the Sport Shop, and unlock the door to Gary's Room. After going into his room, you look around, and notice some odd things: a map showing tunnels in the Mine, and blueprints for a new gadget. You decide to go head underground and look for Gary. However, the other agents are busy with other things, so you cannot contact them with your Spy Gadget. You decide to leave a note in code. You then prepare to leave, and begin your search for Gary.
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