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The Elite Penguin Force test, or just the test, was a test held at the Everyday Phoning Facility that players had to complete in order to access the EPF Command Room and join the Elite Penguin Force. The test could be taken at will, even if the player already passed it, from its introduction on May 27, 2010, until the start of Operation: Blackout, when the facility was mostly destroyed. When the Everyday Phoning Facility was remodeled several months later, the test did not return, and the EPF could be joined simply by clicking the EPF logo on the back wall of the facility.

The test was initiated by throwing a snowball at a target that appeared next to the big screen in the middle of the north wall. The test was divided into four categories: aim, speed, stealth, and problem solving. Each part of the test is taken in sequence, and ends once problem solving is completed. At the end, the player is scored based on their performance during the test. If they get a passing score on any of the four categories, they past the test and the northwest pillar rises, allowing access to the EPF Command Room. It is impossible to fail the test (although leaving the room resets the test), as the Aim category requires hitting the target to progress, which also yields a passing score for that category.

Categories[]

Listed below is each of the four categories in the test, along with "dialog" from the screen on the wall, which actions the player can take, and the amount of points received for each outcome, shown at the end of the test. The points are listed here as numerical values, although the final score simply shows them as a bar: a full bar is 100 points, a mostly filled bar is 75 points, and a very slightly filled bar is 0 points.

Aim[]

The first category, aim, simply requires hitting a target with a snowball.

If player has not completed test before If player already completed test
(screen does not yet appear) WELCOME BACK TO THE TEST.
HIT THE TARGET WITH A SNOWBALL.
(player throws snowball, either hits or barely misses target)
If player hits target directly If player hits close to target
YOU HIT THE TARGET! YOU MISSED. . .
GOOD WORK! BUT YOU WERE CLOSE.

Hitting the target directly results in 100 points. Hitting close to it results in 75 points.

Speed[]

The second category, speed, requires the player to stand on a green square, which then becomes gated off. A timer starts and the gate opens, and the player has to move to a red square on the opposite end within 1 minute.

If player is taking the test for the first time If player already completed the test
WE'RE LOOKING FOR SKILLED PENGUINS. . . LET'S SEE HOW FAST YOU ARE.
LET'S SEE WHAT YOU CAN DO.
WALK TO THE GREEN SQUARE.
(player walks on green square)
RUN TO THE RED SQUARE.
RUN AS FAST AS YOU CAN.
READY
SET
GO!
(timer starts)
If player has still not reached red square after...
11 seconds 28 seconds 44 seconds 50 seconds
HURRY TO THE RED SQUARE! SEE THE BRIGHT RED SQUARE? ALMOST OUT OF TIME! TEN SECONDS LEFT!
GO THERE!
Results
(player walks on red square) (player does not reach red square)
Finish in under 11 seconds Finish between 11 and 15 seconds Finish between 16 and 30 seconds Finish between 31 and 59 seconds Did not finish within 1 minute
THAT WAS FAST! WELL DONE! YOU DID IT! GOOD EFFORT! MAYBE RACING ISN'T YOUR THING.
GREAT JOB. GOOD WORK. YOU GOT TO THE RED SQUARE. YOU GOT TO THE RED SQUARE. LET'S TEST YOUR OTHER SKILLS.
Regardless of time
HOW WELL CAN YOU HIDE?
(if player is still on either square)
MOVE AWAY FROM THE GREEN/RED SQUARE.
(player moves away)
THANKS.

Reaching the red square under X seconds results in 100 points. Reaching the red square in X to Y seconds results in 75 points. Not reaching the red square within 1 minute results in 0 points.

Stealth[]

The third category, stealth, requires the player to be out of view from both security cameras in the facility at the end of a 20 second period when both are shut off. Camera 1 is on the south wall, which the room is otherwise seen from the perspective of. Camera 2 is on the north wall, next to the big screen. Once the 20 seconds are over, both cameras turn back on and scan the room for the player. Camera 1 can be hidden from by hiding behind either of the south pillars, and camera 2 can be hidden from by throwing a snowball at it.

CAMERAS OFF.
(both cameras turn off)
FIND A HIDING PLACE.
YOU HAVE 20 SECONDS.
(countdown starts)
Results
(player visible to both cameras)
YOU'VE BEEN SPOTTED!
NO PROBLEM.
BOTH CAMERAS FOUND YOU.
LET'S MOVE ON.
HOW CLEVER ARE YOU?
(player visible to camera 1, but not 2 due to snowball)
YOU'VE BEEN SPOTTED!
LET'S MOVE ON.
HOW CLEVER ARE YOU?
(player visible to camera 1, but not 2 due to hiding behind either of north pillars)
WELL DONE!
CAMERA 2 CAN'T FIND YOU. . .
BUT CAMERA 1 CAN.
HINT: TRY OTHER WAYS TO HIDE.
LET'S MOVE ON.
HOW CLEVER ARE YOU?
(player visible to camera 2, but not 1 due to hiding behind either of south pillars)
WELL DONE!
CAMERA 1 CAN'T FIND YOU. . .
BUT CAMERA 2 CAN.
HINT: TRY OTHER WAYS TO HIDE.
LET'S MOVE ON.
HOW CLEVER ARE YOU?
(player not visible to either cameras, due to hiding behind south pillars and throwing snowball at camera 2)
VERY IMPRESSIVE!
CAMERA 1 CAN'T SEE YOU.
CAMERA 2 CAN'T SEE ANYTHING!
PERFECT!
TIME FOR THE FINAL TEST.
HOW CLEVER ARE YOU?

Not being spotted by either cameras results in 100 points. Being spotted by one of the two results in 75 points. Being spotted by both cameras results in 0 points.

Problem solving[]

The fourth category, problem solving, requires the player to avoid falling for a trap, or escape the trap if fallen for. The trap, located at the northwest pillar, is first prepared with a "PREPARING CAGE TRAP" loading box underneath. Once finished, the player is encouraged to step on a blue square, but doing so activates the trap. The player can avoid the trap, but if they do fall for it, a 1 countdown begins. The trap can be disabled while inside it by throwing a snowball at the power box on the southeast pillar.

TIME FOR THE FINAL TEST.
HOW CLEVER ARE YOU?
PLEASE WAIT A MOMENT.
(trap activates)
If player has not stepped on blue square after...
0 seconds 6 seconds 11 seconds 18 seconds
WALK TO THE BLUE SQUARE. YOU'RE NOT ON THE BLUE SQUARE YET. DON'T YOU WANT TO STEP ON IT? EXCELLENT!
YOU AVOIDED THE TRAP!
If player does not step on blue square but does not idle
(player throws snowball on blue square)
TRAP ACTIVATED!
BUT YOU'RE NOT IN IT!
NICE THROW.
(player throws snowball at power box)
TRAP DEACTIVATED.
NICE THROW.
YOU AVOIDED THE TRAP!
If player steps on blue square and activates trap
OH NO!
IT'S A TRAP!
CAN YOU ESCAPE?
YOU HAVE 1 MINUTE.
(countdown starts)
While in the trap...
(player still in trap after 21 seconds passed)
WHAT POWERS THE TRAP?
(player hovers over door)
YOU CAN'T GET TO THE DOOR.
(player hovers over the map icon)
DON'T USE THE MAP.
THAT'LL RESET THE TEST.
(player hovers over power box first time)
THAT POWERS THE TRAP.
BUT HOW CAN YOU REACH IT?
(player hovers over power box second time)
IT'S TOO FAR AWAY.
HOW ELSE CAN YOU REACH IT?
(player hovers over power box subsequent times)
THAT'S THE TARGET.
WHAT CAN YOU HIT IT WITH?
(player hits power box with snowball)
EXCELLENT!
YOU ESCAPED!
(player does not escape trap in 1 minute)
TIME'S UP.
BETTER LUCK NEXT TIME.
Regardless of outcome
LET'S ADD UP YOUR SCORES.
(if player is still on blue square)
MOVE AWAY FROM THE BLUE SQUARE.
(player moves away)
THANKS.

Not falling for the trap results in 100 points. Falling for the trap but escaping results in 75 points. Falling for the trap and not escaping results in 0 points.

Final score[]

The final score is then given, and the player always passes due to the aim category being impossible to fail. After the results, the northeast pillar rises, allowing for entrance to the EPF Command Room. The player also has the option to replay the test.

(score appears)
LET'S ADD UP YOUR SCORES.
(score appears)
100 points for all categories
HURRY TO THE RED SQUARE! SEE THE BRIGHT RED SQUARE? ALMOST OUT OF TIME! TEN SECONDS LEFT!
GO THERE!
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