Thursday, June 13, 2013

Night watch island

The Areas There are 20 areas total. You go through three areas before you hit the Mall Atrium, the central hub on the map. From the Atrium, you can reach the Manager’s Office, Mall Left, and Mall Right. Mall Left gives access to 6 stores, while another 7 stores are accessible from Mall Right. Main Street Parking Lot Security Office Mall Atrium Manager’s Office (reached from the Atrium) Mall Left (left to right): 3rd floor: PrintFax, Giuseppe’s Toys 2nd floor: In the Now Clothing, No Pain No Gain Fitness 1st floor: Crawl Mart Pet Store, JollyGifts Gift Store Mall Right (left to right): 3rd floor: MacGuffin’s Gadgets, Good Deals Electronics, Carnival Costumes 2nd floor: Slugger’s Athletic Keepsakes, Slumbertown Mattresses 1st floor: Sizzle Tanning Salon There’s also various kiosks located around the Mall and are described as needed in the walkthrough below. Overview Night Watch Island is really the Twin Palms Mall with almost the entire adventure taking place inside a suburban shopping center. In order to complete the story on Night Watch Island, you have to catch a cat burglar who’s trying to steal a priceless vintage baseball card. The island is fairly linear, meaning the story takes you from place to place without a lot of options for doing things in a different order. Part One: Get the Job Part Two: Investigating the Alerts Part Three: Find Eddie the Snake Part Four: Capture the Burglar Bonus Quest: Find the Rare Sports Cards One of the big differences between Night Watch Island and the other Poptropica islands is the use of the SMART PHONE. Once you have the phone, it will appear as an icon in the upper right, next to your backpack. In addition to being able to use it (described below when you first get it), you’ll get Calls and Alerts on it. A Call will jump to the middle of your screen, but when you get an Alert, the phone icon will start flashing red and a large “!” will appear next to it and you have to click on it. PART ONE: Get the Job When you jump out of your blimp, you land on Main Street next to a Bananabee’s restaurant (this island’s Common Area). You can only go right, to a line of people waiting outside the Twin Palms Mall. The first guy in line tells you he buys everything MacGuffin makes to sell on the Internet. A redhead with freckles tells you that “this line is nothing, she waited in line for three weeks to buy voice-activated toilet paper.” Everyone else in line tells you how excited they are for the new MacGuffin gadget, even if they don’t know what it does. Heading right, you reach the entrance to the Twin Palms Mall, but its locked. It’s after hours. Head right to the Security Office door and click on the red button and they’ll tell you the Mall doesn’t open until 7am. What to do? Continue right to the Parking Lot where you’ll find Gus, a crying security guard. A clock tells you its 9:02pm. Talk to Gus and he tells you that he’s been fired after 10 years on the job and that the mall isn’t safe, then he walks off right. Go right to the PrintFax car and talk to the kid who tells you that it’s too bad about Gus, but the stress must have been too much for him. Then he drives off. Keep going right until you run into a guy in a Yankees hat, the owner of Slugger’s Store. He suggests that you talk to the mall manager and apply for the job of night-time security guard. Head back to the Mall. On Main street, go back to the Security Office door and click the red button. The manager asks if you’re here for the night watchman job. Then she leads you through the security office and into the Mall Atrium. She needs to test you to see if you’re qualified for the job. First game.SPOT THE DIFFERENCE An image will appear that you have to study. Then another will appear and you have to click on the 5 differences. You can toggle back and forth between the images, so it’s not too challenging. The differences between Photo #1 and #2: Dr. hare t-shirt design (second from right in second row down) turquoise belt on wall disco light yellow star on red t-shirt on rack jeans on floor point a different way Next the manager wants to test your ability to patrol. She tells you to jump on the scooter and patrol the mall looking for trouble. She’s set up robots to test you: In front of the Chinese Food kiosk are two robots, a boy and a girl. Click on them to tell them “no loitering” and shoo them away. Roll right past the escalator to the next area called Mall Right. In Mall Right, roll past the elevator and you’ll come across a robot granny in front of a New Store Coming Soon! sign. Say hello to Granny, then keep rolling right At the escalators, you’ll find a robot boy trying to run up the down escalator, click on him to scold him for running up the escalator. Roll back left to Granny. You’ll see a robot burglar grab Granny’s purse. Quick, get after him! Head left back to the Mall Atrium You’ll run over the robot thief, but the Manager gives you the job. Congrats. The manager gives you a SECURITY GUARD BADGE and sends you to the Security Office to start your shift. Put on the BADGE. Congratulations, you’re now a night watchman! PART TWO: Investigating the Alerts An Alert appears on the huge security screen: “Disturbance in MacGuffin’s!” Before you investigate, check out the office: energy drinks on the console – the manager warned you to avoid these a corkboard – notes from Gus, the paranoid night watchman a map of the mall – a great resource for finding what you need. In this case, MacGuffin’s is on the 3rd floor in Mall Right Exit into the Mall Atrium. Run right to Mall Right. Click on the elevator button. Enter the elevator. When it drops you off at the 2nd floor, hit the elevator up button and re-enter the elevator. You’ll jump off at the 3rd floor. Head right to MacGuffin’s. Enter. Inside MacGuffin’s are all kinds of strange electronics. Head left until you see a “Ringing” coming from a Quake-Master massage chair. Click on the chair to get the SMART PHONE. Answer the incoming call. It’s from Gus! It’s his phone that he lost. He says it’ll come in handy with thieves about. He teaches you the different apps: Security camera – you can see the live feed from security cameras inside stores. In this case, you’re seeing inside MacGuffin’s. Gus tells you to find the mystery gadget that everyone’s talking about. Use your mouse to navigate to the far right and click on the Quick-Charger. Next he says to check out other cameras. Use the arrows at the lower left to toggle through the 12 different cameras (see the list below). Contact list – preset numbers you can call: Home (Gus) – give him a call if anything strange happens Mall Manager – she’s getting ready for bed Print Shop Owner – sitting in his apartment watching the game Slugger’s Owner – wants to know if everything in his store is okay and when was the last time you checked on it? Pet Shop Owner – suggests you check on the coral snake, who gets out of his cage now and again Notes – empty for now Planet Slug Game – “defend Earth by flinging bombs at them with patented slingtech3000 technology”, it’s Angry Birds in space. The trick is to use the “+” sign as a marker. Start by pulling the rocket back exactly to the “+”. Depending on where the plus sign is, you’ll destroy something – either one of the slugs or an asteroid that’s in the way. If you destroyed the asteroid, fire your second rocket from the exact same position to get the top-most slug. If you hit the bottom slug from the “+”, you’ll need to adjust above or below the + to hit the second slug. Takes a little practice, but isn’t too difficult. Power Button – click to return the phone to your backpack Smart Phone Camera LIVE Security Feeds: MacGuffin’s Gadget Store Good Deals Electronics Shop In the Now Clothing Store CrawlMart Pet Shop PrintFax Print Shop Slugger’s Athletic Keepsakes Slumbertown Mattress Store JollyGifts Gift Store Sizzle Tanning Salon Giuseppes Toy Store Carnival Costumes No Pain, No Gain Sports Fitness Store Leave MacGuffin’s and you’ll see your phone has an Alert. What to do when you get an Alert: Click on the flashing phone icon. This first alert is: “Security Alert in Slugger’s Athtletic Keepsakes!” Then click on the “View Camera” button. [Bug - when we first clicked on the View Camera button, the room was supposed to be Slugger’s, but it was actually MacGuffin’s. If you get this, use the arrows at the bottom to scroll through the room a couple of times. Then go back to #6 and it should be fine.] Using the security camera feed, scroll along the bottom of the room until the box is blinking and turns red. You’ll see some upended boxes and a football helmet. At this point, Gus appears to give you the next piece of information. In this case, Gus tells you to call the owner. Go to the Contact List app on the phone and call Slugger’s owner. He’ll tell you that you need to check to see if his Honus Wagner vintage baseball card, the most valuable card in the world, is okay. It’s in a safe behind a statue and the combination is 6723. Go down to the 2nd level and Enter Slugger’s. Go to the the right of the store and click on the Statue that says “Take a picture with the champ!”. You’ll push the statue to the side, revealing the safe. Click on the safe and enter: 6723. The safe will open. Grab the HONUS WAGNER BASEBALL CARD. CALL: Slugger’s Owner tells you he’s relieved it’s still there. Click on the safe again to return the card, then click on the statue to push it back in place. Head back to the Mall Atrium. ALERT: Giuseppe’s Toy Store! On the camera feed, use your mouse to scroll to the top of the screen to the overhead light. When you’ve hit the right spot, Gus will appear and tell you that the light being on is odd and you should check it out. Run left to the area Mall Left. At the elevator, press the button and head up to the 3rd floor. Head left, remember to jump over the space where the escalator is, and enter Giuseppe’s. Inside Giuseppe’s, click on the red TOY BIRD to grab it. On the floor is a ROBOT TOY, grab it too. Seems the robot might have set off the lights. Exit the store and head back to the Atrium. ALERT: Sizzle Tanning Salon! Zero in on the closed tanning bed, the one on the left. Gus will tell you he thinks he knows what’s going on. Run to Sizzle, in Mall Right on the 1st floor. Inside Sizzle, click on the lefthand tanning bed. An overly tan woman says she just wants to stay a few more minutes, even though the mall is closed. Leave Sizzle. ALERT: Good Deal Electronics! When you start to look around with the live feed, the signal is lost! Gus tells you someone is in the mall and doesn’t want you to see. Head to Good Deal on the 3rd floor of Mall Right. Inside Good Deal, head left and your phone will ring. CALL: It’s Gus, who tells you that he could have sworn he just saw someone in the store. To the left is an employee only room, but it’s locked. Exit the store and go back to the Atrium. PART THREE: Find Eddie the Snake ALERT: Crawl Mart! Move the camera to the far right. Gus confirms that the coral snake is missing! Use your phone contact’s list to call the Pet Shop owner, who tells you that the snake, Eddie, might be hiding behind his favorite rock in his glass case. Head to Crawl Mart on the 1st floor of Mall Left. Inside Crawl Mart, go to the snake’s empty terrarium at the far right. CALL: Crawl Mart Owner will tell you that you might be able to lure Eddie out with his favorite snack, just don’t use any of the store’s birds. Exit the store, where you’ll see Eddie, a moment before he takes off. Go after him. Follow him to the following locations where he’s hiding. The item he’s hiding in will be shaking. Click on the item and he’ll take off. MacGuffin’s – a Pocket-Sized Porta-Potty Sizzle Tanning – the right-hand tanning bed Finally, you’ll find him in the Chinese Food kiosk in the Mall Atrium, where he’s ducked down behind the counter. Go into your backpack and use your TOY BIRD. Eddie will eat the bird and take off again. CALL: The owner tells you not to worry about it, he’ll get Eddie in the morning. Head to Mall Right. PART FOUR: Stop the Burglar ALERT: Carnival Costumes! Once again you’ll lose the signal and need to go investigate. Head up to the 3rd floor. Inside Carnival Costumes, go to the far left. There’s the costume for the cop and the one for the robber. Wait, that’s a real robber! He’ll knock you down as he’s escaping. CALL: Gus tells you the thief is probably after the Quick-Charger gadget. He tells you to go to MacGuffin’s and stop moving so the lights turn off. You might be able to ambush the thief. Following his instructions, enter MacGuffin’s. You’ll hide in the corner and the lights will go out. The burglar will sneak up and you’ll surprise him. When you do, he’ll drop a BACK ROOM KEY. Pick it up and go to Good Deal Electronics on the same floor. Go to the locked Employees Only door at the far left of the room. Go into your backpack and use your ROBOT TOY. He’ll keep the light on for you. Now use your KEY and enter the room. Inside the backroom, you’ll see a familiar apartment background (hmm…) and a computer with a note on it. Click on the note and you’ll see it’s a New Store Application: CALL: Gus suggests you check out PrintFax (Mall Left, 3rd floor) As you get to the 3rd floor, the thief comes barrelling out in a security golf cart, rides down the escalators, and heads to the Atrium. CALL: Gus tells you there’s a scooter you can use to chase after him in the Manager’s Office.He sends you a list of possible passwords to the Notes app on your phone. The Manager’s Office is on the 2nd floor of the Mall Atrium. To get to the office, run up the escalators at the right-hand side of the Atrium. The thief will appear and run over you again if you hang out in the Atrium too long. Time to get that scooter! Enter the Manager’s Office. Click the control panel for the scooter. The password is FROST. Unfortunately, the scooter needs to be charged. But how can you possible CHARGE the scooter QUICKLY? Hm. Wait, a minute…get to MacGuffin’s! Inside MacGuffin’s, grab the QUICK-CHARGER. After all, you’re on official business. Go back to the Manager’s Office in the Atrium. Use the QUICK-CHARGER out of your backpack. Now jump on the scooter and exit the office. Take the down escalator to the first floor, go right to Mall Right, then turn around and go back into the Atrium. You’ll find out that the best way to catch the thief is to get behind the up escalator as he’s coming down. So, go to the far left of the Atrium. When he comes down in his golf cart, you’ll take off after him and he’ll crash. But wait, he’s a robot! You’ve been duped. CALL: Gus tells you that you really blew it. Thanks Gus. Go to Mall Right ALERT: PrintFax Print Shop! The live feed shows the thief photocopying something. Get to PrintFax, stat! Inside PrintFax click on the copy machine. Click Menu, then Reprint Last Scan, then the green Print button. It’s a copy of the Honus Wagner baseball card. CALL: Gus wonders where the real card is. Time to return to Slugger’s. In Slugger’s, click on the statue. Uh-oh. CALL: You tell Gus it looks like the safe fell out of the wall into the floor below. He tells you to get the blowtorch from behind the picture in the Manager’s Office to use to cut through the padlock on the New Store. Head to the Office pronto. Inside the Manager’s Office, click on the framed picture of the robot boy over the “employee of the month” sign. Grab the BLOWTORCH. Then head back to Mall Right. Go to the New Store front and equip the BLOWTORCH out of your backpack. Click enter to go into the New Store. Inside the New Store you find the thief. But he escapes up the wall before you can stop him. Jump up the ladder and click “go up” at the top. Air Vent Chase You’re inside an air vent. You see the thief, but you can’t get by a red barrier. Equip your BLOWTORCH again and click on the barrier to torch it. Continue right and then up the ladder until you’re in a room with Ventilation System A and Ventilation System B written on the wall behind you. You’ll start on the right side navigating through System B. Jump right, over the rotating fan, into the vent. Torch the barrier. Head right, drop down, and torch the next barrier. Continue right, up the ladder to the top where it says “danger: elevator/escalator drive mech.” You’ve caught up to the thief, but he takes off again. Use your blowtorch on the barrier above you, then jump up. Travel left across the top of the red barriers then blowtorch the barrier you’re standing on when you’re past the moving machinery below you. Drop down and you’ll catch up with the thief again, who bumps you off the platform. Go back through vent System B you just went through, but this time stop halfway up the ladder. You’ll see a beige barrier on your left. Torch it and step into the darkened vent shaft labelled “B”.halfway up the ladder in Vent System A. A fan will blow you up to the next level where you’ll find a switch with “A/C” on it. Torch it. The thief will tell you it’s not over. Head back to the center Ventilation room and head left. The moving fan will keep you afloat while you torch the beige barrier into the System A vents. Head left then drop down the ladder. At the bottom, you’ll encounter the thief yet again. He’ll run up a ladder. There’s an “A/C” switch on your right and a barrier on your left. Torch the switch, then torch the barrier. Go left and torch the next barrier. Head up the ladder. When you get to the top, torch the barrier and drop down into the room. “Gotcha, you’re trapped now!” you’ll say. AGAIN, the burglar takes off. He jumps down, but you’ve torched the System A “A/C” so he crashes down and drops the Honus Wagner baseball card. You grab it and the two of you crash out of the large vent onto the Mall Atrium’s humungous fountain. Just when you think he’s going to run away again, Eddie comes by on the scooter and knocks you all silly. You all end up on the floor of the Atrium. Gus has called the real cops and they unveil the thief. Of course, it’s Dr. Hare! No, it’s really the print shop owner, as you’ve suspected since you saw his name on the new store application. Right? CONGRATULATIONS! You got the burglar, saved the priceless baseball card, earned the undying respect of Gus and the Manager and and got your island medallion! Bonus Quest: Find the Rare Sports Cards Scattered around the mall are 9 collectible cards – Canada’s best athletes from the ‘60’s! You’ve got to recover them. As you leave Slugger’s on the 2nd floor of Mall Right, follow this order: Slumbertown – Mall Right, 2nd floor – use the sleeping masks cabinet to the left of the exit to jump up to the mattresses on the next level. Use the blue mattress to jump up onto the big purple mattress that’s at an angle. When you reach the floor, you’ll run back and see the card on the upper platform. Sizzle Tanning – Mall Right, 1st floor – click on the control panel of the first tanning bed until its on the lightest setting, simmer. Then click on the tanning bed. Space Time Pizza – Mall Atrium, 2nd level on the right – click on the lump of dough closest to the oven and quickly click on the card behind it. “Saturn” – Mall Atrium, above the fountain – jump up the fountain and its on the middle planet, on one of “Saturn’s” rings Jolly Gifts – Left Mall, 1st floor – click on the exploding confetti can on the checkout counter Crawl Mart – Left Mall, 1st floor – in the piranha tank on the second level In the Now – Left Mall, 2nd floor – click on the large speaker to the left of the “Get in the Now” sign No Pain, No Gain – Left Mall, 2nd floor – far right of the room, the baseball shooter, the card is up on the rack of clothes, click on a baseball bat from the rack, then click on the shooter, now quickly run back and face the shooter just to the right of the rack. Hit the space-bar as the balls come at you and you’ll knock the card down. Finally, leave the mall through the security office, jump up to the top of the mall dome and the last card is on the top.

Zomberry Island

The Areas There are 16 areas on Zomberry Island, plus a bonus quest game that takes place in the sewers. More on that later. Main Street Fort Savini Tunnel Financial District – where you can enter the Berry Delicious Smoothie Shop Berry Delicious Smoothie Shop Shady Side – where you can enter the 147 Park Ave. Apartment Lobby and Dr. Romero’s Bunker 147 Park Ave. Apartment Lobby – where you can enter Dr. Romero’s Apartment, Joe Puddy’s Apartment, and Gamer Guy’s Apartment Dr. Romero’s Apartment Joe Puddy’s Apartment Gamer Guy’s Apartment Dr. Romero’s Bunker – where you can enter the Subway Chinatown – where you can enter the Karaoke Bar Karaoke Bar The Wharf – where you can enter the Survivalist’s Bunker and a Shipping Container Survivalist’s Bunker Shipping Container The Subway Overview In order to complete Zomberry Island, you must travel through the zombie-infested city of Eastman gathering clues as you meet citizens who have strangely not been infected. With clues in hand, you must then find Dr. Romero, deduce what caused the infection, get a sample of the offending item, manufacture a cure, and then use the cure on a horde of angry monsters, thus saving the day. Part One: The Tunnel Part Two: The Subway Part Three: The Apartment Part Four: The Bar Part Five: The Secret Bunker Part Six: The Shipping Container Part Seven: The Cure! Bonus Quest: Save the City (Again) Throughout the island, you’ll be encountering zombies. If they touch you, you’ll run away screaming. It could be worse, but it’s a hassle, so it’s best to just jump over them whenever you see them. (Note that during the Bonus Quest, the stakes are higher: touching a zombie makes you have to start over!) PART ONE: The Tunnel Coming out of your blimp, you land on Main Street, which on this island is a dark city street next to the entrance of a tunnel, barricaded by cars, signs, and anything not nailed down. A woman in a beret is there, Joe Puddy’s wife (from the comic book), and she tells you that her husband couldn’t get out before they collapsed the tunnels. Go left and you meet three police officers who tell you that there are hundreds of zombies on the other side of the tunnel and that no one is allowed through since the island is under quarantine. Talk to the third police officer, the one who tells you he’s “too close to retirement” and the chief will come over and ask if there’s anyone who’s brave enough to tangle with the zombies. That’s YOU! Talk to the chief and you find out that Dr. Romero was working on a cure, but that they lost touch with him. He had been sending video updates from his cell phone. Your mission, therefore, is to find Dr. Romero or his cell phone that contains all of his research. If you accept, he gives you a CLUE NOTEBOOK and a FLASHLIGHT and sends you into the tunnel. Jump on the hood of the school bus and enter the tunnel. Inside Fort Savini Tunnel, the first thing you need to do is go into your backpack and equip your FLASHLIGHT. You’ll have it equipped for the rest of the island. In the tunnel, you’ll be traveling from right to left. Head left and jump up onto the hood of a green truck, where you’ll see your first zombie! There’s a brief cut scene where you’re told that light bothers zombies, but your flashlight isn’t strong enough to affect them. Still, light equals zombie repellant is good to know. Jump over the first zombie, then continue heading left. Keep going left, jumping over zombies as you encounter them, until you reach a white truck with a red flashing light. Next to the truck is a set of CAR KEYS that go to a Dorf Bean car. Grab ‘em. Continue left, jumping over more zombies, until you reach a green car on the back of a flatbed truck. Further left, beyond the green car, is a swarm of zombies that you won’t be able to get by. BUT, this green car is a Dorf Bean car. So, use your CAR KEYS and unlock the car. Inside the car, you’ll see a steering wheel and dashboard. Honk the horn if you want, but what you really need to do is turn on the headlights, by clicking a button on the left. Click “close”. Back outside the car, you’ll see that the lights are shining too high up. Notice the lever at the rear of the green car, on the white truck? Click it to make the flatbed lower the car. Voila, instant zombie scatter. Go left and leave the tunnel. You’ll head into the Financial District. PART TWO: The Subway In the Financial District, you’ll find yourself in front of a large building under construction. It was the building Joe Puddy was working on when the zombie outbreak began. In fact, if you look up and to the left a bit, you can see his lunchbox. You need to get into that lunchbox to get an important item. Directly to your left are a couple of zombies. Go left, jumping over them, until you reach an orange striped construction sawhorse. Jump up on it, then jump up onto the first level of the building. From there, you’ll see a pile of concrete blocks. Using blocks like those that you find on each level as a platform, jump up from level to level until you reach the crane at the upper right of the building. Click to activate the crane. Moving the Steel Girders You’ll notice that each floor of the building is made up of steel girders. In order to reach the lunchbox, you need to remove the steel girder directly above it. Maneuver the crane until it’s on the girder, then click on it. Now that you’ve got the crane, move it to the top of the building where there’s an empty space in the floor. Click again to put the girder into the slot. Click “stop”. Now you can jump down to the lunchbox, but be careful. There’s a zombie there too! Click on the lunchbox. Puddy’s Lunchbox Use your mouse to move aside all of the trash and leftovers in Joe Puddy’s lunchbox until you uncover the SUBWAY PASS. Click to pick it up. Use the lunchbox as a platform to jump up to the right. Jump high to get over the pile of construction material. Back at street level, head left, and go into the Berry Delicious Smoothie Shop. There’s a rack with PAMPHLETS in it. Grab one. There’s a key piece of information in that pamphlet that will come in handy later. Exit the Smoothie Shop and go down into the Subway. There are zombies all over the platform, but they mostly stay to the right side. Jump left to avoid them and head to the subway gate. Use the SUBWAY PASS you just got from Joe’s lunchbox to open the gate. Go left. You’re on the end of the platform, with a dangling LIGHTBULB above you. Jump up and get it, then jump down onto the tracks and run left. You’ll come upon a dark subway train. There are zombies all over the place. At the front of the train, there are rocks on the tracks blocking the wheels. Click on the rocks and the train will roll forward. There’s an open hatch on the top of the train, but you can’t reach it yet. You work in the subway is done for now. Go back right and exit the subway back in the Financial District. PART THREE: The Apartment From the Financial District, run left until you reach an area called Shady Side. If you look in your CLUE HANDBOOK in your backpack, you’ll see that Dr. Romero lives at apartments located at 147 Park Ave., the building right in front of you. The only way to get in is to jump up to the top of the apartment building and enter through the roof. BUT, there are zombies in almost every window and you won’t be able to get past them unless you can turn on the right apartment lights and scare them away. To the right of the entrance is a fuse box. Click on it. The Fuse Box Looking in the fuse box, all of the red lights represent zombies in the windows. All of the green lights mean the light is on in that apartment and there are no zombies. To create the right path to the top of the building, click on the fuses marked 2, 3, 8, and 9, so that they are “on” (they are showing their numbers). All of the others should be “off”. Click “close”. Go to the center staircase and jump directly up from window ledge to window ledge until you reach the top of the building. There’s a door at the left. Enter! You’re in the dingy, dark Apartment Lobby. Head left and you’ll see a door marked #7. You need to jump over the space where the top of the stairs are. It’s Dr. Romero’s apartment! Go left to his computer and click on the yellow sticky note. You’ll get new clues in your CLUE NOTEBOOK — in this case, that the good doctor’s user name is ‘doctor’ and his password is ‘awesome’. Go back to the lobby and head down the stairs. There be zombies here so be on the lookout. The next floor down on the right, you’ll find door #5: Joe Puddy’s apartment. Go in and look to the right. On the top of a tool cabinet is a pair of BOLT CUTTERS. Walk left into his kitchen, where you’ll find a note on his fridge. Click on it to get more important clues for your CLUE NOTEBOOK. Namely, Joe’s Heart Smart diet and what it consisted of. Back to the lobby and head down to the bottom level. At the left you’ll find Gamer Guy’s apartment, door #1. Once inside, Gamer Guy himself will invite you to “come chill”. How hospitable! Especially during a zombie apocalypse. Talk to Gamer Guy and you’ll find out he’s actually pretty happy, since all the zombie destruction means he has tons of time to play video games. In front o Gamer Guy is a stereo speaker. Grab the CAMERA on the top. (You can click on the TV to play a game called “Terror in the Garden”, but you don’t need to. It’s actually good practice for later when you’ll be attacked by a swarm of zombies and will need to shoot at them the same way you shoot at the mutated vegetables in this game, but you don’t need to get a specific score or anything.) Behind Gamer Guy is a trash can. Click on it. Gamer Guy’s Trash Can Like with Joe Puddy’s lunchbox, move the garbage out of the way with your mouse until you find the empty Valley Rain soda bottle. You’ll get more clues in your CLUE NOTEBOOK. In particular, you now know what the ingredients are of Gamer Guy’s soda. Exit Gamer Guy’s apartment, go up the stairs and exit the apartment lobby, then jump down the left side of the building. Head left to Chinatown. You want to go left from here, but there is a mass of zombies in the middle of the road. So, jump up onto the ledge above the doorway, then jump high left to land on the string of paper lanterns hanging across the street. Jump to the left back to street level, then enter the Karaoke Bar. PART FOUR: The Bar Inside the Karaoke Bar, you’ll find another horde of zombies on the dance floor. And they’re not even dancing! Jump up onto the stage to meet the super-funkadelic DJ Saturday Night. There’s goodies to be had on the table — a laptop and some more clues — but Saturday doesn’t want you to touch them unless you can get rid of these zombies. See what happens when yu shine your flashlight at the disco ball directly over the stage? Go right until you can see another disco ball. Shine your flashlight on it, scaring away the zombie in front of the switch for the “disco lights”. Click on the switch and the zombies will scatter. Back up on the stage, Saturday will tell you she doesn’t know why she didn’t turn into a zombie. Then she’ll leave. Click on the slip of paper to add more clues to your CLUE NOTEBOOK. In this case, it’s a receipt for a fruit that Saturday bought from Fred’s Fruits. You’ve got all the clues you need! Now click on the laptop. The Laptop Click on the ‘Find My Phone’ icon in the upper left. Then enter ‘doctor’ for the username and ‘awesome’ as the password. Ah ha! The map shows that Dr. Romero’s phone is in an area underneath Shady Side Apartments and over the subway cars. The door is locked. Click the ‘Unlock” button. Exit the bar, then jump high right back up onto the paper lantern wire. Go into your backpack and use the LIGHTBULB, lighting up all of the lanterns. When the zombies run away, drop down to the open manhole cover and go down. You’ll drop down on top of the subway car. Go down the hatch and head right to the subway car controls. Click on the panel to turn on the power, the click on the lever to make the car go. Once it stops, exit the car and jump straight up the ladder above you to a platform. Go right to the Secret Bunker door. Click on it to enter. PART FIVE: The Secret Bunker Inside Dr. Romero’s Secret Bunker, you’ll see that Romero himself is here, inside a cage, and he’s a zombie! Jump down to the bottom level and head left to the red phone. From your CLUE NOTEBOOK, you’ll see that you have Romero’s phone number. Click on the red phone and dial 555-3946. ROMERO’S CELL PHONE will ring and pop out of the cage. Go grab it as well as the receipt from the Smoothie Shop next to it — the last of the important clues for your CLUE NOTEBOOK. Go into your backpack and use the CELL PHONE. The four videos will show you that the cause of the zombie infestation is pesticides on fruit! But which fruit? Thankfully, you’ve got all the clues you need. Go left to the white board and click on it. From the whiteboard you can access your CLUE NOTEBOOK. Check off all of the fruit that you know Dr. Romero, Joe Puddy, DJ Saturday Night, and Gamer Guy ingested: Joe’s Heart Smart Diet – blueberries, bananas, strawberries DJ Saturday Night’s fruit shopping – raspberries, strawberries, bananas Gamer Guy’s soda – blackberries, cranberries, strawberries Dr. Romero’s smoothie – raspberries, blueberries, cranberries, blackberries Since Joe and Romero turned into zombies and none of the others did, you can see that the culprit is…blueberries! Now you’ve got to figure out what to do about it. Close the white board. A cup of COFFEE will come out of the machine at the left. Don’t ask why, just grab it. Exit the Secret Bunker, by jumping up the fruit crates and jumping up to the left. That exit will take you back to Shady Side. Head left from the construction pit, through Chinatown, until you reach the Wharf. PART SIX: The Shipping Container The gate to the Wharf is locked. Use the BOLT CUTTERS you got from Puddy’s apartment. Enter, then go right. Jump over the zombies, heading right until you find a shipping container with a brown tarp over it. Click to enter. Inside you’ll find that a Survivalist has been living here. For quite awhile as a matter of fact. Talk to the Survivalist and he’ll tell you that he can help you climb the shipping containers by shining a spotlight and shooing away the zombies that block your path. He’ll leave after you talk to him. Exit the container and jump up onto its top, where the Survivalist is with the spotlight. Talk to him again to find out he could sure use a cup of COFFEE. Oh wait, you’ve got one in your backpack! Give it to him and he’ll give a very important KEY CARD. From the container with the Survivalist jump up, first to the left. Basically, just follow where the spotlight is leading you. You’ll jump diagonally left up the containers and eventually back towards the right to a crane. If you fall, just start over, the spotlight will re-start with you. At the crane, use the KEY CARD. You’ll see a computer screen that will ask you which container you want to access. There’s a scroll bar in the middle of the screen. Use it to find the entry for October 22nd that originated from Cleveland (you know that from the Smoothie Shop PAMPHLET that told you blueberries are from Cleveland!) and that contains blueberries. It’s fairly easy to find, since it’s the only entry that will highlight when you mouse over it. Click on it to start the crane. The Cargo Crane Using your mouse, maneuver the crane left and right as the block of shipping containers come at you, trying to get the crane through spaces between the containers. It’s a bit tricky, because it can be difficult to tell if the crane is going to fit, but with a few tries you should be able to get it. Make it safely past enough containers and you’ll reach one that is highlighted. Click on it. Outside the crane, jump down to the green shipping container. Go into your backpack and equip your CAMERA. Then click enter. Inside you’ll find a big fat zombie coming at you. You see the camera icon in the bottom left of the screen? Click on it. The camera flash will momentarily stun the zombie. Jump over him to the big pile of BLUEBERRIES in the center of the room. Click on it to get a sample. Exit the container, head left back to the entrance of the Wharf and use the Subway entrance here. When you reach the subway gate, use your SUBWAY PASS again. Head right until you reach the subway cars. As always, jump over any zombies you encounter. Jump up on the platform to the right of the subway cars. From there, jump up onto the top of the cars. Now you can reach the ladder to get back to Dr. Romero’s Secret Bunker. PART SEVEN: The Cure! Back inside the bunker, you’ll find a computer at the bottom of the room, next to the cage where Romero is. Use the BLUEBERRIES and the computer will process them to find an antidote. This is an old computer, so you need to use your mouse to turn a crank. When you’ve turned it enough times, you’ll get a MEDICAL GUN WITH ANTIDOTE. Use the gun on Dr. Romero to cure him. You’re almost done! Zombies are trying to break in! Jump back up to the entrance and click on the wooden boards to nail them in front of the door. Then go back down and process the antidote again, turning the crank before the zombies bust in. You’ll get another MEDICAL GUN. Shoot the Zombies Just like the “Terror in the Garden” game in the Gamer Guy’s apartment, use your mouse to shoot antidote at the zombies to cure them. The trick to his game is to scroll back and forth to make sure zombies aren’t getting close to you. So once you’ve taken care of a group of zombies, quickly scroll left or right to see if you can find another group. When you’ve cured enough Eastman citizens, you’ve done it. You’ve saved the town! (And yourself!) BONUS QUEST: Save the City (Again) In their infinite wisdom, the leaders of Eastman decide to dump the contaminated blueberries down the drain and into their own sewers. Nothing could go wrong with that, right? Of course it could. Zombified sewer rats carry off the Survivalist. More important, sludge from the infected berries is going to hit the city’s water supply, causing an even worse infestation then the first one. Your job is to rescue the Survivalist and spray antidote into the three city water pumps. From the secret bunker, exit out the left-hand side. At the construction pit, there’s a sewer entrance. Go down. At the bottom of the ladder is a zombie rat. Jump over him and then push the crate out of the way. Then jump down. The sewers are a maze of tunnels and pits with zombified rats, but there’s no time limit. The first water pump is located at the upper right of the room. When you reach it, use your SUPER-STRONG ANTIDOTE. Once you do, a zombie will come out of the dark at you. If he touches you, you’ll have to start over. Quickly, click on the water pump to spray it and chase it away. From the first pump, drop down heading to the bottom right. There you’ll find the third pump. Repeat the process with the SUPER-STRONG ANTIDOTE. The final pump is at the far left of the room on the bottom. The room isn’t too tricky to navigate, it just has a few dead-ends. Once you’ve dosed all three of the water pumps, you’ve saved the city (again)!

Friday, May 24, 2013

charlie and the chocolate factory

The Areas There are 13 areas on the Charlie and the Chocolate Factory map, plus a bonus quest game. Four before you reach the inside of the factory and nine that you travel to from a central Maze Room once you’ve got your golden ticket and you’re inside. Main Street Corner Shop Tenements Factory Courtyard Maze Room (From the Factory Maze Room you can reach:) The Chocolate Room & the Fudge Room The Inventing Room & the Juicing Room The Nut Room & the Incinerator The Television Room & the Bubblegum Room Bonus Quest Room: The Skies Over the Factory Overview In order to complete Charlie and the Chocolate Factory, you must first get into the factory, then you must rescue four children who have gotten themselves into trouble inside the factory’s fantastical machinery. Part One: Find a Golden Ticket Part Two: Rescue Augustus Gloop Part Three: Rescue Mike Teevee Part Four: Rescue Violet Beauregarde Part Five: Rescue Veruca Salt Part Six: Rescue Charlie Bucket Bonus Quest: Rescue the Recipes (That’s a lot of rescuing!) PART ONE: Get Find a Golden Ticket Coming out of your blimp, you land on Main Street, which on this island is an old street in what is probably London. You’re outside the gates of Willy Wonka’s famous chocolate factory. The locals who are milling around outside the gates tell you that some lucky kids are getting to go into the factory tomorrow. The only way to get inside is with a golden ticket, hidden inside Wonka Bars. Four people have found golden tickets and there’s one left. Sounds like you need to find one of those tickets! Just off of Main Street is a Corner Shop. Inside the clerk will tell you to scram unless you have some money. So…go left until you reach the area called the Tenements. In the middle of the area is an old dilapidated shack. Click on the door to knock and you’ll see the Bucket family hiding. They think you’re the debt collector and they don’t want to be found. Head left until you find the row of three pay phones. Click on the far left phone to find a SILVER COIN in the coin return. Guess what? You’ve got some money! Head right and you’ll see Charlie Bucket himself leave the shack and head towards Main Street. Follow him right, then go back into the Corner Shop. Now that you’ve got a SILVER COIN, you can buy Charlie a Wonka Bar. Cuz’ you’re nice like that. Go into your backpack and Use your SILVER COIN to buy a Wonka Bar. Charlie will ask you to open it for him. Using your mouse, click on the top of the wrapper and drag down. Do that again with the foil. What’s that inside? It’s a GOLDEN TICKET! At least Charlie can now get into the factory. Some kids come inside and offer you cash money for the ticket, then block the way out. You tell Charlie you’ll clear a path for him to run away. To get the thugs away from the door, simply walk towards them and push them out of the way. Then exit the shop. Game: Protect Charlie To protect Charlie from the townsfolk, use your mouse to click on the wastebaskets and fruit crates to knock them over as they chase after you. It’s possible to click on the snow on the shop awnings too, but just clicking on the crates and trash cans should do the trick. After you rescue Charlie, you get a reward: a sixth GOLDEN TICKET floats out of the factory! The wind carries it over everyone’s heads before it blows off to the left. Follow it to the Tenements. As the ticket floats around the room, jump after it. At first it will go left, but then it will eventually land at the very top of the room where you can grab it. In the middle of the room is a clothesline that you can bounce off of to jump really high if you’re having trouble reaching the roof level. Hurrah, you’ve now got your own GOLDEN TICKET! Go back to Main Street to the factory gates and click Enter. You’re in the Factory Courtyard where you’ll meet all the obnoxious kids who won their own golden tickets as well as their parents. (You and Charlie seem to be the only likable ones in the bunch.) Wonka himself comes out to greet everyone. Head right to enter the factory. I mentioned that you and Charlie are the only well-behaved kids in the group? Once inside, all of the other kids take off (to get into trouble). Wonka says he’ll take Charlie if you can find the other brats…I mean, kids. But first, he asks you to find his cane. Just head left to pick it up. You won’t need it again, but you can equip it out of your backpack just to look stylish. Head right and then jump down the strange vertical hallway. The Maze Room, the Room Selector, and the Blue Hand You’ve entered the Maze Room, the central hub room in Wonka’s factory. From here you can reach four other rooms: the Chocolate Room, the Inventing Room, the Nut Room, and the Television Room. In the center of the room is a room selector device. Click on one of the four words — Chocolate, Television, Inventing, Nut — to travel to any of the four rooms. Once you’ve clicked on a word, notice the blue hand. It will point either left or right. If you go in that direction you’ll drop down a vertical hallway and land in an identical room to the one you just left. The trick is to look at the blue hand and go in the direction it points. After you’ve passed through the room a certain number of times, you’ll eventually reach the doorway to the room you want to travel to. (Unlike many previous Poptropica Islands, you can do the four rooms in any order.) PART TWO: Rescue Augustus Gloop Click “Chocolate” on the room selector, then head in the direction of the blue hand until you reach the entrance to the Chocolate Room. Enter. Inside you’ll find the rather rotund Augustus Gloop. Very quickly, Gloop’s gluttony gets the better of him and he gets sucked up one of the tubes coming out of the river of chocolate. Rescuing him is pretty straightforward: click on the valves to release more liquid chocolate that pushes Gloop out of the top. First click on the green valve closest to you. Then jump up the pipes to the upper right of the room to click on the second green valve. Finally, cross to the left of the room to click on the final valve rocketing Gloop into the next room. Wonka’s rhyming servants the Oompa-Loompas will escort Mrs. Gloop out. Follow them into the Fudge Room. In the Fudge Room, Gloop starts out inside a vat. Once you release Gloop from the vat a conveyor belt will carry him down to the bottom of the room. BUT you have to make it safe for Gloop by stopping all the dangerous stomping and flame-throwing devices. Here’s the order you need to do it in: click the green valve on the vat to release Gloop drop down one level and run left, jump up to the platform and click the green button to stop the smasher drop down another level, press the blue flame button, then press the red button on the platform to the right (hint: you just need to be able to see the buttons, you don’t have to be on the same level as them) drop down to the bottom level, press the far left orange button, then press the right button, alternating back and forth until Gloop has safely passed through Congratulations, you’ve saved Augustus Gloop! Exit out through the Hallways door. PART THREE: Rescue Mike Teevee Back in the Maze Room, select “Television” and follow the blue hands until you reach the Television Room door. Enter. Mike Teevee gets zapped and ends up inside a giant TV. Head left and talk to the Oompa-Loompa who tells you to adjust the rabbit ear antennae. Click on the antennae to move them. Position the left ear to about the 10 o’clock position (as if they were hands on a clock) and the right one to about the 11 o’clock position. As you move them Mike will come into focus. When it’s clear enough the Oompa Loompa will take off with Mike. Head left and enter the Bubblegum Room. Mike’s been shrunk so you need to stretch him back out. Click on the monitor. Game: Stretch Mike Teevee Position your mouse near the power scale at the upper left of the screen. Start by clicking near the top of the scale to stretch Mike. As he shrinks back down, you’ll see a glowing outline that you’re trying to match. It’s not too tricky, you just have to keep stretching him until his shape roughly matches the outline. Once you do, you’ve saved him! Exit the room back to the Hallways. PART FOUR: Rescue Violet Beauregarde Select “Inventing” on the room selector and follow the blue hand. Enter the Inventing Room. Jump on any of the buttons on the giant gum ball machine to release a gumball. Violet Beauregarde will grab it. Since it’s still in the experimental stage, Violet will turn purple and blow up like a balloon. The Oompa-Loompas will then roll her to the Juicing Room. Follow them. In the Juicing Room, you’ll see how the machinery takes different fruit and smashes it to get the juice. You’ll need to do the same to Violet, but she needs to be in the right location on the juicing conveyor belt. Click on the control device. Now move the colors until they’re in this order: Orange —- Yellow Blue ——- Red One tip is that the final positions are where the arrows are pointing, not the spots off of the square. Once they’re in the correct order, click the button to make it go. The device will squeeze just enough juice out of poor Violet. Another bratty kid saved! Head back to the Maze Room through the Hallways door. PART FIVE: Rescue Veruca Salt Select “Nut” on the room selector and follow the blue hands. Enter the Nut Room. Wonka explains that squirrels are trained to get nuts out of walnuts. Go left and pick up a WALNUT. Veruca Salt and her dad will get thrown down the garbage chute. You’ll jump in after them into the… Incinerator Room! A conveyor belt will slowly carry the dazed Veruca and her father towards the incinerator. You have to shut down all of the generators to turn it off before it’s too late. Follow these steps: Jump down to the bottom of the room. Jump over the trash can. Grab the FIZZY LIFTING DRINK. Then push the trash can left until it blocks the black hole in the wall. That will stop a squirrel from coming out. At the far left is a generator control. Click the lever to stop Generator #1. Jump up to the top of the room to the thing marked A.B.C. Gum Disposal. Click on the chain. A giant ball of gum will drop down. Push it right to clog up the fan. When you see it, grab the WHIPPED CREAM. Go back to the gum dispenser and click the handle again. Push this second ball of gum, rolling it to the right until it drops down in front of another squirrel hole. Click the lever to stop Generator #2. The backup generator will kick in — namely a squirrel on a treadmill. Use your WALNUT to distract him. You’ve done it! You’ve saved Veruca and her dad. To exit the room, stand under the exit tube and use your FIZZY LIFTING DRINK to float up. Click on the exit button. PART SIX: Rescue Charlie Bucket Select “Chocolate” one more time on the room selector and return to the Chocolate Room. Now that you’ve rescued all of the misbehaving kids, Charlie himself gets in trouble. He falls in the chocolate river and is swept away. Wonka gives you a choice of rescuing Charlie or get the keys to the factory. Of course you rescue Charlie! Game: Whipped Cream Platforms The goal is to jump across the room to the right without falling into the chocolate river. The trick is that you need to use your mouse to create platforms to jump on. And you have to move fairly quickly, since the whipped cream platforms will dissolve and some of the objects you land on in the river will sink. There’s no special tip, other than to make the platforms as long as you can to give yourself as much space as possible. Once you reach the end, you’ll find Charlie. Yah, you’ve saved the day! While Charlie gets the keys to the factory, you get a lifetime supply of (imaginary) chocolate and Wonka and Charles’ undying gratitude. BONUS QUEST: Rescue the Recipes Little did you know that three of Wonka’s enemies were busy stealing Wonka’s prized secret recipes while you were rescuing the golden ticket winners. Wonka asks you to get them back. Click on the glass elevator to start the bonus quest game. Game: The Great Glass Elevator Chase The object of this game is to use the exhaust from the glass elevator to knock the three biplanes out of the sky. It takes three direct hits to take down a plane. The trick is that you need to refuel your sparkly exhaust. Oh and you only have 40 seconds to knock down each plane. It’s not too hard, but the trick is to stay on the tails of the planes. Don’t go looking for sparkle fuel, it will eat up too much time. Follow the planes as closely as possible, veering off to grab sparkle fuel that’s close. When the plane turns around, hit the space bar to shoot in front of them and drop the exhaust. Knock all three out of the sky and you win!

Tuesday, October 9, 2012

super villain

The Areas There are 10 areas on the Super Villain Island map, plus a bonus quest area. Five before you reach the Prison Lab and five that you travel to from a dream-entering machine in the lab. Main Street Control Room Prison Exterior Security Center Guard Room Prison Lab (From the Prison Lab you can reach:) Black Widow’s Dream Dr. Hare’s Dream Binary Bard’s Dream Captain Crawfish’s Dream Bonus Quest: Mystery Villain’s Dream Overview In order to complete Super Villain Island, you must first get into the Prison, then collect the four Evil Totems from the four super villain’s dreams, and finally defeat Zeus, the mastermind behind it all. Part One: Get to the Prison Part Two: Recover Black Widow’s Totem Part Three: Recover Binary Bard’s Totem Part Four: Recover Dr. Hare’s Totem Part Five: Recover Captain Crawfish’s Totem Part Six: Defeat some one who can't tell you (yet) PART ONE: Get to the Prison Coming out of your blimp, you land on an oil drilling rig in the middle of an ocean! This is Main Street on your map. Jump left onto the rig itself. Over-worked and lonely workers will tell you that they’ve been out on this rig for months without any break and the only visitor they’ve had is an old man in a helicopter. (That’s what they call foreshadowing in the movie biz.) Jump up to the top-left level of the rig, where you’ll find the entrance to the Control Room. Inside the Control Room you’ll find a worker who’s complaining to a “doctor” that they can’t spare any more workers. Talk to the technician with the megaphone. She says that a man named Dr. Jupiter needs workers and that the last workers she sent didn’t return. She asks if you’ll fly out and take a look and report back what you find. Of course you will! You’re a Poptropican who can’t help stick your nose in trouble! Exit the Control Room back to the oil rig (Main Street) and a helicopter will come down and land on the Control Room roof. Jump up and enter the copter. As you fly into mystery, the skies darken and a storm looms. The pilot complains that it’s too windy and he can’t land so you’re going to have to jump! Yikes! Parachute Game As you fall, avoid the clouds, they’ll slow your descent. But wouldn’t I want to fall slowly, you ask? Not when you’re in danger of getting hit by lightning the longer you’re in the air! Use your mouse to steer as you fall. The trick to not getting hit by lightning is to watch out for the white glow which will appear a second before the lightning strikes. Don’t be underneath where the white glow appears and you’ll dodge the lightning. It’s a fairly straightforward and easy game. When you successfully get to the bottom you’ll land in storm-strewn waters crashing on the rocks of the Prison Exterior. Swim to the far right, then jump onto the lowest ledge. From here, jump up to the ledge on the left, and then jump up to the left again. From here, you need to jump right to a platform that you can’t see. So jump as FAR as you can up and to the right. From this ledge, jump up to the right again and you should be directly under the cliff top. Jump up and walk to the left underneath the security camera until you find the Prison entrance. Go in if you dare! You’re now in the Security Center. A sign tells you that you’ve entered Nowhere…I mean, Erewhon Prison for Super Villains! Talking to the guards lets you know that you need to talk to Dr. Jupiter to find out why you’re here. And to talk to Dr. Jupiter you need to get through security. Talking to the old guard at the right will open the security gate to start the process of getting x-rayed, scanned, zapped, blow-dried, and your prisoner mug shot taken. After that head right and enter the Guard Room. In the Guard Room, go right and click on the elevator button. Enter the elevator. As you rise, you’ll see some of Poptropica’s former baddies, all locked up because of you. Nice going! Finally, you’ll arrive at the Prison Lab. In the Prison Lab, jump down to the bottom of the room and talk to Dr. Jupiter. He’ll explain that he’s got four Super Villains floating in hi-tech sleep chambers: Captain Crawfish, Black Widow, Binary Bard, and Dr. Hare. Dr. J tells you that each of these villains is deep asleep and that they all have dream totems that represent their evil. If you enter their dreams and remove the totem, you’ll remove their evil! Ethical considerations of personality-altering aside, your quest is to enter each of these villain’s dreams, find their totems and remove them. To enter a dream, stand under the Dream Machine. Use the arrows at the upper left of the machine to pick a Super Villain. Then hit the large round button at the upper right of the machine to enter the dream. You’re going into the dreams in this order: Crawfish Hare Widow Bard Hare Crawfish PART TWO: Recover Black Widow’s Totem To recover the Black Widow’s Totem you’re going to need two items from Captain Crawfish’s dream, the STOPWATCH and the GROG-BRAND TURPENTINE so you’ll start there. Use the Dream Machine’s arrows to choose #2 Captain Crawfish, then click the button. Captain Crawfish’s Dream You’ll find yourself inside a rocking pirate ship surrounded by ghostly images of sleeping Captain Crawfishes. Don’t touch them! If you do, you’ll wake him up and have to restart. From the door, go left and jump on the bed. Then jump onto the chandelier above you and jump right over the door to get the ORANGE KEY. Drop back down, then jump left back onto the bed and onto the lefthand chandelier. Jump to the chest. This chest is opened by the GREEN KEY, which you’ll get at the bottom of the room, so ignore it for now. Drop down to the left and head to the bottom of the ship. At the bottom you need to jump over the sleeping ghost pirate, but don’t hit the GREEN KEY or you’ll drop the ORANGE KEY. If you can get to the Orange Chest with the ORANGE KEY, it will open and you’ll get the first item you need: the STOPWATCH. Now jump up and get the GREEN KEY. You can’t land near the key, so be careful in how you time your landing! Once you’ve got the GREEN KEY, head right and jump up to the top of the room. At the upper right of the room, you’ll see a ship in a bottle. That’s where Captain Crawfish’s Totem is, but you can’t get it until later, so leave it for now. Jump over the sleeping ghosts until you’re back at the Green Chest. With the GREEN KEY to unlock it you’ll get the GROG-BRAND TURPENTINE. Hit the “Wake Up” button at the top of the screen to head back to the Prison Lab. Dr. Hare’s Dream At the Dream Machine in the Prison Lab, use the arrows to choose option #4 and click the button to travel into the twisted mind of Dr. Hare! Dr. Hare’s Dream (or as he calls it, his nightmare) is a side-view of a carrot patch. Click to dig down, clicking multiple times in the same spot destroys that square. Dig down, avoiding the red ants as you go. With the pickax you can’t dig through the metal, so go around that too. If you have to encounter a red ant, just click on it to kill it. Near the center of the room, at the bottom, is the EMPTY SPRAYER. Grab it, you’ll need it later. Once you’ve got it, click the “Wake Up” button to go back to the Prison Lab again. Black Widow’s Dream Now that you’ve got the GROG-BRAND TURPENTINE and the EMPTY SPRAYER, set the Dream Machine’s arrows to #3 to travel into Black Widow’s dream. At the bottom of the room are four paintings. From left to right they are: a Picasso (the abstract art), a Van Gogh (the image of the night sky), a portrait of Black Widow, and a Monet (the image of a pond with water lilies). Black Widow has sprayed graffiti on all three of the masterpieces. Go into your backpack and equip the EMPTY SPRAYER. Then go back into your backpack and use the GROG-BRAND TURPENTINE. This will put a turpentine-filled sprayer in your hands. Black Widow will get really upset and spiders will start dropping from the ceiling. Dodge them and click on the first painting, the Picasso. Inside the Picasso, avoiding the spiders, click on the red graffiti to make it fade away. When you’re done, go to the upper right of the painting to find the SHRINKING POTION. Grab it! Then head to the exit in the upper right of the painting. Next jump into the middle painting, the Van Gogh, by clicking on it. Same as before, use the sprayer to erase the red paint. In the upper right of the painting is a CRYSTAL KEY. Grab it! The exit for this room is a little hard to find. It’s in a yellow star at the far left of the painting. You can’t jump to it from the bottom, so you’ll need to move to the middle of the painting and jump to it from the right. Finally, enter the third painting, the Monet. Again, use the sprayer to get rid of the red graffiti. When you’re done, the exit to this room is in the bright purple flower in the upper right. Black Widow will be very upset that you restored the paintings she thought she’d destroyed. Get ready! She’s going to charge you. You need to use your sprayer on the portrait of Black Widow, while dodging her and the spiders. You only have to spray it a few times to destroy it. Once you do, you’ll get the PAINTBRUSH TOTEM, Black Widow’s totem. Nice going, one down, three to go! Click on the exit or the “Wake Up” button to hightail it back to the Prison Lab. PART THREE: Recover Binary Bard’s Totem You’re going after the Binary Bard’s totem next. Thankfully, you’ve got the two items you need to get it: the STOPWATCH and the CRYSTAL KEY. Move the arrows on the Dream Machine to #1 and press the round button to go into the Binary Bard’s dream. In the first room, you’ll see Modred on the chair. If you try to get through the banging door, it will knock you back and he’ll tell you that you’d need to slow down time in order to get through. Good thing you have a dream-magic STOPWATCH. Equip the STOPWATCH from your backpack. The way it works is this: press the spacebar to activate the watch and slow down time. The counter at the lower left tells you how long time is going to be slowed for. Once it starts back up, the STOPWATCH needs a few seconds to reset before you can use it again. You’ll see that recharge time counting down on the lower left too. Banging Door To get through the banging door, hit the spacebar to slow time when the door is all the way open. Modred will bolt past you. Run after him. You’ll find out you can’t go back, but no big deal. You’ve got everything you need. The Mechanical Owl A menacing robot owl is going to come after you in the next room. Slow down time to run away from him. If you’ve timed it correctly, the door will be open, just like in the first banging door room. If not, you’ll have to wait for the STOPWATCH to reset and try again. The owl’s fast, so it might take a couple tries. The Mechanical Rat The next room has a robot rat that will bounce you back to the front if you let it. Jump over the rat and head to the far right of the room. The rat is going to come out of the mouse hole. The second it comes out, hit the spacebar. With the rat slowed down, jump onto its back, then jump up onto the wall. Jump down to the right and enter the vault. The Spiky Plant Platform Room The idea behind this room is straightforward: spiky plants fly across the room either horizontally or vertically. One side of the plant has spikes and the other side is a platform. Using your amazing STOPWATCH, you need to navigate through the room, slowing down time when the plants are platform-side UP. Most of them are straightforward. Slow time, jump onto the platform, work your way to the right side of the room. At the far right there are three stacked plant platforms. You need to slow the bottom platform when it is as far right as possible. This will create a three platform stair that you can jump up. Jump quickly, because the STOPWATCH time will run out soon after you get to the top. Next head left across the room using the same method. When you see the DIAMOND DRILL, pick it up. You’ll be using that back in Dr. Hare’s nightmare. Continue left until you reach the round crystal vault door. Use your CRYSTAL KEY to open it. The Binary Bard & the Clockface From the top left of this room, jump down right to the platform at the “9″ on the clock. Binary Bard is going to throw blades at you. Jump over them. The goal of this room is to use the STOPWATCH whenever the hands of the clock are on the numbers 3, 6, 9, or 12. When the hands are on those numbers, they’ll shoot out an electrical spark. When you see that spark, hit the spacebar. If you can time it right, the sparks will zap Binary Bard. Zap him three times and he’ll drop his ASTROLABE TOTEM. Two totems left! Click the “Wake Up” button. PART FOUR: Recover Dr. Hare’s Totem Go back into Dr. Hare’s dream from the Dream Machine in the Prison Lab. (#4 on the dial.) As before, you’re going to dig down, only this time you’re going to use the DIAMOND DRILL you got in the Binary Bard’s dream. The DIAMOND DRILL can dig through metal and dirt. Head down, avoiding the red ants, until you get to the level where you picked up the SPRAYER before. There’s a line of metal across the screen. Below this line are blue ants. Blue ants can and will dig through the ground, too. If you go past them, they’ll eventually start dropping down on top of you, so it’s better to kill them off one by one now. So, start digging! When you see a blue ant, time it so you drop down safely out of its way. Then kill it as it gets close to you. You might as well kill as many as you can, it makes it easier when you get to the bottom. At the bottom on the left is Dr. Hare himself. He’s not happy! In the very middle is his totem. Dig through the first few blocks to uncover it, his GOLDEN CARROT TOTEM. Only one left! Hit the “Wake Up” button. PART FIVE: Recover Captain Crawfish’s Totem Go back into Captain Crawfish’s dream, the ghost-infested pirate ship. From the doorway, head right, making sure to jump over the pirates. In the upper right of the room is the glass ship in a bottle. If you click on it, it tells you that you’re too big to fit inside. Good thing you grabbed the SHRINKING POTION from Black Widow’s dream! Use the POTION and you’ll go inside the bottle. Crack the Glass There are two cannons swaying back and forth on the mast of the ship. Maneuver to the middle of the room, then jump up to the first cannon when the pirate is moving away from you. Quickly follow him across the mast. When the cannon goes into the basket, click on the door. It will close the basket and lock the pirate and cannon in. Next jump up to the left of the topmost cannon. Again, when the cannon moves away from you, run after it and click on the basket door when the cannon is inside. Now that both of the top cannons are secured, head down to the bottom of the room. You’ll need to jump over the pirate in the middle of the room again to get there. Wait for that middle pirate to be moving away from you, then fire the bottom-most cannon by clicking on it. The cannonball will crack the glass and you’ll spill out along with Captain Crawfish’s MODEL SHIP TOTEM. That’s it! You’ve got all four. Hit “Wake Up” to let Dr. Jupiter know you did it! I’m sure he’ll be so happy! PART SIX: Defeat Zeus! Oh, Dr. Jupiter is happy all right. He’s happy because you’ve given him four powerful forces for evil and Dr. Jupiter is none other than the mad-god Zeus in disguise! Egads! Now you have to save all of Poptropica! Actually, from the looks of things, a lot of Poptropica gets destroyed before you can doing anything about it. Oops. Well, you can at least try to stop it from getting worse. You’ll find yourself in the water with your former enemies. They’ll swim away. Are they still evil? Maybe they’re all good now, because you took away their evil totems? Who knows, they certainly aren’t going to help you. Swim left. The rumbling will soon be followed by an island erupting out of the middle of the water. Poseidon will give you his magic trident to defeat his brother Zeus. Air Battle Using your mouse, fly around shooting lightning at the four totems encased in the Statue of Liberty-esque statue. Hit each one enough times, they’ll fall to the ground. Once they’re free, chase Zeus around, firing your lightning at him relentlessly. Grab clouds to bolster your cloud supply, they’ll keep you flying. Hit Zeus enough times, he’ll possess the statue. Now that he’s in the statue, aim for the eyes. They’ll get whiter as he gets weaker. Keep shooting and he’ll go down. Congratulations, you just beat Zeus and Super Villain Island! Now who’s going to fix all the islands that Zeus broke?

lunar colony

The Areas There are 11 areas on the Lunar Colony map. Two before you reach the moon and nine on the surface. Six of the areas are reachable from a lunar rover, similar to the ship map on Skullduggery Island or the horse travel on Wild West. The final area, the Alien Base, can only be reached once you raise the sunken alien monolith (more on that below). Cape Carpenter Mission Control Lunar Surface Crew Barracks Crew Vehicle Bay (From Crew Vehicle Bay, using the lunar rover map you can reach:) Research Laboratory Infirmary Rock Laboratory Rock Lab Vehicle Bay Bio-Dome Alien Base Overview In order to complete Lunar Colony, you must first get to the moon, then find the missing scientist Salerno, and finally raise the last alien monolith to uncover the hidden alien base. Part One: Get to the Moon Part Two: Find Dr. Salerno Part Three: Uncover the Alien Base PART ONE: Get to the Moon Coming out of your blimp, you land on a street in Cape Carpenter. Excited tourists tell you that they can’t wait to see the imminent launch of the very last space mission (their kids…not so much). Walk right until you reach former astronaut Captain Gordon on the stage. You can click on his photo memorabilia as well as his fizzy drink. You’ll be coming back for that drink in a minute. Head right to the next area: Mission Control. Enter the Mission Control Station, where you’ll run into two technicians. Talk to the gray-haired lab tech to find out just how overworked and understaffed they are. Their boss, Flight Director Slayton, will storm in asking you who you are and why no one’s paying attention to Hatcher, the astronaut on the screen who’s sick to his stomach. You offer to help, so go back to where Captain Gordon was in Cape Carpenter and grab the GINGER ALE sitting on the table. Head back to Mission Control and continue to the right until you are on the launchpad elevator. Click the button to lower the platform, jump on, then click it again to go up. At the top, run left and enter the capsule. Inside is the astronaut Hatcher. Go into your backpack and “use” the GINGER ALE, which he’ll drink to calm his stomach. Now that’s he’s better, he’ll ditch you in the capsule. Get ready for take-off! Click on the headset to hear a message from Director Slayton, then click on the chair to strap yourself in for the trip. Slayton tells you that your mission on the moon is to find the missing astronaut scientist Salerno. Asteroid Game Watch out for asteroids! Use your mouse to avoid the incoming asteroids. Don’t worry if you get hit once, the ship has to be damaged for the next part. Moving the mouse to the left will slow you down, making the asteroids easier to dodge. Fix the Damage Once you get through, Slayton will tell you that the ship’s been damaged and you need to fix it. Use your mouse to float towards the back of the top of the shuttle to where it says “toolkit”. Click on that and then click on the toolkit to grab it. Now go back to the front of the shuttle and maneuver underneath it until you reach the damage. Click on the damage. You’ll see a close up of the damage. Hold your mouse button down to “spray” and go back and forth across the gap until you’ve closed it up. Slayton will now tell you that he’s going to put the shuttle on auto-pilot to reach the moon. Lunar Lander Game As you get close to the moon’s surface, Slayton tells you that you have to safely land the lander on the landing pad. Hold the mouse button down to fire the booster rockets, use the mouse to rotate the lander left or right. It’s easy to overshoot by firing the rockets too hard. The trick is to only fire the rockets a little each time and to try to stay inside the glowing column as you land. On the Moon When you land correctly, you’ll be on the moon. Congratulations! Notice your blimp is here now, too. You can travel to other islands while you’re still trying to complete this one. PART TWO: Find Salerno Go right through the airlock. From this base, you can access two areas: the Vehicle Bay and the Crew Barracks. First, enter the Vehicle Bay. Jump up to the lockers in the middle section of the room. The lockers on the left have a space. Click on the space to get the OPERATOR’S MANUAL. Go into your backpack and check out the MANUAL. As you can see, it’s got command words associated with four symbols. Close it, then jump down and go to the far left of the room where you find out that the door is jammed. You can’t go out in the Lunar Rover until you can get these doors open. Vehicle Bay: Open the Bay Doors Go back out of the Vehicle Bay and enter the Crew Barracks. Go to the right until you find the ladder and jump up to the top of the room. Head left until you find the computer. Click on the computer. There are two options: Email and Facilities Control. For story, click on email and read through the messages from Dr. Salerno to the Director of the Poptropica Space Agency. (It looks like Dr. Salerno thinks she found evidence of alien life!) Exit that and click on Facilities Control. It asks you for a password, which you don’t have. But you do have the OPERATOR’S MANUAL. For fun, you can type in the symbols associated with the other command words to see how the computer responds. But the one you’re looking for are the symbols for the command word “reboot”. (See the image below.) Now that you’ve overridden the password, use the lever on the left of the screen to raise the jammed vehicle bay door. Exit, and head back right. Click on the map to get a sense of where things are on the lunar surface (and to see that Salerno was obsessed with finding “number 4”) and to have Slayton give you a crucial piece of information: Salerno has a tracking device on her. You need to find the LOCATOR DEVICE in one of the lunar facilities. Go down a level and head left to find bed #8. Click on the open locker to get the PHOTO ALBUM. Click on the notebook on the bed to get the NOTEBOOK. Open your backpack and look at both of them for more story. You’ll see that Salerno is really obsessed with finding number 4! Head back to the Vehicle Bay. Vehicle Bay: Charge the Lunar Rover Now that you’ve got the Bay doors open, you need to charge the rover. Jump up to the upper right part of the room and click on the panel. That will open the ceiling and let sunlight in. Notice that the light is reflecting off of one of curved mirror. Use your mouse to angle the mirror down until the sunlight is hitting the reflector below you. Now angle that reflector so that the sunlight is shining across the middle of the room to the reflector on the far left. Jump down to the rover and angle the far left reflector so that the sunlight is hitting the reflector on the rover. Ta-da, you’re charging the lunar rover! Jump in the rover and you’ll head out onto the moon’s surface. Moon Map: Find the Three Alien Monoliths The first thing you should do is find the three alien rocks. Like with the sailing on Skullduggery Island and the horse riding on Wild West, you’ll drive your rover around the surface using an overhead map. From the base, head down and to the right until you find the first alien rock. Click on it to “examine”. There’s nothing to do at this point, other than to just check out the monolith. Get back in your rover and head left on the map. You’ll probably bump into the Bio-Dome, but don’t go there yet. At the bottom left of the map is another alien artifact. Examine it, then jump back into your rover again. Now head straight up and right across the moon map. You should find the third alien monolith here, near the Research Laboratory. Once you’ve found the third alien rock, enter the Research Lab. Research Lab: Color Your Eyes and Get Into the Infirmary There is a meteor blocking the entrance to the lab. Click on the winch (the hook) on your lunar rover, walk a little to the left, then click on the meteor. Your rover will automatically drag the meteor out of the way. Enter the lab. Head left until you find the computer. Click on the computer to find two files with two important pieces of information: you need purple eyes to pass the retina scanners and exposing subjects to different air pressure changes the shapes of their bodies. To the left of the computer is the entrance to the Infirmary, but there are two crates blocking your way. Only someone who was really short could fit through the gap at the top of the crates. Hmmm… From here, jump up to the right where the Eye Color Changing Station is. Change your eye color to purple (the bottom color). Then maneuver to the top middle of the room where the Pressure Chamber is. Click on the HIGH lever. This will alter your body so that you’re short and thin. Quickly drop back down to the bottom level and head left to the crates that are blocking the entrance to the Infirmary. Now that you’re short and thin, you can jump through the gap. It’s probably easiest to jump through from the table and not from the ground. Once you’re through, enter the Infirmary. The Infirmary: Get the Locator Device Slayton tells you that you need to find the LOCATOR DEVICE somewhere in this room. Notice, though, that the gravity is wacky in this room and it spins as you walk. Head left until you find the Medi-Hose. Click on the hose. Now you’ll need to navigate your way to the room that has the open valve. The hose can only stretch so far, so you need to jump through the rooms in the right sequence. See the two purple barriers above you? Those are doors that you can jump through. Start by jumping up into the first chamber, directly over the Medi-Hose station. Then follow this pattern through the chambers: Jump up to the left Jump up left again through the door in the ceiling into a chamber with a trash panel Jump up right through the door in the ceiling into a room with a medical cross in the middle walk along the chamber to the right and go through the door walk along the chamber to the right into another room with a trash panel drop down into the room with the leaking valve Click on the valve or pipe and the LOCATOR DEVICE will drop out of the air vent. Go left and click on the Bio-Waste panel to exit. Bio-Dome: Find Dr. Salerno Exit the Research Lab and head back out to the Moon Map. From here, head to the Bio-Dome in the lower left of the map. Enter the Dome. The Dome doesn’t have any gravity, so you’ll need to “swim” through it. First, go to the far right where you should click on the Emergency Cork Dispenser. Click on the cork that comes out to grab it. With the cork, float up to the first nozzle and click on it. You’ve plugged the nozzle. Go back and get another cork and then head left through the middle of the room from the first nozzle. Keep plugging nozzles and getting more corks until you’ve worked your way from the middle of the room, up the left-hand side and to the top of the room. With the topmost nozzle plugged, climb up. You’ll find Salerno hiding behind a net at the top right of the room. She tells you that she needs a GEIGER COUNTER to find the last alien monolith. Then she escapes! Before you head back down, go to the far right and pick up her KEY CARD. Now head back down to the Dome, float down along the right-hand wall and back out. Moon Chase Scene! When you exit the Dome, you’ll automatically chase after Salerno in her rover. Sit back and enjoy the brief chase scene. PART THREE: Uncover the Alien Base You’ve chased Salerno to the Rock Laboratory. In order to enter, you need to get by the eye scanner. Click on the scanner and be happy that you’ve got purple eyes! Rock Lab: Maneuver Across the Room The rock lab has conveyor belts that you can use to maneuver down, across the room, and back up to the upper right where Salerno has escaped to the Rock Lab Vehicle Bay. Each conveyor belt has two panels. The top panel raises or lowers the belt. The bottom panel changes the belts direction from left to right or vice versa. Use the belts to get to the top right of the room to exit. Rock Lab Vehicle Bay: Find the Geiger Counter Located around the room are pieces of machinery covered in tarps. Clicking on a tarp uncovers the machinery. The GEIGER COUNTER is located in the upper left of the room. After you’ve uncovered it, jump to the center of the room and click on one of the long bars. The bar will fall to the left, making a ramp that you can then push the GEIGER COUNTER down towards the lunar rover at the bottom. (Slayton has conveniently brought you your rover.) Jump in your rover. Moon Map: Locate the Last Alien Monolith From the Rock Lab, head towards the Bio-Dome. You’re looking for a glowing purple “X” on the ground. It’s near a radar dish and a meteor, on the left-hand side of the moon map between the Rock Lab and the Dome. Click on the “X”. You need to raise the sunken monolith. Click on the winch on the back of the rover, then click on the monolith. You’ve done it! Now jump back in your rover and follow the purple beam that’s shooting out of the top, until you reach the point where the purple beam and the red beam meet. Click “Examine”. Alien Base: Explore! Salerno will meet you and begin digging. The ground breaks away and you both fall into the underground alien base. You’re almost there! Head right and Salerno will follow you. See the pictures in the background? The alien rocks have been here a long time. Keep walking right until you reach the alien symbol room. Salerno will tell you to throw the switch at the far right. Go click on the strange hand print at the right of the room. congrats you beat it!!!!

wimpy boardwalk

The Areas There are six areas on the Wimpy Boardwalk map. Five are accessible during the game. The sixth area, Under Boardwalk, isn’t reached until the final part of the game. The areas from left to right on the map are: Fun House Boardwalk Rides Boardwalk Games (Blimp) Boardwalk Arcade The Beach Under Boardwalk The Set-up Coming out of your Blimp, you land in an area of Wimpy Boardwalk Island called Boardwalk Games. First, talk to Greg, the very skinny kid on your right. Wind will blow his $20 bill out of his hands after you talk to him and into the hands of a mean Big Kid. The Big Kids will run and Greg will take off after them. Rowley, the kid on your left with a t-shirt that reads “I Survived the Cranium Shaker”, will ask you if you can help. Of course you will. The quest has begun! Head right to the Boardwalk Arcade area and keep going until you see Greg. Talk to Greg, then head right again to an area called The Beach. You just have to enter the Beach area. Then turn around and head back left to the Boardwalk Arcade to find out what happened to the Big Kids and what they’re doing with Greg’s 20 bucks! Overview In order to get Greg’s 20 bucks back to him, you’ll need to outwit the Big Kids. They’ve taken the $20 bill and are hanging out underneath the Boardwalk Arcade. They’re slipping the bill up between the boards and are pulling it away just as anyone tries to grab it. Jerks! You’ll need to get a crab to hold onto the bill to stop them from pulling it away. To get the crab you’re going to need a REMOTE CONTROLLED HELICOPTER. But the kid with the helicopter won’t let you have it until you can give him a JUMBO PRIZE by beating all five of the Boardwalk Games. And to do that…you’re going to need a LUCKY RABBIT’S FOOT. Part One: Getting the Lucky Rabbit’s Foot Part Two: Winning the Jumbo Prize Part Three: Airlifting the Crab GAME TOKENS - As you walk around the Wimpy Boardwalk, you’ll see Game Tokens lying on the ground. Grab ‘em! You’ll need them later to play the 5 Boardwalk Games. (You’ll be able to collect even more tokens, when you can play the METAL DETECTOR game later.) For now, though, don’t worry about how many you have, just grab them as you see them. Part One: Getting the Lucky Rabbit’s Foot Head left to the area called Boardwalk Rides. You’ll need to jump over a trash can buzzing with flies. (The entrance to the Fun House is here. You can go in to see that Rowley is in the ball pool and his mother is there looking for him. But there’s nothing to do here now, so head back out to Boardwalk Rides.) Keep going left until you reach a parking lot. There is a woman with a red purse who is looking for her CAR KEYS. It’s up to you to find those keys! Go back to the right of Boardwalk Rides and click on the cotton candy cart. The clue is that cotton candy is “sweeter than honey”. Now jump onto the Cranium Shaker ride to the left of the cotton candy cart. On one of the cages at the upper right is the TRASH CAN LID (you’ll end up holding it, it won’t go into your backpack). Holding the TRASH CAN LID go to the trash can. You’ll automatically put the LID on it. Next, push the trash can to the cotton candy cart. Click on the LID, then click again on the can. Move the Trash - Using your mouse, simply click and drag the objects in the trash can out of the way until you uncover an empty BAG OF POPCORN. Head left towards popcorn cart. Click on the cart (not the vendor) to fill your BAG OF POPCORN. Now head right, past the Boardwalk Games and Boardwalk Arcade areas, until you reach an area called The Beach. Just past the Souvenir Keychain Picture vendor is a trash can. Climb up on the trash can. When the seagull flies by, jump up to get the KEYCHAIN PICTURE. See who’s in the picture? It’s the guy with the metal detector on the beach right next to you! He’ll trade the KEYCHAIN PICTURE for his METAL DETECTOR. Head right until you’re standing next to the blonde woman sunbathing on the striped towel. Dump the BAG OF POPCORN near her. Seagulls will come down to eat the popcorn and chase her away. If you don’t chase her away, you can’t get the CAR KEYS in the next part. Now use the METAL DETECTOR to start a game. Metal Detector Game - You can use the METAL DETECTOR game to get coins that you can later use to play the Boardwalk Games. But the important item here are the CAR KEYS. To get coins: start at the upper left and slowly sweep the detector back and forth…like the game of Hot and Cold, the light will beep faster when you’re “getting hot” (closer) and slower when you’re “getting colder”. When the light turns green, click on it. To get the CAR KEYS: put the METAL DETECTOR on the striped towel towards the middle and click when the detector light turns green Now that you’ve got the CAR KEYS, head back left to the Boardwalk Rides area. Give the CAR KEYS to the woman in parking lot and she’ll give you her FLIP FLOPS. Head to the right to the Boardwalk Arcade. Standing between the Arcade itself and the Tee Time t-shirt shop is a kid in an orange shirt who is crying and upset. His frisbee is stuck on the roof, right above him. If you try to jump up without anything on your feet, the scorching hot roof will knock you back. It’s a good thing, then, that you have those FLIP FLOPS the woman gave you. Put them on, then jump up on the trash can to the right of the t-shirt shop, then onto the hot roof until you reach the FLYING DISC. Give the FLYING DISC to the upset kid and he’ll tell you a secret: “If you jiggle the handle on the Claw Game, you can get a free game”. Go left to the Volcano Claw Game that’s inside the Arcade (it has an “out of order” sign on it) The Volcano Claw Game - Click on the game, then click on the joystick. Move it back and forth (jiggle it) until the Start button glows. Click the start button, then use the joystick to maneuver the claw over each of the large items (the blue robot, the football, and the yellow unicorn), clicking the Drop button to move them out of the way. Once they’re out of the way, drop the claw onto the green blob to get the FAKE VOMIT. Run back to the Boardwalk Rides area until you get to the bumper car ride. There’s a long line of people waiting to ride the bumper cars. Use the FAKE VOMIT to clear out the line that’s been forming, then talk to the bumper car attendant to start the bumper car game. Bumper Car Game - Keep bumping the red car with Rowley in it to get the LUCKY RABBIT’S FOOT before the time runs out. With your LUCKY RABBIT’S FOOT, head to the Boardwalk Games area. It’s time to get the JUMBO PRIZE. Part Two: Winning The Jumbo Prize There are 5 games you need to play (from left to right on the Boardwalk listed below) to win the JUMBO PRIZE. You need one token to play each game. If you run out of tokens, go to the Beach and use the METAL DETECTOR to get more. After you win each game, you’ll get the respective prize for that game. Himalayan Hurl - You just need the LUCKY RABBIT’S FOOT in your backpack to win this game, otherwise it’s not possible to win. Simply click on the red hole and marvel at how lucky you are! Fastball Fury - In this game you throw three baseballs into a catcher’s mitt by clicking on the ball. After the first two balls are thrown, you’ll be shown their speed. To win you need to correctly guess the speed of the third ball. The trick is to use some object as a marker and always throw (click) when the power bar is at the same spot relative to the marker. I used the wooden shelf, which was roughly 80 mph. Circus Soaker - To win this game you have to fill the green balloon with water, by shooting water into the clown’s mouth. The trick is to aim at the small hole in the side of the open clown’s mouth. While it might seem like you’re not getting any water in, the balloon will fill and eventually burst. Space Fling - Hold the mouse button down to pick up a ring, then “fling” the ring at the bottle by moving the mouse up and releasing the button. Don’t worry, it’s easier than it sounds. You only need to get one ring on a bottle to win. Pirate Panic - This uses the same mechanic as the Space Fling game. Just “fling” the ball by holding down the mouse button, moving it towards the bottles, then letting go of the mouse button. Easy peasy. If you run out of tokens, remember you can use the METAL DETECTOR on the Beach to find more. Once you beat the 5th Boardwalk Game, you’re automatically awarded the JUMBO PRIZE. Part Three: Airlifting the Crab From the Boardwalk Games area, head right to the Beach and click on the Souvenir Keychain Photo guy. He’ll give you the SUNBLOCK. Head right across the beach until you hit the water. The sunburned guy on the beach will trade your SUNBLOCK for OILY SUNTAN LOTION. Now go left all the way back to the Boardwalk Rides area where the kid with the helicopter is. Trade your JUMBO PRIZE for his REMOTE CONTROLLED HELICOPTER. Keep going left and enter the Fun House. Rowley has gotten himself stuck inside the slide! Use the OILY SUNTAN LOTION to grease the slide. Rowley will fall into the ball pool and a red-haired kid named Fregley will pop out. His mother will give you his left-over FISH STICKS as a reward for finding him. Use the FISH STICKS, they will get hung on the end of the HELICOPTER. Go back to the Beach area once again and use the HELICOPTER with the FISH STICKS bait near the crab at the water’s edge. The crab will grab on to the helicopter. Click back on yourself to put it back in your backpack. Finally, it’s time to take care of those mean Big Kids! Go to the Boardwalk Arcade where the Big Kids are tricking people with the 20 Bucks. Use the HELICOPTER with the crab attached to it to grab the money. Once the crab has the money in its claw, you can click on it. Greg will appear and the two of you will go to the final area: the Under Boardwalk. You’ll chase the Big Kids away and Greg will finally get his money back back. Congratulations! You’ve just earned the Wimpy Boardwalk Island Medallion!

Poptropolis Games

Archery The goal in archery is to get the highest score using ten arrows. In theory, the highest possible score is 100, meaning you’d get a bullseye on every shot. Unless you’re Katniss Everdeen or Robin Hood, this might be tough. But the good news is that Archery is one of the easier events in Poptropolis Games. Here’s how to play. First, pay really close attention to the wind direction and speed. Line your cursor up to the center of the target and then adjust the position to the left or right based on the wind direction and the speed. The best thing to do is to take a few practice rounds to get a feel for how much you need to move based on the wind. Poptropolis Games - Archery Tips You'll be a sure shot with these Archery tips for Poptropolis Games. Next, try to click the mouse when the power meter on the right side of the screen is centered. This gives you the most powerful shot and if your positioning is right, you’ll get a bullseye. The wind speed and direction can change a little between shots, so keep an eye on that and adjust as necessary as you go. Diving In Diving, you will leap from the top of a waterfall while attempting to complete diving routines. Each routine is a series of flips in certain directions. To do the flip, just hold your mouse cursor to the left or the right of your Poptropica character as you dive down. When you complete all the flips, click the mouse to finish the dive correctly. If you perform perfect dives, you will get 10 points for the first round, 15 points for the second round, and 20 points for the third round. The highest possible total is 45 points. Hurdles Hurdles is a simple race where you need to time your jumps over hurdles. If you jump to soon or too late, you’ll hit the hurdle and slow down. It can be a little tricky to get over all the hurdles cleanly. The good news about this event is that no matter what, you’ll place 1st, 2nd or 3rd overall. Javelin In Javelin, your goal is to toss the spear as far as you can. There are two controls. The first is the angle of the shot. Click once to set it. You’re aiming for the green area. Once you do, the power meter will start immediately. Click when it’s in the green zone. Click too soon and you’ll have a wimpy throw. Click too late and you’ll foul out. You get three chances to try and get the highest distance possible. There aren’t any real cheats or secrets here: just go for the green! The power meter has the biggest impact on your throw. You’ll want to try and time it to hit just at the very end of the green zone. If you do and you’ve angled the shot ok, you can get a pretty long throw. Your longest throw of the three attempts will be your final score for the event. Poptropolis Games - 204 meter Javelin Shot Out of bounds! Long Jump The Long Jump is another distance contest where you get three attempts. To start, click and hold the mouse button. Release the button right before you get to the end of the runway (don’t wait too long or you’ll fall into the mud and get a foul). Once you release the button, you’ll jump into the air. Click again as soon as you’ve reached the highest point of your jump to “extend” it. Your longest jump of the three will be your final score. Pole Vault Pole vault is yet another distance event but with a difference in how it starts. You’ll get a countdown and then you’ll start running automatically. Click once to plant your pole just as you step into the Launch area. Click a second time to release the pole. If you time everything correctly, you’ll sail over the bar and land with good distance. Your longest distance of three attempts counts as your final score. Usually, if you get higher than 40 meters, you’ll win the event. Power Lifting Power Lifting is one of the longer (and more difficult) of the events. You’ll start with 100kg of weight. You need to click on a moving target that arcs back and forth above you. If you click on it and “hit” it will turn green and you’ll lift the weight a little higher. If you click and miss, or wait too long to click, it will turn red and you’ll drop the weight a little lower. You need to get enough green “hits” to lift the weight completely and move to the next round. Each subsequent round gives you less time and a faster target to hit. A good tip is to be a little patient since getting lots of misses only makes it harder to lift the weight all the way. Good luck and I hope you ate your Wheaties! Shot Put Shot Put is another angle/power combo event but with trickier controls. First you set your angle with three clicks. You want to try and get all three into the green zone. If you miss a little with one of the earlier clicks, you can adjust for it with the next one. Your final angle of throw will be the dotted line. Next comes the power setting. Your goal here is to click when all three dials are in the green zone. The easiest way is to watch the outer ring, which is moving the slowest. Every other revolution of the outer dial will produce a brief moment when all three are lined up in the green. This is at the precise moment when the outer ring is at the very top. It happens in a split-second, but click right then! If you’ve got a good angle and time the power just right, you’ll get a great throw. You get three attempts and your longest distance of the three counts as your final score. Triple Jump The final event is the triple jump. It’s a lot like the long jump, but you need to get the timing down. Click and hold the mouse button to begin. Release as soon as you get to the first white line. Then quickly click again each time you land for the next two jumps. Your timing needs to be good or you’ll fall between the platforms and get a foul. Just as with most of the other events, it’s your best score of the three attempts that counts. Following all the events, the official results will be revealed. Remember that you don’t have to win every event to get the highest overall total. Very few competitors will win multiple events, so as long as you’ve generally placed in the top 3 or so each time, you should win easily. If you win, you get the island medallion!