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!

twisted thicket

Arrival After you arrive on the island, head to the right to the Construction Site. Walk up to the foreman, who is the guy in the suit with the orange mustache and goatee and wearing a white hard helmet. He’ll tell you that creatures from the forest have forced him to stop development on his new construction project and he’ll ask you to journey into the woods and stop the threat. This officially starts your quest on Twisted Thicket Island. Now head to the right to enter the forest. It’s easiest if you jump up and go over the rooftops. Enter the forest on the right side and you’ll be in Dryad Hollow. Dryad Hollow This is probably the hardest part of the entire island. The first (and easiest) thing to do is to pick up the Lesovyk Rune from inside the tree. It looks like a little acorn. As soon as you do, seveal dryads will swarm out and surround you. When about 4 or 5 latch on to you and turn red, they’ll start to lift you up. Now is when you need to move very quickly and start jumping onto the platforms. Don’t stop moving and keep jumping. If you stand still, more dryads will latch onto you and you will get carried away. The idea is to keep just 4 or 5 on you and to move quickly, jumping from platform to platform until you reach the end of the zone. It may take you several tries to complete this section. The good news is that the island only gets easier from here on. Elven Vines After you pass the Dryads, you’ll quickly pass through a small zone and then arrive at an area known as the Elven Vines. Here, you need to jump from vine to vine while avoiding the mischevous elves you try to knock you down. You’ll see them hanging on the top of some of the vines that you cross. They’ll try to cut the vines with their knives, which will send you plummeting down. So you need to quickly move from vine to vine. Sometimes, they’ll climb up from below and chase after you with their knives, and you’ll need to move just as quickly to another vine to escape them. Progress to the left and up and to the right. In the middle of the zone, you’ll find the Kobold Rune in a stone slab on one of the branches. Grab it and then proceed up and to the right to exit this zone. Vine Climb You’re now in an area known as the Vine Climb. Here there are four vines that head up. Once again, you’ll find elves with knives who will try to cut the vines when above you and also try to quickly climb after you and knock you down. You need to jump from vine to vine to avoid them until you reach the very top and head for the next zone in Twisted Thicket Island. Forest Canopy You’ll find yourself on top of the trees and for a brief moment you’ll feel safe thinking that nothing can reach you up here. But you didn’t count on those pesky dryads returning. They’ll fly up through the leaves and try to sting you. If you are stung three times, you’ll fall out of the trees and have to start over. The dryads appear in waves and the entire sequence runs through twice. The first wave is easy to avoid. Just jump over them. The second wave is avoided by ducking and waiting for them to fly over you. The third wave is a little trickier. They fly in a big circle. Get as close as you can without touching them and then run inside the circle when the last dryad passes in front of you. Wait inside until the last dryad flies past you again and then run through. The fourth wave is like the third, but the circle moves to the left, so you have to be much quicker. Once you make it past all four waves, the entire sequence repeats one more time. Get all the way through twice and you’ll reach the end of the zone. Troll Hill Welcome to Troll Hill, home to some very big, and kind of stupid trolls. They like to throw rocks. At you. So watch out. They’re pretty slow, so it’s easy to avoid them. After they throw their rocks, you can quickly jump up onto their backs and then jump again to reach the next level. Keep running up, avoding the rolling rocks as you go. You’ll get to the last troll in the upper-left. Jump up onto the second platform (the one closest to him) and then instead of throwing his rock, he struggles under the weight of it and then accidentally drops it on his head. Jump up onto the top of this rock and then up to the platform above. Run to the right and then you’ll find the Jötunn Rune. Pick it up and add it to your backpack. Head to the right to enter the next zone. Bioluminescent Bog Ah the bog, home of the dangerous Nökken. When you first arrive, you’ll see the creature standing on a sign bearing his name and a warning. He’ll then turn invisible, leaving only red footprints behind to show where he is. As you move through the zone, you must carefully avoid him. He hides in a few spots, and in a number of places you can avoid him if you watch the footprints carefully. It may take you a few tries to successfully get past him. The trickiest part is where the vines are. Instinct will tell you to jump onto the vines, but don’t do this because he’s waiting on one of them. Instead, jump down inbetween the vines into the water and swim through it. Move quickly, because he’ll try to follow you (you’ll see his air bubbles in hot pursuit). After leaving the water, jump up to the left to grab the Näckrosor Rune. Then exit the zone to the right. Goblin Pursuit As soon as you arrive, the screen will shake and all of the sudden a mob of tiny goblins will be chasing you. They’re armed with spears and look pretty mad. Time to run! Move quickly to the right and be ready to jump and duck to clear the obstacles in your way. Jump up and over the mushrooms and go under the goblins that are in the little huts above you. You’ll run the gauntlet through a repeating pattern several times and finally arrive and a small goblin village with a rune in a small cart attached to a zip line. Jump up into the cart to grab the Dökkálfar Rune. When you do, you’ll ride down the zip line in safety while the goblins tumble over a cliff. Sacred Tree You’re now in a relatively quiet part of the forest, the Sacred Tree. Here, you need to place the runes you have retrieved to open the tree trunk so that you can pass into the Queen’s Realm. The runes must be placed in the correct order, which fortunately is simply left to right. Jump up to the platforms and click on the icons of the runes in the tree to place them. Once you’ve done so with all five runes, the passageway through the tree will open and you may enter. Queen’s Realm Here you will find the Elf Queen surrounded by her forest creatures. She welcomes you to the forest. Speak with her and she will tell you more about the forest realm. She will show you the Orb, which is the source of all forest magic. But when she does, the Lumberjerks will arrive, led by the construction foreman you met earlier. He’ll thank you for leading him to the heart of the forest and then will tell you his plans to bulldoze the entire thing to make room for a large casino. They’ll smash the orb and then leave. The Elf Queen senses that you have a good heart and will give you a necklace that contains the last bit of magic left. With it, you’ll be able to channel the power of some of the forest creatures. She’ll ask you to use it to stop the developers from destroying the forest. Then the queen and all her creatures will turn to stone and you’ll start your chase. Final Chase Scene You’ll arrive in an area outside the forest just as large construction vehicles pass by. Your goal is to stop them before they reach the edge of the forest. The first thing you need to do is put on the amulet. Then activate the goblin power (the green icon) to run super fast. You’ll quickly catch up to the crane with the wrecking ball. Jump up onto it. Switch to the troll power (orange icon) and jump up and push on the crane arm to knock it down to the right. Then switch to the dryad power (blue icon) to get wings so that you can fly up to the top of the crane. Land on the top and click on the lever here to release the wrecking ball, which will fall onto the bulldozer in front of you. Jump down onto the bulldozer and change to the troll power. Click on the wrecking ball to lift it and throw it towards the dump truck, knocking the Lumberjerk off the side. Change into the goblin again to catch up with the dumptruck and then jump up onto the fuse box. Use the troll power one more time to smash the fuse box. This will stop the dump truck and cause all the vehicles to crash. The construction foreman will fall out of the truck and apologize. He’ll return the shards from the Forest Orb to you. You’ll return to the Forest Queen and the orb will be (mostly) restored. She will thank you and you’ll receive the island medallion. Congratulations on completing Twisted Thicket Island!

vampire curse

Arrival in Vampire’s Curse Island When you first arrive on Vampire’s Curse Island, talk to the woman crying right next to where you land. She will tell you that her darling daughter Katya is missing. She and her boyfriend both disappeared. You’ll see a pop-up message telling you that two teenagers have been kidnapped by Count Bram and that you need to go to his castle to rescue them and win the island medallion. You can talk to the villagers here to learn more of the story behind Katya and Christopher’s disappearance. You’ll also discover that the teenagers in this village are obsessed with vampires. But hey, who isn’t? Run to the right and leave this area to go to the cliffs and Bram’s Castle. Head to that area and walk to the right, where you’ll find Christopher sitting on a rock. Talk to him and he’ll tell you that Count Bram took Katya away. He claims he tried to fight Count Bram off, but he couldn’t stop him from capturing her. Christopher doesn’t seem too upset–instead of offering to help with the rescue, he decides to go hang out with other cute girls in the village. So much for romance! Attack of the Werewolves Jump up onto the rocks above. Suddenly, you’ll see a werewolf appear to the left. He will jump and knock you down. To fight him off, you need to first hide in the tree to the right and just below you. Go inside and then when the werewolf appears again, click on the branch on the left. The werewolf will be knocked out. Click on the tree again to exit. Run to the right and jump up the steps. Make your way to the left by jumping from rope to rope. When you land on the large tree branch, another werewolf appears and knocks you down. You both fall, but when you land you’ll get a piece of the branch (a log) in your inventory. It will come in handy later on. For now, go back up the steps and cross over the ropes one more time. When you reach the upper-left area, a third werewolf will appear and knock you down before running off to the right. He stops on the rope bridge and blocks your way. Run to the right until you get to the bridge and then click on it. You’ll cut the rope and the werewolf will plummet to the rocks below. Jump down and to the right and then jump up the rope bridge, using it as steps to reach the top of the cliff. Then run to the right to reach the next area, the Castle Grounds. The Castle Grounds You’ll be in a graveyard outside the castle. You can click on the graves to see who is buried there if you like. The interesting one is the tall tombstone. The inscription reads, here lies Lucy Westenrna. Lucy is a fictional character from the original novel, Dracula by Bram Stoker. Vampire’s Curse Island has a lot of references to the original novel and this is one of them. In the novel, Lucy was the victim of Count Dracula, who was slowly draining her of blood. There’s a tomb with an open doorway here that leads into a mausoleum. Go inside and pick up the book and the crowbar. The book is a Teen Vampire Novel. It may have been left behind by Katya. No one knows why there would be a crowbar inside this tomb, but it’s going to come in very handy several times later on in this quest. Once both items are in your backpack, head back out of the tomb. Go to the right and you’ll see a large ditch that cannot be crossed. We’re going to solve that problem. Walk a few steps back to the left and click on the drain pipe attached to the building. It will come off and you can carry it. Now place it down on the ground underneath the gargoyle statue by clicking again. Then jump up on the pump handle under the statue. This will cause the water to shoot out of the gargoyle’s mouth and into the drainpipe and then fill up the ditch below. You may need to move the pipe a little to the left or right to get the water to fall into it. Once the pit fills with water, you can swim across to the right. Then go through the stone arch to enter the next area. The Castle Entrance and the Great Hall When you arrive, the first thing to do is to push the rocks on top of the fountains outside the castle. By blocking off three of the jets, you’ll cause the water pressure on the last jet to be strong enough that you can ride it to the window ledge above. Two of the rocks are to the left. One is easy to push. The second requires you to use the crowbar to pry it out first. The third rock is up on a ledge to the right. Once all three rocks are in place, you’ll see a large jet of water. Jump on it and ride your way to the top. Wheeee! Go inside the open window to enter the Great Hall. It’s very dark in here (remember that Vampires like it that way) and when you arrive you’ll be standing next to a glowing fireplace. You need to re-light the fire. Fortunately, you have everything you need in your backpack: the teen vampire novel and the log. Click on both to use them and place them in the fire. They will quickly burn and you’ll have enough light to see around you. There are some candles next to the fireplace and some bookshelves. There’s also a ladder here that you can push. To complete this area, you’ll need to re-light each of the chandeliers hanging from the ceiling with the candles The process is simple. First, push the ladder over to the bookshelves on the left side. Then grab a candle and light it in the fireplace. Now, moving quickly, climb the ladder and get on top of the book shelf. Run and jump to the left and you’ll land on a ledge. Head to the far left and jump up again to the small ledge above it. Now jump as far as you can to the right and you should land in the middle of the first chandelier. Stand in the middle of it and your candle will light it up. Unfortunately, the candle has now melted so you need to go get another one. Go back down and repeat the process. This time, when you reach the chandelier you just lit, jump up and to the right again to reach the second one. Light it and return for another candle. For the third and fourth chandeliers, do not light the candle in the fireplace. If you do, it will melt before you reach the chandeliers. Instead, take it with you unlit to the first chandelier. Stand in the middle and it will light itself. The last two chandeliers are on the right side of the room. To reach the third one, step off gently to the right from the second and you’ll land on a small platform. Then jump as far as you can up to the right to reach the third chandelier. The fourth chandelier is up and to the right from there. Whew! That was a lot of jumping and candle-lighting, but once you have all four chandeliers lit, the room will be bright and you can see everything inside. Now jump to the bottom and run to the left, past the fireplace and bookshelf. Walk a few steps to the left and you’ll find and pick up a Glass Eye that has fallen onto the floor. Jump up the ladder to the top of the bookshelf and there will be a tiger’s head mounted on the wall. It’s missing an eye! Use the Glass Eye from your backpack and the tiger’s mouth will open, revealing a key to the Armory. Click on the key to put it in your backpack. Jump down and run to the left to the door to the Armory and use the key to unlock it. Then go inside. The Armory As soon as you arrive inside, jump up to the left to grab the Crossbow. Then walk over to the large cannon on the left and click on one of the three cannonballs on the ground. You will load it into the cannon. If you thought you were done with candles, you’ve got a surprise! Head back out to the Great Hall and grab a candle. Light it in the fireplace and return to the Armory. Walk over to the wick at the end of the cannon and it will light and fire the cannonball out of the window. The force of the explosion will cause the cannon to flip around and point to the right. Load another cannonball inside and then run back out to get and light another candle. Now return and light the cannon again. It will fire the cannonball out of the Armory and through the doorway into the Great Hall. The cannon will shift again, this time pointing straight up. Load the last cannonball inside and then return to get one more lit candle. On your way to the fireplace, push the cannonball as you go. When it stops in front of the fireplace, the heat will make it glow red-hot. You can leave it for now. We’ll deal with it later. Light one more candle in the fireplace and return to the armory. Light the cannon and it will fire the last cannonball through the roof above. Jump up onto the top of the cannon and then up into the room above you. There’s a small bucket here. Pick it up and place it in your backpack. Now comes some clever climbing. Equip the crossbow and then aim it up and down the wall to the left, pressing the space bar to shoot arrows into the wall. Make sure you get plenty of arrows stuck in the wall at several different heights. Now jump up on the arrows, using them as steps to climb the wall. You have to jump quickly each time because your weight will pull the arrow out of the wall when you land on it. Get all the way to the top into a small room above, where you’ll find a tiny plant. Use the crowbar on the boarded window to open it up and let sunlight in. The plant will respond well to the light, but it also needs water. Go back down through the armory and into the Great Hall. Run to the right and use the crowbar on the chained door to open it and go outside. Use the bucket while standing next to the water jet to fill it up. Then return to the Armory and use the arrows to scale the wall one more time. Use the filled bucket on the plant and sit back and watch. Vampire's Curse Island - Beanstalk Jumping Wow! That plant grew pretty big. It’s kind of like a giant beanstalk. Go outside the window to see where it went. Jump up the steps on the castle walls to the right and then jump onto the leaves of the beanstalk to get to the tower window. Once there, go inside to reach the Laboratory. The Laboratory and Count’s Chamber Once inside, walk to the right and click the lever to the dumbwaiter. It will rise and the hot cannonball will roll out and come to a stop underneath the wolfsbane in the beaker. This will cause it to wilt and when it does, you can click on it and put it in your backpack. Click on the papers on top of the desk to get Count Bram’s Notebook. You can examine it to learn about the other ingredients you’ll need to complete the anti-vampire potion to break the curse. They are garlic extract and mandrake root. If you read the complete text, you’ll also learn that Count Bram has been trying to figure out how to turn back from his curse of being an immortal vampire and to return to his wife, Annabelle. Jump up on the desk and again up to the shelves to get the Garlic. For fun, click on the faucet of the jar on the desk to briefly turn into a tomato-head vampire bat! Leave this room through the wooden door and then cross over the castle wall to get to the next area, the Count’s Chamber. Once inside the chamber, jump up on top of the empty coffin and then to the left. Run and jump to the right to land on the golden cage hanging above the room. Here you’ll finally find Katya, who has been kidnapped by Count Bram. She’ll tell you what happened and then tell you that a book you need to find one of the ingredients can be found back in the Great Hall library. Leave the chamber and jump down to the right all the way to the ground. Go back through the doorway or window into the Great Hall. Gathering the Mandrake Root for the Serum Once inside the Great Hall again, push the ladder to the book shelf on the right side. Jump up until you are able to grab the book, Root Causes. If you examine the book, it will show you a picture of where to find the Mandrake Root, which is outside on a ledge in the Castle Grounds area. Let’s go get it! Leave the Great Hall and then go through the stone archway to return to the Castle Grounds. Run to the right and you’ll see a wooden wall. Use the crossbow again to shoot arrows into the wall and then jump up, using the arrows as steps. When you get to the top, jump up onto the stone ledge and you’ll get the Mandrake Root. Now return all the way back to the Laboratory (you’ll need to go through the Armory and make an arrow-ladder again). Once you arrive, it’s time to mix up some potion! Creating the Serum Click on the microscope on top of the desk to begin putting together the potion. You’ll see three vials containing Mandrake Root, Wilted Wolfsbane, and Garlic Extract. Use the eyedropper to assemble the potion. Use one drop of the Mandrake and three drops each of the Wolfsbane and the Garlic. Then click on the cells in the microscope. They’ll turn into healthy cells. You’ve found the right formula! You’ll get a syringe with anti-vampirism serum inside. Now exit out of the door and return to Bram’s chamber. Walk to the far right, where you’ll see a cane sticking out of the umbrella stand next to the gate. Odd, that wasn’t there before! Click on it to pick it up and then use it to grab the key from inside. Once you have the Cage Key, jump back up to where Katya is imprisoned and use the key to unlock the cage and set her free. Count Bram Arrives You have freed Katya, but Count Bram now returns to the chamber. He’s confused and thinks that Katya is his long-lost wife Annabelle. Katya leads you on an escape route out of the room and across the castle walls. Once outside, simply do as Katya says and follow her moves exactly. You can use the garlic in your backpack to keep Count Bram away from you as you make your escape. When you reach the top of the castle wall, Katya will had you the serum and you’ll need to shoot at Bram, who has turned into a bat. Aim carefully and shoot him to inject the serum. He will knock into you and you will all fall back down into the Great Hall, where he will turn back into a human. After thanking you for saving him, Count Bram disappears into a cloud of dust and re-emerges in the painting above, standing beside his beloved Annabelle. Katya and Christopher kiss in Vampire's Curse Island At this point, Christopher charges into the room announcing he has returned to “save” Katya. She rushes to him and they kiss. I think this is a Poptropica first! After that romantic moment concludes, you will pick up the island medallion from Count Bram’s clothes on the floor. Congratulations! You have solved the quest in Vampire’s Curse Island! Bonus Quest Paid members can now do the bonus quest, in which you need to escape the vampire hunter Cactus Von Garlic and re-assemble the ingredients for the serum to cure yourself and Christopher of the Vampire’s Curse.

ghost story

You’ll arrive in Hemlock Harbor, a small town in New England. Your first stop should be in the offices of the Hemlock Herald, where you should talk with the editor. She’ll tell you that she’s offering $50 to anyone who can provide evidence of ghosts in the town. Next, leave Main Street to the left and enter the Foggy Forest. When you arrive, you’ll hear a sound and a kid with funny blonde hair arrives from the left. He offers to be your guide but then runs away when the town magistrate appears. He drops a Pamphlet as he runs off and it lands in your backpack. The magistrate warns you to find somewhere to sleep for the night. Now walk a little bit to the left and you’ll find a guy in a grey suit who looks like he hasn’t slept in a while. He’s trying to find the grave location for his uncle, Silas Moon, and needs your help. He wants you to look it up in the archives of the Hemlock Herald. So off we go, back to the newspaper office… When you get inside, talk to the editor again and she’ll unlock the door down to the archives. Go downstairs and then find the box marked “Cemetery Plots” and then click on it. Keep turning the pages in the archive and eventually you’ll come to the page with the entry for Silas Moon. He’s buried in Lot C, Plot 84. Now run back to the guy outside the cemetery and talk with him. He’ll be very happy that the location of the grave has been found and is eager to get out of Hemlock Harbor. He’ll give you his hotel key because he doesn’t need to stay here tonight. The Room B Key will be added to your backpack. The next step is to head over to the inn, which is in the area just to the right of Main Street. Go inside the inn and talk to the innkeeper. She’ll leave to go find her husband and you can go upstairs to room B. Click on the bed to go to sleep and a short cinematic will begin showing spooky things happening in the room at night. The chair moves, pictures on the wall shake, and it looks like the room is haunted. When you jump out of bed, click on the armoire in the middle of the room, and then the innkeeper and her husband will jump out. They were faking the whole thing! They apologize for tricking you and offer you some advice for spotting one of the ghosts. They tell you to play a song on the violin to spot the woman in the window. Head downstairs to the main room in the inn and go to the right. Click on the violin in the corner and the Violin and Music will go into your backpack. Now go outside and run down to the right. Talk to the guy standing outside the tent by the water. He’ll speak with you but then the magistrate appears and escorts him away. Pick up the binoculars lying outside the tent. Next, use the violin in your backpack. It will appear. Move the bow back and forth across the strings and a song will start to play. Keep doing this until the progress bar is full. You’ll briefly see some movement in the window in the house up above. Now use the binoculars to get a closer look. A woman’s figure will clearly appear in the window. Spooky! The next step is to climb up into the house. Jump up to the house and enter through the cellar door at the bottom-right. Go through the cellar and jump up the stairs. If you time it right, you can clear them before they crumble. If they do, then push the crates below them to jump up and try again. Once inside the house, walk to the right and click on the telescope. Move it to the left so that you can see the lighthouse and you’ll clearly see someone carrying a light up to the top. Now comes the spookiest part of the island: right when the light gets to the top, you’ll hear someone say, “Looking for someone?” That totally made me jump out of my seat. The scene changes and a woman is standing next to you by the telescope. She says she hopes she didn’t frighten you. Yeah, right! She’s not a ghost, but she does live in the house and offers to help you out with your search for spirits. She tells you to see Jane the baker and to tell her that Fiona sent you. Now it’s off to the bakery, known as the Gingerbread House. Head out of the house and then run over to Main Street. Go inside the bakery and talk to Jane the baker. Tell her, “Fiona sent me.” She then walks over to the pastry case and it sinks into the ground. A new case rises up to replace it and it contains all kinds of cool ghost hunting gear! You’ll get a thermal scanner, an EMF detector, a thermometer, and a camera. Now you’re ready to start hunting some ghosts! Before you depart, click on the hot cross buns over on the table. They’ll come in handy while tracking down Warden Jeffries, one of the ghosts. Who You Gonna Call? Ghostbusters! Leave the Gingerbread House. When you get outside, the man there will give you some salt. He says it’s helpful to ward spirits away. OK, dude! Whatever you say! The first ghost we want to find is in…you guessed it…the cemetery. Go to the left to the Foggy Forest and then enter the cemetery through the gates. You’re now in the cemetery labyrinth, which is pretty easy to navigate. Here’s the path to take in case you’re having problems: go forward, turn left, go forward, turn right, go forward and turn left. You should see a new gate with the letter A on it. This is the entrance to cemetery plot A. Go through and then jump up on the hill to the right. A woman appears from behind a gravestone and tells you to hide because she expects a ghost to appear. Hide behind the gravestone with her, and sure enough, a ghost appears. It’s wearing a black shroud and carrying a single rose. He walks up to the grave next to you. Now use the camera in your backpack to take a photo of the ghost. The ghost runs off, but now you have the evidence that the editor at the Hemlock Herald needs! Return through the labyrinth to the cemetery entrance and run back to Main Street. Go inside the Hemlock Herald and give the photo to the editor of the newspaper. She’ll give you $50 as a reward. Now that you have some money, you can put it in the bank. Go next door to the abnk and walk downstairs into the vault. Use the money in your backpack and the guard will open the vault so that you can make the deposit. Once inside, the guard dog smells something and runs to the edge of the room. Now use your thermal scanner to find out what’s going on. It will reveal a ghost underneath the vault trying to dig inside. Creepy! Now leave the bank and walk back to the Hemlock Herald. There’s a stack of newspapers outside and all the town residents are reading the paper. Your photo is now on the front page! The magistrate appears and tells everyone it’s just a hoax. He then warns you about ghost hunting and says he’ll be keeping a close eye on you. Uh-oh! Take to the Water Run to the right and head to the water’s edge. A boat has docked here and there’s a sailor on board. He’s tired and looking for a place to say. Give him the hotel room key in your backpack and he’ll thank you by letting you use his boat. Jump on board and then sail to the right towards the prison on the island. Dock your boat and then enter the building marked with the “Repent” sign hanging above. Once you get inside, use your EMF Detector and go inside the elevator. Ride to section H. Leave the elevator and walk to the Warden’s Office. Once inside, place the Hot Cross Buns that you got from the bakery on the table. A ghost will appear and it will walk up to the Hot Cross Buns and eat them. It’s the ghost of Warden Jeffries. He’ll give you a mug shot of an escaped prisoner and tell you a little bit of his sad story. Now leave the office and head for the location written on the mug shot: Section D, Cell 8. Use the elevator to get there. When you walk in the cell, the warden will shut the door behind you, trapping you inside. But lucky you: there’s an easy escape. Push the bed aside to reveal a hole in the ground. Go into the hole and you will discover a tunnel that the prisoner here dug with a pickaxe. Use your thermal scanner, and you’ll see the prisoner in the upper-right corner of the tunnel. Along the way, you’ll also find the pickaxe, a note to prisoner, and some sardines (I hear they go great with salt.) Go up to the prisoner ghost and talk with him. He’ll tell you his own story about Flatbottom and Valiant. Examine the note for more clues. Now leave the tunnel and return to the cell. Use the pickaxe to start digging a new tunnel to escape. Next, return to the elevator and ride it back to floor A, so that you can leave the Prison behind you. Head for the Lighthouse Get back in the boat and sail to the left towards the Lighthouse. Dock the boat and then go inside the lighthouse, picking up the torch on the wall before you enter. Once inside, walk up to the fire to light the torch so that you can see clearly in the dark. Start heading up the stairs. You’ll need to duck every few seconds before the wind blows and puts out the flame in the torch and knocks you over. Climb up the rope to reach a small room at the top of the lighthouse. Open your backpack and use the thermometer to place it on the wall. Leave the lighthouse and climb back on board your boat, sailing back to the main island. Once you arrive, you’ll get a notice that the temperature has dropped, meaning there’s ghost activity inside the lighthouse. Return to the lighthouse once more and then use your torch and climb the steps. This time, there will be no gusts of wind. When you reach the top floor, you’ll find the ghost of the lighthouse keeper here and he is crying. He will tell you a short story about how he feels responsible for a ship sinking. He’ll tell you about ship wreckage located to the north. Get back in your boat and sail there to find the wreckage. Examine it and you’ll receive a locket. The Plot Thickens Now return to the main island and dock the boat once more. Return to the beach near the mansion and examine the locket. You’ll see a letter for Valiant written by Fiona. Go back inside the mansion and return to Fiona’s room at the top floor. Fiona will be standing beside her bed. Speak with her and give her the locket and the note. She’ll give you her story about how Valiant was tricked with the forged letter. She also tells you that the ring she was given is now at the bottom of the fountain in town. She’ll start crying and then leaves. Go down and you’ll find a scrapbook. Examine it and you’ll discover that Henly Flatbottom, Fiona and Valiant were all once friends with each other. This story is getting tangled! Leave the mansion and return to Main Street. Locate the fountain, which has a seagull perched up top. She won’t let you get near, so you need to distract her with the sardines you found in the prison tunnel. Once the seagull leaves, click on the nest and you’ll find Fiona’s ring. Now it’s time to return to the Cemetery. Once inside, walk forward, right, forward, left and then go forward three times followed by a right turn. You’ll be in front of a gate marked with the letter B. Go through the gate and then in the next area, walk to the right. Enter the engraver’s shop. There’s an old man here: show him Fiona’s ring. He’ll tell you that you can learn more about the story if you find the newspaper archive for August 18, 1929. Leave the shop and work your way back through the labyrinth in the Cemetery to the main entrance. Then proceed to Main Street and go inside the Hemlock Herald. Walk downstairs to the archives and find the microfilm machine. Use it and turn the handles until you reach the year 1929. Zoom in on the newspaper and you’ll discover that Henry Flatbottom is now known as the Magistrate! The same one who is trying to stop people from looking for ghosts. Dum-dum-dum! Confronting the Magistrate Once again, return to Lot A in the Cemetery. Walk to the left and you’ll find an un-sealed grave. Click on the cover to push it and you’ll find a ladder that goes inside. Climb down inside the tomb (creepy!) and you’ll find you’re inside another labyrinth. To navigate, simply follow the flower petals that appear. You’ll arrive at another ladder leading up to the tree stump located just outside the cemetery. You’ll hear someone coming and hide. The ghost that wore the dark cloak appears and then sneezes. Hmmm, ghosts don’t sneeze! You’ll confront the “ghost” but it runs away and escapes down the tree stump ladder. Follow him down and you’ll arrive in Lot A. Chase him to the right, where you’ll find the grave on which he appeared to place the rose before. When you get close to him, you’ll throw salt into his eyes with your handy salt shaker (that came in handy after all!) He’ll throw back his hood and exclaim that the salt stings his eyes. It’s the magistrate! He’ll confess to being the “ghost” and explains the rest of the story. He also reveals that Fiona died many years ago and is a ghost. He visits the grave and leaves a rose to ask for forgiveness. The spirit of Fiona then appears along with all the other ghosts. Fiona accepts the magistrate’s apology and forgives him. All the ghosts can now rest in peace, and then disappear. The magistrate then presents you with the island medallion as a thank you. Congratulations!

mystery train

When you arrive, jump down and run to the left until you see a man pushing his luggage. This is Thomas Edison, the famous inventor. He needs your help getting his luggage loaded onto the train. Talk to him and then a puzzle mini-game will appear. Re-arrange the suitcases so that they line up left to right from smallest to largest. Then click on the plank of wood to create a ramp. You will push the luggage up into the cargo car of the train. So much work! Thomas Edison will give you a train ticket to ride the John Bull from Washington, D.C. to Chicago. Run over to the right until you get to the train door next to the Chicago World’s Fair poster. The cursor will say Ride Train. Hop on board! On Board the Train Stolen Device in Mystery Train Island Don't look at the hot dog guy. He didn't steal it! Your first task is to talk to all the famous passengers on the train. The first is Ferris, the inventor of the Ferris wheel. He’s upset and will give you a copy of a telegram he received that says the wheel needs more power to work. Next run left and talk to Nikokla Tesla, who is standing outside of his cabin door. Then go inside Susan B. Anthony’s cabin and speak with her. She’ll give you a Women’s Suffrage Pamphlet. Go back outside and run to the left to talk with Gustav Eiffel. Then continue left until you come to a door marked with the name, Erik Weisz. Go inside and talk to the man there. Head back out and run to the left through several train cars until you reach a guy wearing a hat and a pencil in his ear. He’s a reporter from the New York Times. Talk to him and he’ll complain that the fair is second-rate because it’s in Chicago. Now go into Mark Twain’s cabin and speak with him. Leave Twain’s cabin and go to the left. You’ll pick up a pencil that’s lying on a table as you run past. Skip past Thomas Edison’s cabin and go into Mlle. Moreau’s room. Speak with her to hear her talk about how much better the World’s Fair in Paris was. She’ll give you a copy of her newspaper, Le Monde. Now you’ve met with everyone you need to. Go into Thomas Edison’s cabin and talk to him. He’ll tell you about his latest invention, a device which captures moving pictures. He’ll suggest that you try it out and once it starts working, he’ll leave to get the reporter from the New York Times. A cut-scene will appear showing the train heading into a tunnel. The room will go dark and when the lights come back on, the projector is missing! Thomas Edison and the reporter arrive and want to know what happened. Now you have to clear your name and find the person who stole the projector. The Investigation Begins For the rest of the quest you’ll be tracking down different clues. To see the available clues, click on other passengers to speak with them and a box of your clues will appear. First click on Thomas Jefferson and then click on the device in the clues box to hear him talk about how his invention was going to win the prize at the fair. Next, click on the New York Times reporter. He’ll give you a new clue about Mark Twain and a secret compartment. Leave the room and go to the right. Enter Mark Twain’s cabin. Click on him to talk to him and then select his portrait in your clues area. He’ll deny even having a secret compartment. Next, you can click on the panels on the wall to find the one that is hollow. There is a secret compartment, but it only has his manuscript in it. It’s his manuscript of Huckleberry Finn. The next thing that happens is that the train comes to a stop. You can go outside and talk to the people there. Click on the reporter and he’ll tell you about a clue outside his door. You’ll appear back on board the train, up by the engine. Walk to the left and go to Susan B. Anthony’s cabin. Talk to her and she’ll give you a clue about Nikola Tesla being locked in his cabin. Keep going through the cars until you get to the one with the reporter standing outside his cabin. You can talk to the other passengers as you go to get more clues. Talk to the reporter and click on the device. He’ll ask you if you found out more about the device in Twain’s cabin but it was a dead end. Walk to the left and click on the spots in front of Thomas Edison’s door. They are prune juice stains. Go to the left and talk to the train porter. Click on the glass of prune juice. He’ll tell you that he can’t tell you what the other passengers ordered. He throws away the order sheet and leaves, but his notepad is still on the counter. Take the notepad, and then use the pencil. Move it back and forth to reveal the imprint left behind. Keep scratching it until you completely reveal Tesla’s name and order. Looks like he had prune juice! Run to the right until you get to the luggage car. There’s a trunk on the floor with a black handprint on it. Click on the handprint to get another clue. There are coal smudges on the trunk. As soon as you find them, though, someone throws a pair of scissors at you! Pick up the scissors and put them in your backpack. Go all the way to the coal car at the front of the train and talk to the coal man. Click on the coal smudges clue and he’ll confess that he left to go get a snack, but says he didn’t go near the luggage. Return to the porter, who is now in the car with Thomas Edison’s room. Talk to him and select the coal man clue. The porter will confirm the coal man’s alibi and that clue will be eliminated. Head to the right and go back into the luggage car. The reporter from Le Monde will be here. She’s standing next to the trunk with the coal smudge on it. The reporter tells you to dress up like the porter, so head to the right and go into the porter’s closet. His outfit is in the room. Use the costumizer to put it on Go back outside and run to the right until you get to Tesla’s room. Knock on the door and he’ll let you in. Click on Tesla to talk to him. He’ll ask for a refill of prune juice. Grab the pitcher sitting on the dresser to the left and then keep refilling his glass. Soon, he’ll need to use the bathroom. This gives you a chance to search for clues in his room while he’s gone. Click on random objects in the room. You can see Tesla leaving and going to the bathroom in a picture-in-picture window above. I tried clicking everywhere and I think the game is rigged so that you always find the key at the last possible moment: just keep clicking around. Anyway, you’ll get the Luggage Key. Leave Tesla’s room and go back to the trunk, where the Le Monde reporter is still standing. Use the key on the trunk and you’ll find the device inside. It looks like Tesla has some explaining to do! The Le Monde reporter leaves to go get the security guards. The Pinkerton Detective arrives with Tesla. It’s funny because he comes in from the left but Tesla was just in his room on the right. How did that happen? The porter arrives too and asks you to return the device to Edison. Edison is grateful for the return of the device but doesn’t believe Tesla stole it. Together, you review the film on the device and you’ll get a Grainy Picture in your backpack. It shows that Tesla was on the other side of the train when it went around the turn and entered the tunnel. He must be innocent! Leave Edison’s cabin and go to the right. Go back to the luggage car and jump up through the open hole onto the roof. Run to the right on top of the train, while avoiding the obstacles by jumping and ducking. You’ll get a brief warning about upcoming obstacles with flashing red boxes. Jump down on the last car to talk to Tesla, who is being held captive in the coal car. He’ll give you a sketch of his cabin that he made so that you can compare it to what it looks like now and see if there’s anything different. Run left and return to his cabin. Once inside, open your backpack and examine the sketch. Click on the use button and then click on the pencil that appears in the lower left corner. Circle the trunk in the lower right corner. You’ve won the mini-game! Go back to the left and return to the luggage car. Jump up onto the roof again, avoid the obstacles, and return to Tesla in the coal car. Talk to Tesla and you’l get a new clue about the open luggage. Now go to the left again and enter Erik Weisz cabin. Talk to him about the luggage clue and he’ll talk about how an expert would be able to open it. You’ll get a new clue about Eric Weisz and his odd behavior. Leave and run to the left. Talk to the newspaper reporter about Eric Weisz. He’ll mention how there’s something odd about him and then he’ll give you a copy of the New York Times newspaper. Examine it to read an article about Harry Houdini. Now go back to Eric Weisz’ cabin. He’ll be gone, but now a lock pick bag will be on the floor. Walk over it to pick it up and put it in your backpack. Eric Weisz will appear and you will confront him about how he is really Harry Houdini. He jumps up and climbs to the top of the train. Follow him and try to catch him while avoiding the obstacles. Drop down into the storage car and click on the large curtain covering a box. Houdini is trapped inside. Looks like the master of escape needs your help! Use the lock pick bag to help him. Click on each of the locks and then click and drag the lock picks with the matching symbols to open it. You need to push each lock with the matching pick so that it rests on the red line. Do this for each of the padlocks. Houdini is rescued! HE tells you he’s not the thief, howecer. He proves this by telling you that someone stole one of his lockpicks. He tells you to find out what Tesla was hiding and that will lead you to the theif. Run to the right until you get to the luggage car. Jump up through the hole to the roof one more time and run across the roof to get back to Tesla in the coal car. Click on Tesla and he’ll offer to tell you what he was hiding if you free him. Use the lockpick set to open up his handcuffs. He’ll tell you he was carrying a small transformer capable of generating an enormous amount of wattage and that only this device would provide enough electricity to power the ferris wheel. He’ll also give you a sketch of the transformer. The mystery deepens! Run back to the left until you get to Mark Twain’s cabin. Go inside and talk to him. He’ll tell you to speak with the mysterious fellow in the last car. Leave Twain’s cabin and run left to the rear of the train. You’ll get to the Pinkerton Security car. Once here, jump up onto the first platform and walk left. Drop down onto the middle platform (where the bucket is hanging) and then run left and drop down past the guard, who is napping. Proceed to the caboose on your left. Inside you’ll find a man with a moustache. He turns out to be Grover Cleveland, the President of the United States! Together, you’ll put together the full mystery of what happened. Click on the following clues in order: glass of prune juice, coal smudges, key, Tesla’s briefcase, transformer sketch. President Cleveland tells you to return to the luggage car and take a closer look at the luggage to find out who the real thief is. Run back to the right to get to the luggage car. When you arrive, use the key in your backpack to open the suitcase with the coal smudge. Inside, you’ll find a bunch of things from France. First, talk to Gustav Eiffel, who is French. But he’ll point out the handkerchief inside belongs to a lady. The thief must be the reporter from Le Monde! The train stops. Go out and the Le Monde reporter will be here. The Great Chase She’s got the transformer and plans to ruin the ferris wheel by destroying it. She runs off to the left. Follow her, while avoiding the obstacles in your path and the guards who are after you. The first obstacles are the hungry lions and the jugglers. You need to jump onto the lion’s mouths while they’re closed. Timing is very important. Jump to each one just as they close their mouths. After passing the lions, jump up onto the overhangs above each door. You can bounce over the jugglers this way. When you get to the snake charmer, wait for the snake to lower and then jump up on top of the basket lid to get a ride up. Then run past the belly dancers to the left. The Le Monde reporter runs off again and the guards come after you once more. Jump from totem to totem until you get to the last one. The guards will knock down the totems and then you will get to the last area: the ferris wheel! Now jump up the ferris wheel to the left, climbing up the ropes as you go. Look for the little blue highlights to show you where to jump. If you get stuck, watch the video walkthrough! When you get to the top, the Le Monder reporter is there. She will throw the transformer down. Jump to the rope on your left to swing over and catch it. Then go back to the top where the reporter is. She’ll fall down into Houdini’s water trap below. Jump down after her and then walk up to Ferris. Click on the transformer in your backpack and click the Use button. You’ve saved the day and the entire Chicago World’s Fair! You’ll get your island medallion and beat the island. Congratulations!

Monday, October 8, 2012

shrink ray

Go to Shrink Ray Island on the main Poptropica map and you’ll arrive on Main Street and land on top of a slide and swing set. You can head to the left to enter the multi-player room, which is the Sweet Dreams Candy Shop, but for now you want to head to the right and go inside PS 101, which is holding the River City Science Fair. Enter the school through the double doors next to the sign. Run to the right and go through the doors with the Science Fair sign. Fun Fact: you can click on the water fountains as you pass by to make them squirt water. Once you’re inside the science fair, run past all the exhibits until you get to the right. If you want, you can check out the different exhibits, which include The Sixth Sense in Calamari, Balloons, Fashion, and Electricity, Chocolate Volcano, Candy and Soda Propulsion, Evolution of the Belly Button and an empty exhibit at the far right end near the stage. Go to this last exhibit and talk to the guy standing there. The man is Mr. Silva, the science teacher, and he’s worried that his star pupil, CJ, is missing. The two people on the right are CJ’s parents. Talk to them and CJ’s dad will tell you to go look for her at their apartment on Avenue A. Head back out of the school and go to the right to enter the Avenue A zone. Avenue A and CJ’s Apartment Outside CJ's Apartment in Shrink Ray Island When you arrive on Avenue A, you can head all the way to the right side to get to CJ’s apartment. It’s the one with the orange cat outside the door and a telescope inside the window. Inside, you’ll see that CJ and her family are kind of messy! Click on the door to enter the apartment. The cat will follow you inside. Follow the cat from room to room to try and chase it back out. After it leaves the bathroom, it will go back outside the door. Go into CJ’s bedroom, which is on the left side of the apartment. Click on the microscope that is on her desk next to the computer. A masked man will come in the room. He looks like he’s right out of Wild West Island. And he’s carrying a shrink ray gun! He’ll tell you he’s going to put a stop to your snooping around and will chase you to the left side of the bedroom. You’re cornered! The bad guy uses the shrink ray gun on you and you’re shrunk down to a miniature size! CJ’s Apartment: I’ve Been Shrunk! Bedroom Fan in Shrink Ray Island This is the main part of the quest. You’ve now been shrunken down to miniature size and need to find out how to get back to normal size, catch the thief, and rescue CJ! Run to the right, jump up onto the shelves, and then jump to the right on top of the fan. It will start to drop down. When it’s done, press the red button to start it and it will blow away all the dust bunnies under the bed, revealing the thumb drive underneath. Turn the fan off, and jump up and over it. Then go under the bed and pick up the thumb drive. Run to the right to get to the next part of the bedroom and then go right again to enter the living room. Watch out for the cat’s paw when you run past the living room door. Jump up in the air as you run past. CJ’s Apartment: The Kitchen Kitchen Floor in Poptropica Shrink Ray Island This is one of the most complicated parts of the entire quest. You need to do a lot of different steps to navigate through the kitchen and get the remote control on top of the refrigerator. Head right one more time to get to the kitchen. When you arrive, you’ll see there’s a remote control on top of the refrigerator, but getting to the top is going to be more complicated than you might think. Run to the right until you see some open drawers above a green and yellow sponge jump up on them and get the screwdriver. Then jump up onto the counter and run to the right to get to the next part of the kitchen. There’s a piece of notepaper here that you need to get and it’s on the far right side on top of a table. Getting there is a bit tricky! First, push the rolling pin so that it knocks the teapot onto the other burner. Then run up and jump into the steam coming from the teapot. It will lift you up to the shelf with the flour and sugar. There’s a bottle of oil here. Push it over onto its side so that it starts dripping out. Drop down to the floor and then push the cat’s food bowl so that it’s under the dripping oil from above. Next jump back up onto the counter and then jump up and down on top of the cat food bag several times to make lots of food fall out. You should jump on it at least 4-5 times. The food and oil will stick together making a little stepping stool out of the cat food that you can use to get up on the table. Next, push the cat food bowl to the right so that it is underneath the table. Jump up on top of the cat food and then up onto the table top. Walk to the right to pick up the piece of paper. Also, pick up one of the purple grapes, which you’ll need for the next task. Drop down to the floor and run to the left to get to the first part of the kitchen. Jump up on the counter and run over to the toaster. Click on the plug to plug it into the socket. Jump onto the toaster handle while holding the grape and stand there for a few seconds. The toaster will heat up and then the handle will pop up, sending you flying up into the air. You’ll land on a shelf with a spatula, a cup full of utensils, and a salt shaker. Push the salt shaker to the left so that it’s on the very end of the spatula handle. Then jump up onto the cup and then jump to the right so that you land on the other end of the spatula. Hold still and let the salt shaker fly up in the air and come back down. When it lands, it will make you fly up in the air. Jump a little up and to the left as you fly through the air and you’ll land on top of the refrigerator, where you can now pick up the remote control. Now head to the right and push the green and yellow sponge next to the Power Clean spray bottle on the floor. Jump on the sponge and then onto the top of the bottle. Finally, jump to the top of the garbage can and go inside it. (Gross!) Once inside, you need to solve a puzzle by moving certain objects, like tuna treats cat food cans and blocks of cheese. Objects that can be moved are clickable. First click on it, and then click on either the right or left green arrows to move it. Be careful: if you move an object that was holding up others you want to watch out that everything doesn’t fall on top of you! First push the can of tuna treats near the entrance to the right. Then jump down and pull the cheese to the left. Go back up and push the milk to the right. Then jump down on top of it. Next push the cheese above you on the shelf to the right. Walk over it and pull the tuna can to the left. Stand on on top of the can and jump up one shelf so that you’re standing right next to the tuna can above. Push it to the left to give you running room. Jump up and to the right. Pull the tuna can on the bottom to the left then jump on it and finally jump up to the right to get the Torn Page. To leave quickly, click on the green restart button in the lower left. Run left to leave the kitchen and head to the living room. CJ’s Apartment: Living Room Fish Food in Shrink Ray Island Here fishies! Have some food! We’re getting close to the end. In this part, you need to get CJ’s Diary Key out of the fish tank. You can’t just jump directly in the tank because the fish will bump you out. We need to distract the little fishies! Run over to the toy truck and then use the screwdriver from your backpack. This will remove the battery from the truck. Jump up onto the table top, stand next to the TV remote, and then use the battery from your backpack. Then jump onto the green button on the remote to turn the TV on. Now jump up onto the TV and climb the antenna to build up a static electricity charge. You’ll see white sparkles all over you. Then jump up to the left to the green ballon. The static electricity charge will attach you to the ballon and you’ll float up and to the left. You will land safely on the frame of the Poshville Boardwalk picture on the wall. Jump off to the left, and you’ll land on the shelf with the fish food. Push it to the left so that it tips over and drops food into the fish tank. The fish will start eating the food and will be distracted so that you can jump into the tank and take the key. Jump out of the fish tank onto the floor. Return to CJ’s Bedroom CJ's Bedroom Telescope in Shrink Ray Island Now that we’ve got the diary key, it’s time to head back to CJ’s bedroom and find the next clue. Go left to CJ’s bedroom and then jump up on her desk. Open your backpack and use the thumb drive to put it in the computer. You’ll need to enter the password. The correct password is m4r13 cur13. Marie Curie is CJ’s hero and you should replace the i’s with 1′s, the a with a 4 and the e’s with 3′s. The blueprints for the shrink ray gun will be uploaded. Jump up again to get on the shelf with the Rubik’s Cube and her green diary. Use the key in your backpack to open the diary. Use the torn page in your backpack to complete the ripped part of the diary and you’ll get a message from CJ. It sounds like the thief is close by! Now jump on the thermostat and make it spin to red so that the heat turns on. Jump down onto the desk and stand next to the microscope. Then use the piece of paper from your backpack to put it down on the desk. Jump up onto the lamp and then bounce up and down a few times to bring it down closer to the paper. When it won’t go down anymore, click the light switch to turn it on. The heat from the lamp reveals the secret message from CJ that was written in lemon juice on the paper. It says, Look for me in the telescope. School coordinates. Now go to the left to the next section of the bedroom. Knock over the wastepaper basket and a bunch of paper will fall out and then rise up in the air from the heat coming up through the vent. Use the papers as jumping platforms to get up on top of the bed. Then pick up the morse code key from the top of the bed. Jump over onto the telescope. Then stand on each dial and spin them to the following coordinates: x – 87 and y – 16. Now look through the telescope. CJ is inside the classroom at PS 101 and she’s sending you a message in morse code. Use the key to decipher the message and click each letter as she sends them to you. The full message is: flush the thumb drive. Leave the bedroom and head for the bathroom. CJ’s Apartment: Bathroom Bathroom in Poptropica Shrink Ray Island This toilet is disgusting! The bathroom in CJ’s apartment is kind of disgusting. Good thing we only need to spend a short time here. The goal is to get past the bathtub and over to the toilet so that we can flush the thumb drive. Run to the left and jump up on the drawer handles to reach the counter top. Jump onto the hair dryer and stand on the back end so that it tips up. Then click on the red button to turn it on. Leap into the stream of hot air and then you’ll end up on top of the shower curtain rod and move to the next part of the bathroom. Drop down onto the soap dish and push the bar of soap off to the right. Jump down into the tub. Go to the right and climb up the rope. Then stand on the faucet handle and run to spin it and turn the water on. The water will fill up the tub so you can swim over to the floating bar of soap. Jump onto the bar of soap and from there jump onto the rubber duck’s back. Now jump out of the tub to the left. Jump onto the red plunger and onto the stack of toilet paper. Then leap up to the toilet bowl. While standing on the bowl, use the thumb drive in your backpack to drop it inside. Next jump onto the flush handle to send the thumb drive on its merry way. Finally, head back the way you came to leave the bathroom. CJ’s Apartment: The Great Escape Great Escape in Poptropica Shrink Ray Island Yee-haw! We're outta here! Now we need to get out of the apartment, which is going to be challenging because we’re still shrunken. Here’s how to do it! Go all the way back to the telescope in CJ’s bathroom and set it to the same coordinates (87,16). Peek into it again and CJ has a new message for you. The new message reveals the villain. It reads, thief is Mr. Silva. Now we need to escape the apartment and rescue CJ! Go back to the living room and take the battery out of the remote control. Then put it into the toy truck. Get in and drive the toy truck left into CJ’s bedroom. Get out of the truck and jump up onto CJ’s bookshelf. Go to the top where you’ll find a book called, Tess’s Tree by Jess M. Brallier. Push the book off the shelf to make it land and form a ramp that your truck can go over. Fun Fact: Jess Brallier is one of the Poptropica Creators! He is the publisher and general manager of the game. Jump back down and get in the truck. Drive over the ramp and you’ll see a short cinematic where you drive up and through the glass window out into the street. Rescue at PS 101 Rescue at PS 101 in Poptropica Shrink Ray Island Now we’re off to rescue CJ and stop Mr. Silva once and for all. You’ll start playing an easy overhead mini-game where you need to drive the truck down the street while avoiding obstacles. The ride lasts a little over a minute and it very easy to complete. You’ll end up inside the window of Mr. Silva’s office in the school. Run to the left and there’s CJ! Unfortunately, Mr. Silva shows up and he’s trying to shrink you into oblivion. Now you need to avoid the ray gun. The next sequence is a lot like the World War I sequence with Snoopy in Great Pumpkin Island. You need to hide behind objects when the ray gun appears so that it shrinks the object instead of you. Move to the left across the floor. You can either pause behind each object or skip every other one (if you’re quick enough). If you get hit by the ray gun, you have to start over. When you reach the reticulated quartz sample and Mr. Silva shrinks it, jump up onto the yearbook on the left and then immediately jump onto the desk above. Then quickly hide behind his microscope. After he shrinks the microscope, run right to the base of the globe. Mr. Silva will shrink it and the globe will fall off to the floor. Jump down to the floor and hide behind the books. Wait for him to shrink the books, then push the globe under the chair. Jump up onto it and then leap to the chair and to his desk. Land behind the apple and lunchbox. After he shrinks the apple and lunchbox, run all the way to the right until you are hiding behind the mirror. When Mr. Silva tries to shrink you this time, the shrink ray reflects off the mirror and hits him! He shrinks himself and falls into the ant farm jar, where he’s trapped! CJ appears and tells you to flip the switch to grow. Walk over and click the switch and then you’ll both return to normal size. You’ll be back at the science fair, standing with CJ and her parents. Her new exhibit is on display and it’s called, The Incredible Shrunken Man. Looks like CJ won first prize for the exhibit and you get the island medallion for solving Shrink Ray Island. Congratulations!