Thursday, March 21, 2013

how to beat astro knights island on poptropica

Solution #1: (Solution #2 below includes additional details in the same order)

The Kingdom Arturus on Poptropica (boldface are collectible items)
  1. Go the village fountain, where there is a spaceship model.
  2. Jump up on the highest platform and crouch. You should pick up a gold coin.
  3. Then, go back to the museum next to the blimp. Inside, USE the gold coin to look around.
  4. Click on one of the books lying round the house and the guy will give you a library card.
  5. Go to the castle and go inside. Go to the library (first floor right). Collect the two books you need. (The Life of Mordred: A Cautionary Tale and The Mystical Weapons of Arturus)
  6. Then go to the section that it says on the library card and click on it. A stairway will appear and you go down.
  7. Collect the cheese and pull the lever. If you don't pull the lever, you will have to go back down later to reveal the dungeon tunnel. (Once you do, the monk and guards won't let you back in.) The small gate at the back should open.
  8. Exit and the monk should find you and tell you off. Leave the library and go to the king and queen and talk to them both. Accept their mission and receive the Coordinates page.
  9. Go to the final door (first floor left) and talk to the girl inside. Put the cheese on the ground and collect the robot mouse.
  10. Find the secret message on the table. Leave and head far right to the windmill area. Talk to the guy and get some manure.
  11. Enter the mill, climb into the loft and release the mill gear lock. Talk to the girl in the loft. She will give you a Cosmic Symbols password. Go to the fountain again and press the three symbols then press the center one. (You cannot enter these until you have the password card.)
  12. Enter, get the key and go out. Run back to the windmill climb it and push the windmill arms counter clockwise by jumping on them. It should open the roof.
  13. Go inside and power the machine with manure. Leave and go to the hay bales. Separate them and use the key to unlock the door. Go inside and scare the owl.
  14. Follow the owl out and release the mouse. The owl will eat it and follow you.
  15. Re-enter the hole in the ground, which is Mordred's laboratory. Run left and keep running into the wall. It will break. Run all the way to the end and enter the passage.
  16. You will find yourself in the jail cell. The alien will self-destruct. Click the owl and then click the little green fuel rod.
  17. Exit all the way out and head right. You will see the hoverboard that you restored floating in the marsh. Hop on it and head right until you see the crashed spaceship.
  18. Take the green fuel rod and drag it to the broken pipe. Since there is not enough fuel to reach any of the coordinates on the Coordinates page, enter X-56, Y-52* and press Launch.

* You will be wanting to know where these coordinates came from. First, grab the rope on the wheel mill in the swamp. (You may have already grabbed it.) Next, head right until you reach the castle. Climb up until you see the crossbow. Attach the rope to an arrow and shoot roughly to the upper left. It might take several times, but eventually it will stick in the door of the princess's room. Walk on the rope and enter the princess's room. Once in the princess's room, pick up the Princess's Note. Once you have this, exit her room and drop down to the ground, heading left. Go back to the Mordred exhibit and search under his bed. You will find the Missing Page from Mordred's Journal. At the very bottom of this page are the coordinates 56, 52.

Pewter Moon
  1. Once your spaceship crashes, head right, past the BUILD YOUR OWN SPACESHIP stand and enter the first building you come to. Talk to the guy to the left. Then, leave and head to the left.
  2. Talk to the guy about the Binary Bard.
  3. Continue to the left and stop at the BUILD YOUR OWN SPACESHIP stand that you passed earlier. Make a spaceship and leave, staying in orbit long enough to fully charge your shields.

Space, above Pewter Moon
  1. You have some choices now. You can go to the jungle planet at 15,15, the fire planet at 83,20, or the ice planet at 83,73. This walkthrough will go in order from personal belief of easiest to hardest.
  2. Head up and to the left until the tracker at the bottom says 15,15. Enter the planet.

Jungle Planet
  1. Start by dropping down to the floor. Head to the right and pick up the Laser Lance.
  2. Using the flowers to your left, bounce back up to the platform where your spaceship is.
  3. Wait until you see the swing to the right. Jump on it. Jump on the swing next to that, and the swing next to that. If you fall, use the flowers to get back up. When you are on the third and final swing, jump on the platform to the right and continue right.
  4. Talk to the knight and jump up to the cage he was talking about. Let the unicorn out.
  5. Defeat the Phoenix by avoiding the bird missiles and shooting at the bees when they come into range. When the Phoenix gets near you, click and hold to build up energy in the Laser Lance. Shoot at the Phoenix in this manner until you defeat it.
  6. You will appear in the spaceship. Click launch.

Space
  1. Head down and to the right until you see a message that says "Space Sharks Ahead"
  2. Shoot a space shark and it will chase you. Shoot another one, and then the third, until all three are following you. Let them stay close and head directly up until you see a message that says "Approaching Black Hole". The black hole is at X-85 Y-47. Once you see the black hole, veer and go around it. The space sharks will be sucked in.
  3. If you take only one or two, deal with the other sharks in this same manner. Land on the ice planet.

Ice Planet
  1. Jump on the ice and jump to the right, being careful not to land in the water or get hit by fish. Continue right. (There are seven icebergs that you have to jump on.)
  2. Talk to the knight and get the Force Shield from him.
  3. This is by far the easiest boss to defeat- just bounce his own projectiles back at the yellow lights on his body. (Only the snowballs will work)
  4. Once you defeat it, you will appear back in the spaceship. Press launch.

Space
  1. Head up and around the black hole. Head for 83, 20- the final planet we have to go to.

Fire Planet
  1. Jump on the platform to your right- you may have to wait until it sinks down. Repeat this process until you get to the fourth platform. Wait until the platform to your right sinks down, then jump over it and hopefully land on the last platform. If you miss, just go back to the start and try again. (* Alternately, jump to the 5th platform, and you can easily jump to the 6th when they are both moving downward.)
  2. Once you land successfully on the last platform, wait until it gets to its highest point and enter the volcano.
  3. You will quickly notice that there is a stream of hot air that pushes you back. However, there is a break of 3 or 4 seconds when you can run. Just follow the passageway and duck into the nearest nook before it blows again.
  4. Eventually, you will drop into a place where there is no current. There is a guardian, though. Just wait until it rolls into a ball heading towards you and jump over it. It might take a few tries.
  5. Talk to the knight and get the Ice Arrow.
  6. Continue to the left.
  7. Immediately jump on the chain in front of you and climb up. Swing to the next chain, and continue left until you are behind the dragon.
  8. Avoid the spikey mace tail thing, and jump up to the lever. Pull the lever, it should make the dragon go to sleep then jump forward and shoot the arrow into the dragon's mouth. Repeat two more times.
  9. You will appear in your spaceship. Press Launch.

Space
  1. According to the knights, there is an asteroid with a key on it. So your first course of action would be to search all over for a really big asteroid. But, since you are using this walkthrough, you can cheat. Just head for X- 11, Y-83.
  2. Try to avoid the asteroids and the ferocious alien shooters- they will wear down your shield.

Giant Asteroid
  1. Make your way up to the key. Pull it out, since you are The Chosen One, and enter the portal that appears.

Mordred's castle
  1. Drop down to the ground and talk to the princess. Give her the Laser Lance, the Force Shield, and the Ice Arrow.
  2. Oh no! It wasn't the princess after all! Solve the puzzle on the door and follow him through.

The Final Battle
  1. As Merlin, dodge the flying projectile that Binary Bard (Mordred) shoots at you. Go to the ground under him and pick up one of his bombs. Take it above the Bard's control chamber (below the glowing green orb) and drop it as the bomb explodes. Do this TWICE. (Merlin gets zapped.)
  2. Dodge the red zap blast and run right. *Duck down low* to avoid the spinning arms, and climb UP on the robot to reach the top. Jump to the Princess's pedestal and dodge any zaps.
  3. Jump to one of the overhead chandeliers as Mordred rolls right beneath you. When he tries to zap you, it brings the chandelier crashing down. When you do the same with a chandelier on the other side, the orb is knocked loose and the Princess is freed. With the Binary Bard defeated, you are transported home to receive a knighthood.

YOU ARE AWARDED THE ASTRO KNIGHTS ISLAND MEDALLION !

Solution #2 (includes more detail):
In the Kingdom of Arturus
  1. The princess of Arturus has apparently been kidnapped in an attack by alien saucers. -- In the fountain by the Mordred museum is a gold coin to gain entry. A library slip indicates that you should go to the castle library (1st floor right). Press the shelf that says McM in the non fiction section there that accesses the hidden dungeon. There is an imprisoned robot and some cheese. Take the cheese and pull the lever on the wall. You will not be allowed to re-enter the dungeon once you do.
  2. There are two other documents in the library : "The Life of Mordred: A Cautionary Tale" and "The Mystical Weapons of Arturus".
  3. Take the cheese to the Princess's Maid's room (1st floor left) and feed the robot mouse. It will go with you. Get the princess's secret message.
  4. Go to the throne room of the castle (second floor) and get information from the king and queen, including some cryptic coordinates. Accept the quest to rescue the princess.
  5. In the farm area near the mill, you get manure. At the water wheel of the mill there is a rope.
  6. Back at the castle, attach the rope to an arrow on the large crossbow, Aim up and left and you create a tightrope to the upper door of the castle (Princess tower). There's a document here that lets you look under Mordred's bed in the museum. There you find his missing Journal page with the coordinates to the nearby moon.
  7. The manure will power the Hover Board, which can cross the mud to the crashed saucer, Excalibur. Reach the Hover Board in the mill's attic by releasing the windmill lock (hang on inside rope). Before you leave, get the Cosmic Symbols password card from the girl in the loft. Jump onto the free-wheeling windmill arms to turn them to the left (counterclockwise) and this will open the roof dome.
  8. The "cosmic symbols" paper indicates how to open the secret entrance under the fountain statue. Press "moon, Saturn, star", and then the Sun in the middle (you cannot enter this without having the card). The "hidden scientific order" will give you the key to Mordred's secret laboratory, hidden between the hay bales at the farm (push them both left and separate them).
  9. Sadly, the robot mouse meets his demise as he is eaten by Mordred's robot owl, Merlin, who joins you in its place (but only in the mill area).
  10. PUSH through the thin dirt wall of Mordred's lab, into the tunnel leading to the dungeon, where the robot attacker is locked up. It self-destructs, leaving only its glowing fuel rod. Click on Merlin then click on the rod and he'll retrieve it.
  11. Bring the rod to the Excalibur. We have 4 sets of coordinates to travel to, three from the Queen and one -- the nearby moon -- from Mordred's missing journal page. X-73 Y-83 is an ice planet, X-15 Y-15 is a jungle planet, and X-83 Y-20 is a fire planet. There isn't enough fuel to reach them, so we go to the technologically advanced moon at X-56 Y-52. (Without the coordinates page, X-56 Y-52 will still work.)

On the Pewter Moon
  1. See the head mechanic at Astrozone to swap your wreck for a new ship. Also learn something about the evil Binary Bard. The last human that visited the Pewter Moon was obviously Mordred, 20 years ago.

Traveling in space
  1. Head for X-15 Y-15 (Jungle Planet) first because it is the simplest to beat. You don't have to negotiate any "space sharks", like X-73 Y-83, or make any tough jumps, as on X-83 Y-20. Head up and slightly to the left until you see the jungle planet. (The number coordinates are counted left to right for X and down from the top for Y. Arturus's sun is centered at X-25 Y-42.)
  2. Various spaceships will attack you as you move between planets. Zap them and dodge their shots. If your shields fail, you will teleport back to the Pewter Moon for another vessel.
  3. Stay in orbit each time you leave the Pewter Moon to fully charge your shields!

The Jungle Planet X-15 Y-15
  1. Start by dropping down to the ground. Continue across until you reach the Laser Lance. (Its platform is in a narrow spotlight.)
  2. Head for the pink flower just to the left. Jump on it and wait. It should sink down and then launch you straight up. Try to land on the pink flower a bit higher up and to the right. Continuing in this manner, make your way back up to the platform with your spaceship.
  3. Wait until you can see the swinging platform just to the right, and jump right, avoiding the electric caterpillars. When you reach the large construct, you will meet one of the missing knights, Sir Cador, who has failed to defeat the Phoenix Birds.
  4. Jump atop the eggs from the left, timing your jump to arrive on a closed shell. The cage does not hold the Princess, but rather the Pegasus winged horse.
  5. You will fly Pegasus in an arcade-type game using the Laser Lance to zap the enemies that appear, and eventually the Mother Phoenix. (The lance fires in short bursts, or can be held for more powerful shots at the larger enemies.)
  6. This is fairly easy and straightforward, and you leave the planet victorious.

The Ice Planet X-73 Y-83
  1. Before you can land there, you must deal with the three Space Sharks. Shoot a shark and it will chase you. Shoot the other two, carefully, staying just ahead of them. Lead the pack to the Black Hole at X-85 Y-47 (up and slightly to the right). While they can "swim" through asteroid belts, they cannot avoid getting sucked into the black hole. It is possible to take only 1 or 2 sharks at a time and repeat the process.
  2. Jump across the slippery ice, avoiding robot fish, and climb the snow mountain at right. Here you will meet Sir Gawain, who has failed to defeat the Snow Panther Copter. He gives you the Force Shield, with which you can bounce its snowballs back at the beast. Hit the yellow lights and jump when it crashes. Three hits finish it. Still no Princess.

The Fire Planet X-83 Y-20
  1. Leap across the lava plain onto the geyser-supported rocks. The 6th leap should be done while both rocks are moving *downward*. Leap onto the volcano.
  2. Inch your way through the volcanic passage, avoiding the rush of air and sparks by standing in the alcoves.
  3. When you are attacked by the Segmented Creature, wait until it rolls toward you in a circle, then step back and leap over it.
  4. Meet Sir Peleas, who has failed to defeat the Fearsome Fire Beast, a robotic dragon. He gives you the Ice Arrow, but you have to avoid the flames from the dragon and finish him before your own temperature increases and you lose.
  5. As soon as you enter the lair, climb the chains and work your way across the top. If you approach from behind, you won't be zapped. Dodge the spike ball at his tail and reach the lever on his back. (*The lever must be in the back position with the spike ball working.*) Throwing it will put him to "sleep" for just a few seconds : VERY QUICKLY jump in front of him and fire the Ice Arrow directly into his mouth. (This should make him flash red and jump up and down.)
  6. Repeat the same thing twice more, but now it is complicated by dodging falling stalactites from the ceiling. You can likely survive one miss without failing the round.
  7. The dragon falls into the chasm, but the Princess isn't there, so you have to search for her. The knights mention a fabled Golden key on a hidden asteroid, that uncovers a portal to another galaxy.

The Secret Asteroid X-11 Y-84 (in the asteroid belt)
  1. The final place to look is in lower left space, where your space map shows no planets. Dodge or shoot your way through the asteroids to reach it.
  2. Climb the ledges to find the Golden Key, which you (the Chosen One) can remove. You cannot remove it until all three of the other knights are with you.
  3. Draw out the key. It opens a warp to a huge palace, where you find the Princess. After giving her your three mystical weapons, she is revealed as the Binary Bard in disguise. Solving the door puzzle reveals he is actually the missing Mordred. (There are 5 rows of 4 cards. Press each of the cards in row 2 once, then the two MIDDLE cards of row 3, then each card in row 4.)
  4. Merlin the owl must defeat Mordred's sword-wielding mechanical warrior. Dodge the flying projectiles and swoop down to Mordred's feet. Pick up one of Mordred's bombs before it explodes, fly directly up between the arms or around them and drop it near the Bard's control capsule (just under the glowing green "orb of power") as the bomb goes off. Hit him TWICE and he zaps Merlin, then attacks you. You only have whatever health remains from Merlin.
  5. As Merlin falls, DODGE the red zap and DUCK DOWN as the mechanical warrior suit comes directly over you. Before it can zap you again, jump up between its arms and then onto the pedestal. You can dodge the zaps but watch out for the spinning arms. JUMP left or right to a chandelier. When Mordred rolls underneath and fires a zap at you, he will hit the chandelier and it will crash down on him. Do the same for a chandelier on the other side, and the orb falls from the warrior as Mordred (Binary Bard) climbs out, too. The Princess knocks him for a loop and you have defeated Mordred.
  6. The orb is returned to Arturus and you are knighted, receiving the Island Medallion!


The spaceship is parked on the castle (as whenever you may have returned during the game), and you can fly to the planets or shoot asteroids and aliens. However, without the Orb, Mordred's planetoid is dark and the castle inaccessible.

(end Solution #2)


 

how to beat ghost story island on poptropica

Hemlock Harbor
Cemetery / Main Street / Inn and Haunted House
(Main street includes the Gingerbread House Bakery, the Bank, and the Hemlock Herald paper)

1. If you go right, you will find that there are no rooms available at the Inn.
2. Go left past the Visitor Center (multi-player room). If you stop at the newspaper, the Hemlock Herald, you find that the editor is offering a reward for ghost sightings (there are some spooky things going on at the paper itself). In the Bank, they are closing up, and the Vault is closed except for deposits. At the Gingerbread House, a man with salt will give you some "to chase away spirits." Go left to the Cemetery.

Cemetery and Herald and back
3. Meet a tour guide offering tours of the "Celebrity Spirits." The Magistrate has prohibited ghost hunting in the town, and when he appears, the tour guide leaves. She drops a pamphlet that lists information on the 5 historic ghosts in the town.
-- The Tireless Thief (the bank)
-- The Cemetery Specter (the cemetery)
-- The Woman in the Window (haunted house)
-- The Restless Lighthouse Keeper (lighthouse)
-- The Warden's Sweet Tooth (island prison)
(You cannot pursue any of them until you have the proper equipment.)
4. Near the cemetery gate is a young man trying to find his uncle's burial plot. He asks you to research the archives at the newspaper. Go there and go down into the basement to open the Archives. The uncle, Silas Moon, is on page 4 and is listed as Lot C, plot 84. Take this information back to the man at the Cemetery and he gives you his room key at the Inn.

Discomfort Inn - *The Woman in the Window
5. Go right to the Haunted (Discomfort) Inn and check in at the desk. Go up to room 2-B. You will lie down and fall asleep. But you will soon wake up to discover that things in the room are moving!
6. Go to the cabinet and open it, to reveal that the two Inn owners are playing a trick on you. But they insist that the Woman in the Window is real, and that she will appear if music is played.
7. Go downstairs and now you can pick up the Violin next to the piano.
8. Go out and right to where a ghost hunter has set up his tent. Use it to bounce up to the Haunted House and use the violin. Slide the bow back and forth until the entire song is played. You will see some faint activity at the upper window.
9. Climb down to see the ghost hunter. The Magistrate will arrive and take him away. Use his binoculars to look up at the house. You will see a figure in the attic window.
10. Bounce up again and enter the house through the metal basement door.
11. Go left, but the stairs collapse. Push one or both of the wooden crates under the stairs so you can jump up.
12. Cross the room, go up the interior stairs, and enter the door to the second floor.
13. Use the telescope to see the bay (turn the ring on the outside to focus). You can see the island prison and the lighthouse. Suddenly a voice behind you says "Looking for Someone?" (This is spoken dialogue, not a speech balloon, so it may spook you! Sound is rare on Poptropica.)
14. It isn't a ghost, just an old woman who offers you information. She says to tell the bakery owner, Jane, that "Fiona sent you." Exit the house and go there.

Gingerbread House Bakery
15. The baker, Jane, is actually a secret ghost hunter. She will provide you with a thermal scanner, an EMF detector, a thermometer, and a camera. Each piece of the equipment will flash at the lower left of your screen when it is time to use it.
16. Look on the table to the right and click on the plate to get some Hot Cross Buns. Exit the Gingerbread House and go left, all the way to the Cemetery again.

Cemetery - *The Cemetery Specter
17. Click on the gates to enter the cemetery. This entrance is marked with the letter H on the "maze view." You will have to navigate through the maze by clicking the "ahead" arrow or the "turn" arrows to change direction.
18. Make your way to the upper right of the map and you will find a gate labeled "B" and then to the upper left where there is gate marked "A" (from this point on, you can go there just by clicking the letters A, B, or H on the map).
19. Go through gate A and go to the right. Jump on top of the large grave and get up on the hill. A woman ghost hunter will appear and tell you to hide, and soon a robed figure will appear carrying a rose. Use your camera to get his picture.
20. Leave Lot A and go across to Lot B. There is a weird ghost hunter who is trying to detect the sounds of ghosts. Leave him and enter the Engraver's shed. He has little to say at this point.
21. Exit the gate and click on the H to leave the cemetery, and go back to the Herald.

The Herald and the Bank - *The Tireless Thief
22. Talk to the editor at the herald and she will give you 50 dollars for the photo of the Specter. Take it to the bank to deposit it.
23. As the bank is closed, go down to the vault and see the guard and his dog Rusty.
24. When the guard enters the vault, Rusty begins to bark. Use the thermal imager to examine the vault and you will see a glowing form beneath the vault floor.
25. Exit the bank and go to the Herald, where a special edition of the paper features your photograph. Click on the stack of papers to see the headline. A group of the ghost hunters has gathered. The Magistrate arrives and disperses them.
26. At the same time, near the Haunted House, a small boat, the Kestrel, has come ashore. Go right to the beach to meet the boat pilot.
27. Give him the key to your inn room, and he will let you use his boat to travel into the bay. Click on "enter" to begin the boat view.

The Prison Island - *The Warden's Sweet Tooth (the Tireless Thief, part 2)
(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, and then a return to the Lighthouse when you try to go back to town)
28. Steer the boat across the bay (up and right) to the deserted prison. Climb up and enter through the doorway marked "repent."
29. Equip your EMF meter and search the prison using the elevator. As you go higher, the readings seem stronger, and you will reach level H, where the Warden's office is located.
30. Enter the office and you will see the desk chair rocking back and forth. Use the hot cross buns at the table and the warden's ghost will appear.
31. After eating the buns, the warden explains that he wants you to locate a prisoner who escaped long ago, leading to his disgrace. The prisoner was a forger sentenced to life in prison. His number was 24601 and his cell was on level D.
32. Go to level D, cell 8, and enter the cell. You will find a book that had a tool hidden in it, allowing the prisoner to dig his way out. When the warden locks you in, slide the bed to the right to reveal an escape tunnel.
33. Follow the tunnel. If you use the thermal imager, there is some sort of energy at the top right. Pick up the can of sardines, the pickaxe, and the note. The ghost of the prisoner will explain some of how he came to be there. For some reason, he was asked by a man named Henry Flatbottom to forge a note to a man named Valiant, who sailed from Hemlock Harbor and was lost in a shipwreck. When he escaped his cell, the tunneler could not dig through the metal vault floor and was trapped there.
34. Go back out of the tunnel, and use the pickaxe to escape from the cell.
35. Use the elevator to go back to section A, and leave the prison. Travel in the boat, across to the lighthouse (middle left side).

The Lighthouse - *The Restless Lighthouse Keeper
(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, but you can go to either, with only a little confusion, since the Lighthouse seems to send you back to the mainland)
36. Sail slightly up and left to reach the Lighthouse and dock there at the right side. As you enter, you acquire a torch to see through the darkness inside.
37. Light your torch at the burning one at the foot of the staircase.
38. (The Windy Staircase) You will have some difficulty going up because a strong wind blows down the stairs at regular intervals. You can see it blowing leaves as you go up. You have to duck down for the entire time that the leaves are moving. If you stand in the wind, the torch is blown out and you are tossed to the bottom of the stairs. The easiest way is to move one bit at a time, no more than a dozen steps, then quickly duck (crouch down) until all of the leaves have passed. Then quickly make your next move and duck again.
39. At the top, jump to the rope and climb to the room below the searchlight.
40. To detect any ghosts, use the thermometer sensor by placing it on the wall. Now if any ghosts come, it will alert you to the colder temperature.
41. Climb the broken ladder at right to reach the outside of the tower.
42. Turn on the searchlight and examine the bay. There are reefs at the upper left, and a large building (the prison) at the far right. You can now leave the lighthouse, and the fastest way is to jump down to the water or onto your boat. Sail the boat up back to the beach at right and dock there.
43. As you land, the thermometer goes off, and you return to the lighthouse.
44. As you enter, an invisible ghost carries a torch up the stairs. You can follow because there is no wind.
45. In the room, you meet the ghost of the Lighthouse Keeper, who fell asleep and allowed a ship to crash into the reefs. Exit the lighthouse and travel in the boat to the reef.
46. You will find a locket bearing a note supposedly from Fiona, who was the woman you met in the Haunted House. Travel back to the island and go to the House.

The Haunted House
47. Enter the house and find Fiona on the 2nd floor. Give her the locket and she tells how the man she loved, Valiant, was tricked by the forged note and died in the shipwreck. She says she threw a ring into the town fountain.
48. Pick up the scrapbook she drops to examine the old photos in it. Leave and go to the fountain on Main Street to look for the ring.

Main Street and the Cemetery
49. At the fountain, a seagull guards its nest on the fountain. Use the can of sardines to lure it away, and find the shiny ring in the top of the fountain. The engraving suggests a visit to the Engraver in the cemetery.
50. Go to the cemetery, and click the B to reach the B gate and talk to the Engraver. He suggests you look up the date August 18, 1929 in the newspaper archives.
51. Exit the cemetery (click on the H gate) and go to the Herald.
52. Downstairs, you can now use the microfiche viewer to look at old stories in the archives. Turn the right handle clockwise until it reaches 1929, then zoom in to read. Henry Flatbottom is the town magistrate, dedicating a memorial to his "friend" Valiant Lovejoy, who died with the sailors aboard the ship Mermaid when it hit the reef. You go back to investigate Lot A of the cemetery.
53. At lot A, go left to find a tomb unsealed. Push the lid off and climb down into the chamber below.
54. There is a complex maze of tunnels, which you can go through by watching for the pink flower petals that blow in from the correct door. Go up, up, right, up, left, left, down, left, down, down, left, up, left, up, and right to reach the ladder in the left side of the maze.
55. The tunnel exits through the stump outside the cemetery gate, which is hollow. Hide at the left until the Cemetery Specter approaches, and sneezes (?). Chase the Specter down through the stump, and to the right across lot A.
56. When you reach the gravestone at the upper right, the Specter is revealed to be the Magistrate, who has been bringing roses to the grave of...Fiona. (Yes, you were talking to a ghost in the Haunted House.) Rather than marrying the Magistrate, she remained faithful to her lost love, Valiant. The 4 ghosts (Fiona, the Thief, the Warden, and the Keeper) arrive to forgive the Magistrate for his crimes. The ghost of Valiant Lovejoy appears and he and Fiona are together at last. All of the ghosts disappear and the Magistrate gives you the Island Medallion.
---
Notes:
1) The one disparity of the island (playing the prison before the lighthouse) should have been avoided. Apparently you play the lighthouse first, then the prison, and then when you finish the prison and go to shore, you are summoned back to the lighthouse and meet the Keeper. This eliminates the "go right back" shown above for the Lighthouse.
2) An odd glitch can occur at the Inn. Instead of explaining about the old woman ghost, the Inn owners will sometimes act as multiplayer avatars (Chat/ Battle).


 

how to finish wimpy broadwalk island on poptropica

The setting includes four sections of the Boardwalk
Fun House & Rides / Main Street Games / Arcade / Beach

1. Greg Heffley and Rowley Jefferson are with Rowley's parents at the Boardwalk. Greg's $20 bill blows away and is picked up by two teens, who run off with it. If you follow them, they get away. To play the games, you would need tokens and you cannot get any in this area.
2. Head left to the Ride Area. There are a few scattered tokens to be found, including at the Popcorn Vendor and Fun House (you can get more by repeatedly entering and leaving). There is a trash can with stinging flies that you have to jump over. In the parking lot, talk to the woman who has lost her car keys.
3. Climb the Cranium Shaker ride and bring down the Trash Can lid. Go past the Bumper Cars and put it on the open can. Push the can *all the way to the right* until you reach the Cotton Candy. Open the lid and the flies go to the candy.
4. Sort through the trash until you uncover the Empty Popcorn Bag at the bottom. You can get a free refill from the popcorn vendor.
5. Head all the way right to the beach. Although you have a few tokens, you do not have to play any games right now.
6. On the beach, get some free sunblock from the man taking photos. Take it to the large sunburned guy near the water and give it to him. He will give you some oily lotion that he doesn't want.
7. Go to the woman under her umbrella and use the popcorn, which spills and attracts small seagulls. The birds chase the woman away.
8. Talk to the man with the metal detector, who is looking for something lost in the sand (you cannot help with this right away).
9. There is a walkway under the Boardwalk which is not used until the end. Climb the stairs back up onto the Boardwalk, where the teens are tricking people, and taunting Greg, by sticking his $20 bill up through the boards.
10. Go right to the beach again. There will be a seagull carrying something as he flies over. Jump up from the trash can to grab it. It is a keychain that has a photo of the man with the metal detector.
11. Return the keychain and he will give you the metal detector. Using it reveals a patch of sand near the umbrella. The detector flashes when it is near metal, and under the blanket you will find the missing car keys.
12. Use the detector again to find some tokens for the boardwalk games. You can find as many as you want, but you will probably only need about 15 or 20. As you pass near one, the detector blinks, then turns green when you find it. Click the green spot to pick up a token.
13. Go back to the boardwalk and *all the way left* to return the keys to the woman, and she will give you some flip flops. You will need these for the hot roof of the Arcade. Go back there.
14. At the arcade, the kid has lost his Flying Disk (frisbee) on the arcade roof. Put on the flip flops and climb up to get it for him. Give him the frisbee and he tells you how to get a free game at the broken Volcano Claw Machine.
15. Go to the claw machine and wiggle the handle, then use the claw to pick through the items. You just position the claw and drop it to pick up the items. The only thing that you eventually get (4th thing you pick up) is the Fake Vomit.
16. Take the Fake Vomit back left to the Bumper Cars, and use it there to get rid of the line of kids waiting to ride. You should see Rowley on the cars.
17. Drive the bumper car to run into Rowley in the red car. After you hit his car a few times, he drops his Lucky Rabbit's Foot. Pick it up and exit.
18. Go left to the Fun House, where you again find Rowley, who is stuck in the little kids' slide. Use the Oily Suntan Lotion to get him unstuck. He will slide down into the ball pit and uncover Fregley, whose mom gives you some leftover Fish Sticks.
19. Head back right to play all 5 of the Boardwalk games on Main Street.
-- Himalayan Hurl : now that you have Rowley's lucky rabbit's foot, you will win every time. In fact, you can never beat it without the rabbit's foot.
-- Fastball Fury : throw two balls fairly fast (above 80), then the third ball faster, near the top of the slider. The correct choice for your guess should be really fast (above 90).
-- Circus Soaker : aim the water bursts to hit the small hole in the clown's mouth, filling the water balloon above it. It will expand and then burst. The trick is to aim ahead of the movement of the face. Progress too slowly and you will lose.
-- Space Fling : Click and hold on a ring, then lift (move up with your mouse) and release. The ring will fly through the air and hopefully land on one of the 4 bottles. This takes only a little practice, as you only need to score one ring to win.
-- Pirate Panic : Click and hold on a baseball, then lift (slide mouse upward) and then release to hit the bottles. This can be done in one throw if you are accurate.
20. Winning all 5 games gives you the Bonus Prize, a large plush caterpillar.
21. Go left to the Cranium Shaker and swap the Bonus Prize to the man for the Remote Control Helicopter. Take it back to the Beach at far right.
22. Use the Fish Sticks to add one to the hook on the helicopter. Fly the helicopter to the shore and hook the Crab that comes out of the water.
23. Go back to the boardwalk where the teens are still using the $20 bill. Use the helicopter to drop the crab onto the $20 bill, so the teens cannot pull it back down through the boards.
24. Go with Greg below the boardwalk to chase the teens. Greg gets his $20 back and rewards you with the Island Medallion.

Glitches:
-- Rowley is in the Ball Pit of the Fun House until you get the Fake Vomit, when he appears at the Bumper Cars. Some walkthroughs show you getting the Fish Sticks first somehow.
-- If you continue to talk to the guy who swaps the Jumbo Prize for the Helicopter, you will just keep getting more and more of the Helicopters! Similarly, you can win multiple copies of the prizes for all the games.


BONUS QUEST (Members Only) - Play Thunder Volt
Someone has put a 2nd place score on the Thunder Volt game, where Greg had scored 10,000,000 points. The score table reads "Greg Heffley" and then "Is an Idiot." Play the game to get a score above 800,000 and save his reputation. To win the game, shoot as many complete sets of attackers as you can to build your firepower, and kill the bosses as they appear. The problem is that you cannot move at the same time you are shooting, so shoot and move quickly. The game puts a great premium on NOT GETTING HIT because hits reduce your firepower and can (eventually) kill you. The final (5th) boss is a giant spider who is actually the easier of all of them to kill. It is better to stay on the lower half of the screen when fighting him, as rocks fall through from the top. You can
get a score of between 1,000,000 and 3,000,000 points or more.
*Note: if you need tokens here, go to the Bumper Car game (lots of tokens in about a minute)


 

how to beat night watch island on poptropica

ARRIVING AT THE MALL
1) There is a line of customers who are waiting overnight for a gizmo due to be sold the next day, but this does not have any bearing on the quest. The doors and security entrance are locked. Continue past them and go right to the Parking Lot.
2) Talk to Gus the security guard, who has been let go because he reported too many unconfirmed alerts. Go farther right and a store owner will suggest you apply for the watchman job.

IN THE MALL
3) Go to the security door and enter to talk to the mall manager, who will give you a memory test. The 5 things that change in the photo are 1) Dr. Hare image on board 2) color of first belt changes 3) red shirt loses star 4) pants on floor moved 5) disco ball becomes normal light.
4) The mall manager will escort you on a brief test of your suitability. You ride on a Segway Transporter. Interact with the robots and chase down the robot thief. You will receive a Security Badge.
5) Head left to the security office in the food court.
*There is no map item provided except in the security office, but most of the quest involves going door-to-door or to specific stores. You can see store lists in the West (left) and East (right) wings. You can investigate the stores, but most of the time you will receive an alert when you go back into the center atrium area.

Left wing
: Printfax, Giuseppe (3rd floor) In the Now, No Pain No Gain (2nd), Crawl Mart, Jolly Gifts (1st)
Atrium : Security office (1st floor), Manager's office (2nd)
Right wing : MacGuffin's, Good Deals, Carnival Costumes (3rd floor), Slugger's Keepsakes, Slumber Town (2nd) empty store, Sizzle (1st)

RIGHT WING
6) Respond to an alert at MacGuffin's (3rd floor right). Enter and jump onto the chair where the ringing sound is coming from. You recover Gus's lost Smart Phone, which is linked to security cameras in the mall. He will walk you through its use. Pan the camera view to the right to see the Quick Charger, which was the new Mystery Device.
7) As you leave, the phone icon (upper right) signals another alert. Use the camera to view Slugger's Keepsakes (one floor below you). Go there and enter.
8) Click the fallen helmet and you are prompted to call the store owner on your phone. He asks you to check on a valuable card in his hidden safe (behind the "champ" stand). The combination is 6723. Click to take the card out, then put it back after you talk to the owner again.
9) As you leave the right wing, you receive a phone alert from Giuseppe's Toys in the left wing (3rd floor). Cross the atrium and go there.

LEFT WING
10) In the toy store, you will pick up a toy bird, and then a toy robot, which was likely causing the alarm as it walked around.
11) As you leave to enter the atrium, you receive an alert from the Sizzle Tanning Salon (right wing, first floor).

RIGHT WING
12) At the closed salon, you find that a customer is still in a tanning bed, but you leave her to finish her tan (she is in their earlier but you can't look inside).
13) As you leave, an alert comes in from Good Deals, but as you view the store on your phone, the camera goes dark. Go to the third floor to check on it.
14) There is nothing there except some movement in the shadows. The lights are turning on and off in response to your movement near the video camera at the register.
15) As you head back into the atrium, an alert comes in from Crawl Mart (the pet store). On the security feed, you can see the coral snake is missing from his glass case. Call the store owner and he asks you to see if the snake is just hiding.

LEFT WING
16) At Crawl Mart, the snake is actually loose, and the owner advises you to find him and lure him with his favorite snack, a bird. Fortunately you can fool the snake with the robot bird, if you can catch him.
17) Leave the store and you will see the snake. Follow him across the atrium to the right wing.

RIGHT WING
18) The first place to find the snake is MacGuffin's (3rd floor). You see him through the door. Inside, you find him in a "pocket-sized porta-potty" but he escapes.
19) Go to Sizzle on the ground floor, where he is hiding in a tanning bed.
20) He escapes again, into the atrium where you find him at the Chinese Food stand. Use the robot bird. He will swallow it and slither off. The pet store owner calls and says he will find him in the morning.
21) Leave the atrium and an alert comes in from Carnival Costumes. But, as with Good Deals earlier (right next door), the camera signal is lost. When you go to investigate, a masked thief knocks you down and runs out. Gus calls and says you should go to MacGuffin's on the opposite side and wait for the thief there.
22) In MacGuffin's hide next to the Quick Charger device (right side) and wait for the thief to show up. When he does, he makes a break but drops some keys labeled "back room." But it does not fit the door at the far left.
23) Go next door to Good Deals. Set down the toy robot to keep the lights up while you try the door. The key fits.
24) Inside, you find a rental application for the empty store that is under construction on the ground floor. Gus calls and says that the odd noises started shortly after the PrintFax owner began work on the new store. Head to Printfax (3rd floor, left) to investigate.

LEFT WING
25) As you arrive, the thief runs you down in a Security cart and escapes. Gus suggests you go to the Mall Manager's office and get the spare scooter. He sends you a list of possible security codes.
26) Cross atrium and enter the manager's office. The password is "frost." (You could spend a few tries trying to guess it.) But the scooter isn't charged. Leave the office and go to MacGuffin's to get a Quick Charger.
27) Ride over to the left side of the atrium and up the escalator. The thief will drive past you going down. Chase him and he crashes at the fountain. But the driver is just one of the test dummies that the mall uses.
28) Meanwhile, Eddie the coral snake pops up and rides off on your scooter!
29) Head back to PrintFax to see if there are more clues. On the copy machine, you can call up the last scan done, which turns out to be a copy of a Honus Wagner baseball card identical to the one at Slugger's. Go back there.

RIGHT WING
30) Inside Slugger's, you find that the safe has been removed from below. But you can't enter the locked empty store. Gus suggests a blowtorch that is hidden in the manager's office behind the painting.
31) Go to the manager's office, retrieve the blowtorch, and use it to cut the padlock on the door.

MACHINERY SPACES
32) You surprise the thief who is switching the cards, but he flees up a ladder into the vents around the machinery room of the mall, beneath the escalators.
*There is no exit from the game now except to catch the thief.
33) When you follow, he shuts the red bars to block you. Equip the blowtorch again to cut through them, then follow him up the ladder and right through "Ventilation B" ducts . When he traps you under the escalator, cut your way through again.
34) You catch him in the fan room, but he knocks you away. To bump him from his perch, go right into the Vent B ducts (the way you just came up) and cut through the brown bars into the machinery spaces. Use the blowtorch to disable the Vent A "A/C" control. Climb back up, over the escalator gears again, and down into the fan room. Now ride the updraft on the left side and enter the duct there. You will catch him before he blocks your path again with some containers.
35) Detour left through the brown bars to the adjacent dark ladder marked Vent B. [You are supposed to torch the Vent A "A/C" control in the passage, but you may not have to. It was designed to keep you out of the shaft.] Climb up to him again. He flees, but falls and drops the card. You grab it, and you both plunge through the vent cover into the atrium fountain.
36) Just as it appears he will escape with the card, he is run down by Eddie the snake riding your scooter. Gus arrives with the police and the card store owner gives you the Island Medallion.


BONUS QUEST
The quest is to recover 9 missing Sports Cards with Olympics athletes of the 1960s. In order to get the one that is in the atrium where you are, you have to leave and come back.
Cards:
  1. Slumber Town - Card is next to the sign above the Sleeping Masks display
  2. Sizzle - On the first pod, click the adjustment lever to a lower heat and click the bed and the card will emerge.
  3. Atrium sculpture - Card is up on the giant Saturn.
  4. Space Time Pizza - Click the piles of dough. Card is behind the right side pile, click quickly when it is in the air.
  5. In The Now - Release card by clicking on large center speaker just right of stage.
  6. No Pain No Gain - Card is above the clothes at far right. To knock it down, load the baseball thrower and get a bat from the rack. Stand by the price sign ($7999) and press the space bar to swing.
  7. Jolly Gifts - Card is inside an exploding confetti can by the register.
  8. Crawl Mart - Card is in the piranha tank. Click so that it rises to the top between fish.
  9. Outside Mall - on the mall dome

The reward is an "Old Time Baseball Uniform."
----
Notes
- As in "Mystery Train" there is *no way* to leave the vents without winning!
- Error in Bonus Quest: the cards are mostly US Olympians or athletes, not Canadian, and shown wearing the wrong types of sports gear. You can play the card swap game in Slugger's.
- Odd and unwelcome inclusion: the stupid "lights off, lights on" effects
- A plethora of costumes in two stores (Carnival Costumes and In the Now) actually overtax the graphics to the point of not functioning. Avatars may appear in their underwear.
- [Glitch] : after winning, you can "go up" from the card store and play the same chase over again! Although it ends the same, with you and the thief falling out into the atrium, only you land.


 

how to finishh super villan island on poptropica


Oil Rig and Parachute Jump to the Secret Island
1) When you arrive, you are on an oil rig in the middle of the ocean. Go to the Control Room and speak to the supervisor in the office, who is getting a call from a Dr. Jupiter on a secret nearby island. She is wary of sending anyone to help him, but she is curious about what is going on, Agree to go there and board the helicopter outside.

2) The helicopter cannot land due to a storm, so you have to jump down to the island by parachute. You jump and float down through the thunderstorm. When you see a lightning bolt about to strike, steer away from it (it can set your parachute on fire). Eventually you will fall into the ocean near the island. Avoid the clouds to minimize your falling time.

3) Swim to the right and climb up the rocks to the top surface, where there appears to be nothing but a security camera. Jump on top of the rock next to the camera. When you're up in the air, the camera will point up, which signals the rock wall to open. You can enter. The signpost says Erewhon Prison (anagram of nowhere). It is designed for imprisoned super-villains. Talk to the guards who will take you through a scanning and decontamination procedure. Enter the Guard Room and call the elevator which will take you into the prison complex.

4) In the Dream Lab, Dr. Jupiter explains that he is seeking to cure criminals of their compulsions by removing "totems of evil" from their subconscious minds. Inside sealed chambers are the Binary Bard, Captain Crawfish, the Black Widow, and Dr. Hare, all fast asleep. The doctor wants you to go inside their dreams to retrieve the hidden totems, potentially curing them of their criminal ways.

5) You enter the dreams through the Dream Machine. Stand on the platform and click on the up-down buttons to select the villain whose dream you are going to enter. Then press the start button to enter a dream.
- The Binary Bard (Mordred) is in a mechanical maze, with swinging doors, robots, and flying spike plants
- Captain Crawfish is asleep within his own dream, appearing as multiple versions of himself
- Black Widow is dreaming she still has her treasure trove of stolen art
- Dr. Hare is having a nightmare in which he is tiny and is carried away into an underground anthill

[NOTE] You will have to go back and forth to the 4 dreams to get the items you need to obtain each totem.
- The paint cleaner for dream 3 is in dream 2, and the sprayer in dream 4.
- The crystal key for dream 1 is in dream 3.
- The shrinking potion for dream 2 is in dream 3.
- The drill for dream 4 (part 2) is in dream 1.

So the most efficient path is dreams 2, 4, 3, 2, 1, and 4 : you get the turpentine in 2, the sprayer in 4, the shrinking potion and crystal key in 3, and the diamond drill in 1. As soon as you complete 3, you can finish 2 and 1, and then 4.

In the Dreams

6) There is nothing to do yet in dream 1. The Bard, as Mordred, is trapped in a room because the door is banging open and shut. You can't get through, and he says "If only there was a way to slow it down . . ."

7) In Captain Crawfish's dream (dream 2), the pirate versions of him are all sleeping as their beds roll back and forth on the deck. Avoid the sliding beds by jumping onto the lights. You cannot touch any of the sleeping pirates, or they will wake up and you must restart the dream.

8) Jump to get the red key in the box over the door. It opens a chest on the lower deck. Go to the lower deck. Beware of the swinging anchors that will whack you if you get too near. Open the chest to reveal a Stopwatch (a rather specialized device that stops time temporarily). Jump up and get the green key from the bottom cabinet. This opens the chest at the upper left on the top deck, containing some grog-based Turpentine. There is a bottle at the upper right that has a ship in it, but you cannot get to it at the moment. Leave the dream.

9) There is nothing you can do yet in dream 3. In the Black Widow's dream, you are in an art room with famous paintings that the Black Widow has vandalized using paint. Although the turpentine could clean them, you have nothing to apply it with.

10) In dream 4, Dr. Hare is having a nightmare in which he is tiny and being carried down into the ground by red ants. You are equally tiny and carrying a pick-axe with which you can (with a few clicks) dig away the rock to go deeper into the ground. You have to avoid the red ants, which can sting you, as too many stings will force you to start over. Fortunately, you can use your axe to kill them if you use it right. After digging past several levels, you will reach a drop to another level. [NOTE: There should be no need to climb back out of the hole. You need to reach the bottom or you cannot complete the quest.]

11) As you tunnel down, some of the blocks are metal and cannot be dug through. At the bottom of the second level is a metal blocking row and you can go no further. At the metal barrier, you will find a Paint Sprayer.

12) Leave dream 4 and enter the Black Widow's dream. She is defacing the art with paint. She will call down spiders on their webs to attack you. Click on the turpentine, then click the sprayer to equip it. Click on each painting and you will shrink down and land on the painting. When you are close enough, you can click to spray turpentine on the paint to remove it. You have to spray all of the letters and symbols on all three paintings. To complicate things, the same spiders that were dangling in the art room are also moving up and down on weblines and will sting you.

13) On the first painting (Picasso's Three Musicians), you can bounce on the guitar strings or just climb around past the spiders to remove UGLY. Go to the upper left and you will find a bottle of Shrinking Potion. Clean the painting and exit at the upper right.

14) On the second painting (Van Gogh's Starry Night), remove the letters TRASH as above. On the upper right, you will find the Crystal Key hanging. Complete the cleaning and exit at the glowing star, along the left side.

15) On the third painting (Monet's Water Lilies), erase the letters NOT ART and the hourglass symbols. Exit at the middle near the top.

16) When all the paintings are clean, the Black Widow attacks you. Dodge her and spray her self-portrait with the sprayer. This will dissolve the painting, stopping her and revealing the Paint Brush totem. You wake up.

17) At this point, you can complete two more of the three remaining dreams. Enter Captain Crawfish's dream again and go to the Ship in a Bottle. Use the shrinking potion to enter the bottle. To break the bottle, you will need to fire one of the cannons.
There are two cannons sliding around on the spars. Go behind each of them as they roll and click the wooden boxes to close them when they are inside. Then go to the cannon in the dinghy near the bottom and fire it. The cannonball will shatter the glass bottle. You receive the Ship Totem and wake up.

18) Enter the Binary Bard's dream. Equip the Stopwatch and press the spacebar to freeze time when the door is as wide open as it gets. Mordred will flee. Chase him through the door and into the chamber with Merlin the Owl. Merlin will attack and grab you, so elude him and click the door as before. In the next room, you are attacked by the Mechanical Mouse. Freeze it when it is near the right side and you can use it to jump over the high wall. Click on the vault door to enter the Workshop.

19) In order to get across the room, you have to use the stopwatch to freeze the tossed spike plants, allowing you to jump on their safe unspiky bottoms. Use the plants to move all the way to the right along the bottom. At the right side, use them to jump upward. (*Where there are 3 plants, freeze them when the closest one is moving left and almost back in the dock.)
Go back left to the middle, where you will find the Diamond Drill. Jump to the keyhole platform and open the clock chamber with the Crystal Key.

20) The Binary Bard will attack you with spinner blades as his clock mechanism powers up. You can short out the giant clock by using the stopwatch to freeze it when the hands are exactly connected to any two of the power connections at the numbers 12, 3, or 9 (i.e. when the clock reads 3 or 9 o'clock). After three freezes, the clock shorts out and you receive the Astrolabe Totem. You wake up.

21) Enter Dr. Hare's dream again. You dig down through the anthill again, but you can equip the Diamond Drill to dig through the unbreakable metal squares as well. In the lower section of the dig, you encounter blue ants that can break the ground, too. Dig down quickly and find Dr. Hare. Drilling out the top squares in the block to his right reveals the Golden Carrot Totem.

Dr. Jupiter Revealed

22) When you wake up and have all 4 totems, they are taken by Dr. Jupiter, who is revealed to actually be the Greek god Zeus from Mythology Island. He plans to conquer all of Poptropica with the power of the totems. He wastes no time in a destructive rampage across the islands of Poptropica.

23) You find yourself in the water with the 4 villains, who swim away. Suddenly the god Poseidon (Zeus's brother) rises on an island under you. He gives you his lightning-firing trident to use to fight Zeus. (This is very similar to the fight on Mythology Island).

Battle with Zeus

23) You appear at the Statue of Liberty, which has been altered by Zeus into his own image. The 4 totems are attached to it and providing power to Zeus. Flying on clouds of pink energy, use the lightning bolts from the trident to shoot the 4 totems to knock them loose and deactivate them. This takes from 8 to 12 hits on each. Meanwhile, Zeus will be firing bolts at you, and the totems will manifest flaming meteors and phantom cloud cannons to shoot at you.

* Collect the pink clouds that float near you to maintain your power. Hits will knock them loose. If you lose them all, you will fall and have to start the battle over.

24) Once you knock the 4 totems from the statue, you have to duel with Zeus. You can tell when Zeus is weakening because the number of clouds under him grows smaller.

25) After you remove all his clouds (you have to hit him with a couple of dozen bolts), he will attack you using giant thunderbolts from the statue's eyes. Shoot the eyes until he is defeated (again).

16) Back at the Prison island, Zeus is locked into the Dream Machine, and you receive the Island Medallion. Exit the prison through the elevator and the guard room, and call the helicopter with your walkie-talkie.
You have to return to the oil rig to leave Super Villain Island on the blimp.

---
Notes:
1) The meteors and cannonballs in the Zeus fight were added after the initial release in early access.
2) Due to a glitch, your parachute may only appear if you are hit by lightning which will set it on fire, more for each hit.





Bonus Quest for Paid Monthly Members Only

The prisoners from Super Power Island have broken loose and are holding a hostage. The security override is only known by "Dr. Jupiter" (the sleeping Zeus). You will have to enter his dream and recover the 12 letters of the system password.

For each of three color-inverted, upside-down scenes from Mythology Island, you will recover 4 password letters. Because the scenes are upside-down, you will tend to "fall" upward. The letters are Z3US in the inverted Minotaur Maze, TH3G at the inverted Tree of Immortality, and R34T at the inverted Mount Olympus -- it spells "Zeus the great." Zeus appears in the dream's outdoor scenes and tries to stop you from finishing.

Recovering the password awards you the "Dream Guardian" hooded costume.


 

how to finish twisted thicket island on poptropica

There are a number of puzzles that are mostly just "jump and run really fast" that you'll need to complete to beat the island. Go to the construction zone to the right. Talk to the director, he is wearing a suit and sunglasses, and he will ask you to stop the woodland creatures from stopping his construction. Climb the dump truck and go right, crossing the roof to reach the forest.

1) First challenge: Enter the forest and remove the acorn rune (Lesovyk). Dryads will come out and attack you. You must collect at least 3 or 4 and use them to help you jump higher. Wave your mouse cursor over the dryads to make them let go. If too many attach to you, they will carry you away. Make your way to the right side.

2) Second Challenge: In the next zone, you have to move left using the vines as ropes. The vine creatures (elves) will knock you off and cut the vine if they get higher than you are. Once you reach the top four vines, jump from vine to vine as you climb to avoid the creatures. You will pick up the plant rune (Kobold).

3) Third challenge: Cross the treetops by avoiding the flights of dryads. If you are stung three times you lose. Run past the first group. Duck to avoid the second group. Run into the middle of the next two groups, then out again as they spin. Repeat the cycle again as you head right.

4) Fourth challenge: You must avoid being hit by the boulders thrown by the trolls as you climb the trail. You can sometimes slip by them or use steps on the mountain. But usually you can climb on the trolls themselves to jump up. At the top, the last one will hit himself and you jump up to leave. You will find the tree rune (Jötunn).

5) Fifth Challenge: You must cross the bog and avoid the creature (the Nokken) that turns invisible (you can see his red footprints or air bubbles). The secret is to hide as you go, because the Nokken will not attack you when you are hidden. Watch for the red footprints to disappear then move quickly. Swim through the first pool, then jump past the sealed door to reach the end pool. Do *not* jump onto the vine! You will find the fruited tree rune (Näckrosor).

6) Sixth Challenge: you have to outrun the gremlins as they chase you. The obstacles in order are a) mushroom - jump b) tall mushroom - high jump c) archer basket - run under d) spike house - jump high e) ground archer - jump high. Reach the end and jump into the basket that holds the final or stump rune (Dökkálfar).

7) Enter the forest center. Climb the fungi on the trees to reach the rune images, pressing them in order from left to right. The brambles clear away.

8) Talk to the elf queen and she will tell you about the orb, the last magical source within the woods, which are being destroyed by the construction. The workers will drop down into the heart of the forest and one will smash the orb, turning all the creatures into stone.

9) Take the elf queen's amulet and use it to stop the caravan of construction equipment headed for the forest center. You can select from the three types of creatures to become using the amulet (pop-up at lower left).
- Dryad : flying power - blue symbol
- Gremlin : fast speed - green symbol
- Troll Giant (Jotunn) : strength - yellow symbol

10) As the dumptruck, bulldozer, and wrecking ball roll by, put on the amulet and become a gremlin (green) to chase them down. Jump onto the wrecking ball crane and become a troll (yellow) to push the crane to over the bulldozer (right). Become a dryad and fly to the top. Push the lever that releases the ball. Become a troll and jump down to the bulldozer. Pick up the ball and toss it onto the dumptruck.

11) Now that the worker guard is gone, become a gremlin (green) and run to the truck. Climb onto the fuse box and become a troll to destroy it. The construction director will give you the orb shards and surrender.

12) Return to the elf queen and the orb will be restored. She will then give you the island medallion. To reach Main Street, enter the cave at right (part of the Bonus Quest) and go all the way up and left.

---
Bonus Quest for Paid Monthly members
A large part of the Orb is missing. You must go into the forest to recover the missing shards, using the amulet again. Exit at the middle right to the caves. There are 5 exits that lead to modified versions of the original challenge scenes.
1) As a Gremlin, run fast through the spider web at far right, emerging in the Nokken pool. Go left and use the Troll strength to open the locked door. Inside, the gremlin can run fast through the blocking ladders, then become the Dryad to reach a shard on the ledge. Exit the door, fly back to the pool and return to the cave.
2) Fly directly up from the first webs and enter the door. In the Gremlin scene is a large wooden form resembling a creature. Go left and become a Troll, and push the large Battering Ram into the wood form, destroying it. As a Dryad, fly up into the trees above it to find the shard. Exit back to the cave.
3) Climb up one level and become the Troll to move the large round stone and enter the tunnel behind it. In the Troll scene, fly up and carefully between the thorn vines to reach the shard at upper left, which the Troll can retrieve behind the hanging stone. Exit the Troll scene to the cave.
4) To the right is a second set of webs. Run through as the Gremlin. In the Lights scene, merely fly to the far right, go up, then dash quickly left as the Gremlin to the get the shard. Return to the cave.
5) At the upper right, you exit into the forest at the "Dryads only" sign. Using the dryad works for most of the shard quest. The first shard is up and left in the vines, at a beehive. Exit at the sign and return to the cave. Go back to the elf queen.
There is no special reward, other than retaining the Amulet. To easily reach Main Street, re-enter the cave and go all the way up and left. One advantage to having the amulet, is that you can fly as a dryad in many of the ad-games that appear on the site, by playing them at Twisted Thicket. This is similar to using Flying Power on Super Power island.



 

how to finish cryptids island on poptropica

Cliff Park / Main Street / Mansion Row

Main street consists of three buildings : Bert's Bed and Breakfast (multiplayer room), the General Store, and Kitty's Kites. To the left is Cliff Park and to the right is a row of mansions, including the home of billionaire recluse Harold Mews. You receive a flyer announcing the Mews million-dollar reward for proof of the existence of cryptids : legendary creatures whose existence is unconfirmed by fact.
  1. At the General Store, everything is too expensive (but have no prices on them). You could get a free kite at Kitty's, but the most interesting, the KiteSurfer X-250, does not have any nylon rope to use. Continue right to the row of mansions. The Mews mansion is gated and locked, but you can find $5 in the tree just before you get there. His gardener is overworked and thirsty.
  2. Use the $5 to buy a sports drink at the General Store and give it to the gardener, who will loan you his shears. Take them left, past Main Street to Cliff Park.
  3. Help the other adventurers on their way. Give the hang glider a push and use the shears to cut loose the hot air balloon. You will get some nylon rope.
  4. Go back to Kitty's Kites and get the KiteSurfer. Take it to Cliff Park and launch it into the waves. You will surf for awhile until evil Gretchen Grimlock shoots a flare into the kite, leaving you to flounder until you are rescued by a helicopter owned by Mews.



* Mews Mansion and Museum, and the Cryptid Hunt

You are recovering after your rescue, and Mews offers to help you in the hunt for evidence of the Cryptids. Drink the last of your medicine and follow him to his Museum and Laboratory. After you familiarize yourself with the creatures, he lets you use his helicopter to travel to locations around the world. Exit the house and go to the Heliport. Your first stop should be Loch Ness, because you will need items from there at other locations.
  1. Loch Ness (Nessie) - The ticket counter for the Rowboat and Submarine is closed, but you can view the loch from the hill above, using the binocular telescope.
  2. Help the man whose truck is stuck under the bridge. Let some air out of the tires to lower it. The driver will give you his Digital Camera. Continue right to the Pub.
  3. In the Pub, pick up the book of matches from the bar.
  4. Play darts against the players there. If you win, you get a Rowboat Ticket. (to throw, aim at the center and "pull back" -- lower your dart -- between 1/2 and 3/4 of the way to the dartboard edge, then release) Eventually you will win and get the ticket.
  5. Go left to the Loch and take the Rowboat ride. While on the loch, you will get a photo of some "humps" in the water. You could return to the Mews Mansion with it. But to save travel, you can continue on to the rest of the four sites, beginning with the Himalayas.



At the Himalayas, there is a base camp set up, and you meet another fortune hunter. But none of the guys is going to help you up the mountain in search of the Yeti. The monastery at the top of the mountain has the alleged scalp of a Yeti. Begin climbing left until you meet a helpful Sherpa guide.
  1. With the Sherpa, climb the mountain using the Rope Anchors. As you go up, you must tie off the rope at each of the round anchors along the way, and wait for the Sherpa to catch up. (Even if you don't slip, the play is extremely glitchy.) Avoid slipping, and don't move until he ties up.
  2. At the mountain-top monastery, go in and talk to the head monk. He will not give you the Yeti scalp, because it is a sacred artifact.
  3. He does give you a lantern, which you can light at any time with your matches.
  4. Leaving, you climb the mountain at left, and meet another monk who will challenge you to a simple game of Hunt The Yeti (fox and hounds), which you must win to go further. To win, move toward the hunters, then back and to one side, and eventually one will make a mistake and let you reach the left side. The monk lets you pass.
  5. Go down the path, climb the temple, and go up and left higher on the mountain. At the upper left, you will find a clearing with flowers blooming. There is a large footprint that might have been made by the Yeti. Take a photo, then go back down across the rope bridge to return to the helicopter. The next stop is Puerto Rico.



In Puerto Rico, the farmers and goat herders are concerned about losing livestock to the Chupacabra (goat sucker). The farmers rescue another of Gretchen's victims from a tree. He offers to let you use his jeep to drive around the countryside. As you drive, you find yourself splashing through streams, knocking down fences, and scattering herds of goats.
  1. In the jeep, drive up the road to the first "star" on the map (middle right). This is the herder's brother, who shows you some fur left on his barbed wire after an attack. It is supposedly from the chupacabra. Collect it from the fence.
  2. The second star (top left) has a resident who says that the Chupacabra prefers spotted goats. You can see them nearby. If you climb the springy poes to the right, there is a Bolt Cutter at the top.
  3. The third star (center) is Snaggletooth rock, where three spotted goats are sure to attract the Chupacabra.
  4. At the fourth star (middle left), the resident says that the Chupacabra only attacks goats when there are three of them. This will figure in your ability to pursue the creature. But for now, you can leave and head for New Jersey.



In New Jersey you are looking for proof of the existence of the Jersey Devil, sort of a small, demonic-looking flying dragon. You land at a gas station in a wooded area near the interstate highway.
  1. Enter the restroom to find claw marks and other evidence of the Jersey Devil. Writing on the wall outside and inside gives you clues.
  2. If you collected the bolt cutters at Puerto Rico, you can open the dumpster at the gas station. Inside is the removed toilet door. When placed next to the other door inside, it gives complete (if roundabout) directions to the house in the forest : right, left, left, right, right, right, left, left.
  3. As it is dark in the woods, use the Matches to light your Lantern.
  4. Hop on the motorcycle parked nearby and drive into the woods. Follow the directions on the list you wrote, or just alternate, right then left turns, to reach a cul-de-sac deep in the woods, where you park.
  5. Walk up the path to the deserted house and go inside. There are noises from above.
  6. Climb the stairs and push the dresser over to reach the attic, where thumping sounds are being made. You see a dark, red-eyed shape emerge from a barrel, but find that it is only a raccoon. Pick up the grappling hook next to the raccoon barrel and head downstairs.
  7. Just when you are leaving, the Jersey Devil appears in the window!
  8. Unfortunately, you can't get a photo. Go outside, where you see the Jersey Devil again. Apparently it has a nest in a tall tree.
  9. Use the grapple to reach the nest and recover pieces of egg shells from the it. You now have evidence on all 4 creatures, so return to Mews.



* Back at Mews Museum Laboratory

You show your collected materials to Mews, and use the DNA Analyzer to test the samples.
  1. Unfortunately, the Nessie photo is only tires in the water, but there is a suspicious shadowy form in the background.
  2. The photo of the Yeti footprint turns out to be from a snowboot, so you can cross off the Himalayas as a source.
  3. Using the DNA analyzer shows that the "Chupacabra fur" is just a coyote's.
  4. But you do confirm one of the four : the Egg Shells are definitive proof of the unknown DNA of the Jersey Devil.



Now you have to return to Loch Ness and to Puerto Rico to see if anything new can be found. At Loch Ness, you confront the rowboat guide about the fake photo. He leaves, and you have the rowboat for your use. Return to the pub for more conversation and more darts. One of the two players claims to have seen Nessie
  1. Play darts against his skeptical friend to win a Submarine ticket.
  2. Go back to the loch and take the Submarine tour. You will descend into the loch and get a photo of a "Nessie" on the bottom. It looks suspiciously like a hoax.
  3. Back at the pub, the players confirm the hoax. The first dart player you beat returns for a rematch. But when you win, he refuses to give you anything.
  4. However, the bartender gives you a Pennywhistle that is rumored to attract Nessie.
  5. Return to the Rowboat and go left, then farther left into a small cove.
  6. Blow the pennywhistle and a huge Nessie will emerge from the water!
  7. Take a photo and return to the helicopter. (You can return later to show up the haughty dart player and display your astounding photo.) You now see what you can find back in Puerto Rico.



In your absence, the goat herder has decided to catch the Chupacabra. Take his jeep to his brother's house again, where he suggests you use the jeep to corral three spotted goats into the rocks (center star on map) as bait for the chupacabra.
  1. Drive over, and steer around the three spotted goats until they are all between the rocks.
  2. Get out and meet the goat herder, who has a plan to trap the creature in a huge wooden box with locks and chains.
  3. After a short wait, his "trap" succeeds, and the Chupacabra is caught!
  4. Unfortunately, as you push it toward the truck, the box bursts open, releasing the savage Chupacabra, who knocks you down and escapes!
  5. Fortunately, he has lost a tooth in the process. Pick it up and head back to the Mews mansion with proof for both Nessie and the Chupacabra.



* Mews Museum Laboratory and the Bigfoot Hunt
  1. The photo confirms that Nessie exists.
  2. The Chupacabra tooth confirms it is a real creature
  3. This leaves only the Yeti / Bigfoot unproven.



But Mews has word of a sighting in the Pacific Northwest, so you fly the helicopter there to investigate. This is a new, 5th location on the helicopter's GPS. You sight Bigfoot travelling on the ground through the trees, and he is occasionally getting out of your sight as he roams. You can spot his footprints for a few seconds before they fade away.
  1. Fly above him and keep him in view for about two or three minutes until he reaches some caves.
  2. You report in to Mews, but Gretchen has bugged the radio, and swoops in using her own copter, and traps Bigfoot in a cage. Fly in close to her to stop her.
  3. Jump from your copter to hers, avoiding the rotor blades. If you fall, you can try again. To stop her, you have to open her copter's gas tank, on the side near the door. This will spill out the fuel and force her to ditch the helicopter.
  4. Quickly jump down to the cage and use the shears to cut the connecting rope. Descend to the ground safely using the cage's parachute.



* Mews Museum (Finale)
  1. The existence of Bigfoot is finally confirmed, and you are the winner of the million-dollar prize! But Mews has had financial trouble, so he hasn't any money to buy the caves as a Bigfoot preserve.
  2. You decide to turn down the money to keep the Bigfoot safe. :-(
  3. But you have confirmed all 4 of the cryptids and win the Island Medallion!

--
Notes :
1) You can use the shears to trim some of the hedges, much to the dismay of the rich lady. Fortunately, the damage disappears when you leave the mansion.
2) You can fly another kite any time on the island, but not the surfer kite. Like the balloons on Counterfeit Island, they let you jump higher.
3) After you see the cryptids, they do not appear again on the island. You can examine the caves where Bigfoot is staying.

(see related questions and links)


 

how to finish charlie and the chocolate factory island on poptropica

Beginning the Quest Main Street has three buildings: the Wonka store, the Post Office (multiplayer room), and the Corner Store. To the left are the Tenements, where Charlie Bucket and his family live. To the right is the Willy Wonka Chocolate factory.

1) The characters all tell the story of the coming tour of the Chocolate Factory, to be available only to the holders of 5 Golden Tickets. Charlie, outside the store, has no money to buy candy.
2) Go to the far left, and past the tenements to the Pay Phones. There is a Silver Coin in one of the phones. Bring it back to the Corner Store and go inside.
3) Give the coin to Charlie, who buys a Wonka bar. Open it to reveal a Golden Ticket.
4) Shove aside the people offering to buy the ticket so that Charlie can leave. Go out and run behind him. Click all of the crates and trash bins to keep anyone from catching him. (This is a long and repetitive chase scene.)
5) When Charlie leaves, it is the next day. A 6th Golden Ticket floats down outside the factory. Follow it left to the Tenements, and climb the building at far left to follow it. Bounce on the wire to cross to the upper right, where you will catch the ticket.

The Chocolate Factory
6) Go right to the factory and enter the gate. The parents of the kids are outside. Talk to all 5 kids, and Willy Wonka will appear to usher Charlie and the others inside. They are Augustus Gloop, Veruca Salt, Violet Beauregarde, and Mike Teavee.
7) When the kids run off, Willy asks you to get his cane. When you go left to pick it up, he disappears along with Charlie.
8) Go right and enter the work rooms. Each time you enter the hallway, the "room selector" will appear. Select a room and then follow the blue hands down until you fall into the room.

The Chocolate Room and the Fudge Room
9) Augustus is swimming in the chocolate and gets sucked up into the pipeline. Turn all three green wheels to send him off to the Fudge Room (at right).
10) In the fudge room, you have to rescue Augustus from the smasher and the fiery ovens. Turn the green wheel to send him to the smasher. Cross quickly to the left and press the green button on the computer to stop the smasher.
11) As he heads back to the right, wait at the oven and press the blue flame control to tighten the flame. Then press the flame-reducer red button on the computer control (at right) to let him safely pass.
12) As he goes left again through the main ovens, press any of the flame alternator buttons to switch the flames from the one he's under to the ones he's not under, until he exits at the left side. (* the key here is to reduce the first flame, then stand at the middle orange button -- if you try to move from button to button, you may lose). Enter the hallway and choose TV Room.

The TV Room and the Bubblegum Room
13) After Willy Wonka sends the candy bar, Mike goes under the camera and is sent to the TV at far left. Adjust the antenna on the set until he's clear.
14) In the Bubblegum Room, use the stretchers to restore him to "normal" (almost) by selecting a mid-range between Less and More for both the vertical and horizontal stretching. Enter the hallway and go to the Inventing Room.

The Inventing Room and the Juicing Room

15) Willy Wonka is at right explaining his "three-course meal gum" and Violet wants to try the prototype. (Jump on the large button at right to release a gumball.) Unfortunately, the gum is not perfected and she swells into a purple blueberry from the dessert. She goes into the Juicing Room.
16) There are 4 operating machines, and all you need to do is match the order of the fruits to the order of the machines so that Violet goes to the squeezer. Slide the four color blocks to the proper positions (on the square, not the holes). The orange goes next to the number 1, the yellow next to 2, the purple next to 4, and the red next to 3. Violet gets shrunken and you take the hallway at right and go to the Nut Room.

The Nut Room and the Incinerator
17) In the Nut Room, both Veruca and her dad are tossed in the trash and you follow. (You pick up a Walnut in passing.)
18) In the Incinerator, you have to stop all three generators and the backup to stop the conveyor belt taking them into the furnace.
19) Jump to the next level and pull the handle that drops a huge wad of old gum. Roll it right to gum up generator #1. Pull to get another ball and roll it right to block the squirrel door -- so that one cannot come out when you throw the switch on generator #2. Quickly go to the bottom and slide the trash can to the right, blocking the other doorway. Now you can shut off generator #3.
20) When the squirrel starts running in the backup cage, place the Walnut on the platform to his left. He will stop running and get the nut. You have saved the Salts.
21) In the process, you picked up a can of Whipped Cream that turns out to be useless because a different version is used in the final challenge. You also picked up some Fizzy Drink, which you use to exit through the vent in the ceiling. Take the hallway back to the Chocolate Room again, where Charlie is waiting with Wonka.

Chocolate Room and the Chocolate River

22) Before Wonka can finish his speech, Charlie is swept away down the river of chocolate and you have to follow to rescue him.
23) As you jump to floating objects, some will rapidly sink, so you have to jump quickly. For wide distances, there is a can of whipped cream that solidifies in the air, creating temporary walkways. You need to use these to cross the rocks (no place to stand) and in one place there is no time to use it if you jump onto the sinking candy grass first -- just use the whipped cream exclusively at this point. Since you only have seconds to use it, you may want to spray a second line beneath the one you are on, in case you have trouble.
* The main problem is that if you don't click directly on the can at upper right, your character will move that way, into the chocolate! Don't miss the click!
24) Reach Charlie and rescue him, but he gets the keys to the Factory anyway. You get the Island Medallion. To leave, use the hallway exit to the main entrance.

---
Bonus Quest for Paid Monthly Members
1) Three of Wonka's competitors have stolen three valuable recipes. You have to fly after them in the Glass Elevator to recover the recipes.
2) This is a much shorter timed version of the Red Dragon battle (though somewhat easier). Collect candies from the clouds and spray them in front of the airplanes to gum up their engines (which explode). You face each of the three planes separately and you have 40 seconds to blow each one up. This can be hard if they hide offscreen or if you cannot find a candy refill right away.
3) As each plane is defeated, you recover its recipe as the pilot bails out. You must do all three in the same try to win. The reward is the Helio-Gum (typo for Heli-Gum), a bubblegum that lifts you a short distance above the ground. It apparently will not help beat any quests, because you drop back to your original level.

---
Notes:
1) Nutty glitch - if the "backup squirrel" does not start running in the cage in the Incinerator Room, you cannot finish the room. Let it restart.




 

how to finish the shrink ray island on poptropica

On Shrink Ray Island
1) The introductory sequence in River City has only two locations: the school science fair and Avenue A, where the story's main character (student CJ) lives with her family. Go right to the school, P.S. 101, where it is the night of the school Science Fair. Inside you will see the student exhibits, but CJ is missing. Talk to her science teacher, Mr. Silva, and to her parents. Leave the school and go right again, to Avenue A.
2) Enter the apartment, which has an orange cat outside. Follow the cat into the kitchen, and the bathroom, until it vanishes. Look in the microscope in CJ's bedroom. There is a warning from her.
3) A masked stranger will appear and shoot you with a ray gun, and you will shrink, becoming only about 2 or 3 inches tall (5-7 cm).

Layout of the Apartment:
CJ's Room Left Side = CJ's Room Computer = Living Room = Bathroom = Kitchen = Stove-Dining Room

Shrunken in CJ's Bedroom
4) Climb the telescope to the bulletin board, where you will find coordinates for the school (87, 16). You will use these later. The only thing you need right away is the fan. Make your way across the room and climb onto the fan, which will move lower on its post.
5) Push the red button to turn on the fan, which will blow the dust from under the bed, exposing the Thumb Drive for CJ's computer. Pick it up and continue right.
6) Go past the book shelf and computer desk. Above you is a desk lamp, a wall thermostat, a microscope, a diary on a shelf, and a computer. You can put the Thumb Drive into the computer, but the password "Marie Curie" doesn't work. So continue right into the apartment entrance and Living Room.

In the Apartment
7) Jump over the cat's paw at the apartment door. There is an aquarium, a TV, and a remote control toy truck. There is a door leading to the bathroom, which has a sink, tub, and toilet. Continue right to the Kitchen, which has a refrigerator, a countertop, cabinets, and a trash can. Farther right is the stove and the Dining Room table. You cannot immediately get to the truck's remote control, which is atop the refrigerator.

In the Kitchen
8) Climb the drawers to get the Screwdriver. Continue up to the counter, and go right to the stove.
9) Push the Rolling Pin in its holder to the right, which will shove the Tea Kettle to the right on the stove. You can ride the steam from the kettle to reach the shelf, where you will knock over a bottle of oil.
10) Jump down and slide the cat's food dish left across the puddle of oil. It should go just to the right side of the counter. Climb back up and jump onto the bag of cat food (4 or 5 times), which will spill down into the dish, filling it and forming a large clump.
11) Climb down and push the cat dish right so that you can climb onto the table.
12) Pick up a grape and grab the piece of paper. It appears blank but smells like lemon.
13) Head left and climb back onto the counter, where you will use the toaster. Click on the plug to plug it into the socket. With the grape you picked up, you are now heavy enough to push the lever down. When it pops up, you drop the grape and are thrown up to the top of the cabinet.
14) Push the salt shaker left, onto the left side of the spatula. When you jump on the right side of the spatula, you toss the salt into the air. When it comes down, you are thrown left onto the top of the refrigerator, where you can retrieve the remote control for the toy truck.
15) Climb back down to the Trash Can. Push the sponge over, and jump to the top of the spray bottle, then into the trash can.

Inside the Kitchen Trash Can
16) Your object is to move the garbage around so that you can go right to where a torn page is visible. This is from CJ's diary. Slide the cans, or cheese, in the stacks so that you can move right and climb up to it. Pressing "restart" will let you try again. Do not push where a stack might fall on you.
17) Once you have it, go left and climb out. (You can choose Restart to get back to the left.) Leave the kitchen and go left to the Living Room.

In the Living Room
18) Find the toy truck and back it up. Use the screwdriver to remove its battery.
19) Put the battery in the TV's remote control and press the green button.
20) The TV will turn on. Climb to the top, where the "rabbit ears" antenna is getting a static charge. Stand on it and you start to sparkle from the charge.
21) Jump to the TV , then left onto the green balloon. The static charge will make you stick to it, and you will land on one of the picture frames. Jump down to the shelf above the aquarium.
22) Knock over the fish food into the tank. The fish will start to eat. Jump down, turn off the filter (aerator) and swim to the bottom of the tank, where you will find the hidden key to CJ's diary. Go back to her room and to her computer.

CJ's Room (Computer and Telescope)
23) Climb onto the desk and up onto the diary shelf. Use the key to open the diary and match up the torn page. The diary gives you a clue about the piece of lemon-covered paper from the table. You can bring out "secret writing" done in lemon juice by heating the paper over a warm incandescent light bulb.
24) Jump left and onto the lamp, and turn it on. Place the lemon paper on the desk and lower the lamp close to it, so that the writing appears. It says to look for her in the telescope.
25) Climb up to the thermostat, and rotate it to the red zone which will turn on the heater in the room. You need this to get back past the fan. Go left to the bed.
26) Push over the trash can, so that pieces of paper get caught in the updraft from the heater. These allow you to climb to the bed. Pick up the book on Morse Code as you cross the bed, and jump over the fan to the telescope.
27) Turn the dials on the telescope by running on them. The left should be 87 and the right 16. Looking through the telescope, you see a tiny CJ in the Science Room window at the school. She is sending messages in Morse Code.
28) Decipher the dots and dashes to read "FLUSH THE THUMB DRIVE," which you will go to the bathroom to do. Go there through the living room.
(*See step 32 if you want to take a shortcut by using the computer now.)

In the Bathroom
29) You have to cross past the tub to the toilet, and almost everything in the bathroom is just a distraction. Climb onto the sink, and then onto the Hair Dryer that is hanging on the left.
30) Push both buttons on the dryer to turn it on, them tip it back so it aims up. The air flow will push you over the curtain into the tub.
31) Shove the soap off into the tub, then climb to the faucets and turn on the water. The soap will float, and as the tub fills, you can jump from the soap to the Rubber Ducky, and then over to the toilet. However, you will realize that the Thumb Drive has not been backed up. There is a clue in the magazines that will let you figure out CJ's password to use the computer. Leave the bathroom and go back to the computer.

At the Computer and Back to the Bathroom
32) The password "Marie Curie" doesn't work because CJ is being tricky. Replace some of the letters with numbers, making it "M4R13 CUR13" and you can back up the Thumb Drive.

*There is a trick to knowing which letters to change: in the bathroom, if you turn off the ventilation fan (the second switch right of the counter), you can turn on the hot water in the sink and the steam will show the letters written in the mirror (a=4, i=1, c=3).

Now you can return to the bathroom and flush the drive. Not a moment too soon because someone (the bad guy) is still looking for it. Go back to the telescope.

CJ's Room
33) CJ sends another message, telling you the thief is Mr. Silva, the science teacher. You need to get to her at the school. You will need to use the toy truck. As you leave the room, climb to the top of the bookcase next to her desk and shove the book "Tess's Tree" down onto the floor, creating a jump ramp!

In the Living Room
34) Take the battery back out of the TV remote and put it in the truck. Drive full speed across the living room, into CJ's room, up the book ramp, and out the window!

On the Street
35) Drive the toy truck past the various obstacles, through the culverts, and across the streets to the school. The only danger is two open drains.

In the Science Room
36) Enter the school and find CJ in the Science Room. Unfortunately, Mr. Silva is trying to eliminate her, and you, in his plan to claim the Shrink Ray as his invention. Run away.
37) In the final chase scene, you must avoid being hit by the Shrink Ray again, which will make you too tiny to do anything. Make your way across the room as he regularly shoots at you. Hide behind any object before he shoots you. You should quickly cross the room to the left. After he shoots near the far left, you can jump onto the yearbook and then to the lab desk. Hide behind the world globe at the right side and he will shrink it, sending the globe onto the floor.
Using leftover objects for cover, push the globe slightly right so that you can climb onto the chair, and then up to the right to the lab shelf, where there are more items to hide behind (including an apple). Farther right, you will find a round mirror. Hide behind it. When Silva shoots at you, the beam will be reflected back and shrink him instead! He falls into an ant farm jar.
38) Climb down to the Shrink Ray with CJ and turn the switch to "Grow" which will restore both of you to normal size again.

At the Science Fair
39) You will find yourself at the Science Fair, where CJ's entry wins first place, featuring the still-tiny Mr. Silva as "The Incredible Shrunken Man."
40) You receive the Island Medallion, and you can check out any exhibits that you hadn't looked at on your first visit.
41) Unlike most other islands, the quest is essentially closed once completed. Only the Science Fair and multiplayer room will remain functional for users who finish the island.

NOTES:
*The shortcut at #28 is included. Besides the magazine, there is no other clue that would tell you what CJ's password was, so that you can back up the drive before you go to the bathroom to flush it. But if you want to do #32 before #28, you save yourself a long trip that earlier players had to take.
* Caution! Once you have the grape at step 12, go to the toaster. If you leave the kitchen, you may lose the grape and have to begin the island over using "restart" on the small map.