Thursday, March 21, 2013

how to finish the great pumpkin island on poptropica

 

Arrive on the Island
  1. You must leave and return if you are viewing the Sneak Preview, which drops you into the Pumpkin Patch. Main Street for the island contains a multiplayer room (the Flying Ace Cafe), the Van Pelt house (Lucy and Linus), Violet's House, and a Peanuts merchandise store. (The island will still host the regular ad-games from other sponsors.) To the right is the Pumpkin Patch and to the left is Charlie Brown's back yard.
  2. Talk to Charlie Brown, who is happy to have gotten an invitation to the night's Halloween Party. Lucy is leaving her house to see Linus at the Pumpkin Patch. Pigpen is on the sidewalk, and needs a bag to go trick-or-treating.
  3. You will play short challenges to advance (in boldface below).


At the Pumpkin Patch
  1. Big pumpkin : Linus is awaiting the evening and the arrival of the Great Pumpkin. Lucy is there to get a large pumpkin for a jack'o'lantern. The first challenge is to determine which of the pumpkins is the heaviest, using the seesaw balance. Put one on either side and leave the heavier of each pair on the beam. Before time runs out, hand the heaviest to Lucy.
  2. Pumpkin Roll : Lucy wants you to take it home for her, and Linus offers you a reward (his treat bag). Roll the pumpkin through the hazards, and keep trying until you succeed. Don't roll it too fast over bumps, or over rabbit hills when they stick their heads up. Get some speed to go through the hollow tree bridge. At the swing set, you must stop as close as possible to the first kid, then very quickly cross all three when they swing to the back. The wobbly pumpkin is nearly impossible to stop between swings.


At the Van Pelt House
  1. Take the bag from Linus and give it to Pigpen, who will give you a lemon-flavored sucker. Give this to Linus and he will give you his party invitation. While you are there, pick up Linus's pen, which you need later.


In Charlie Brown's Yard
  1. Leaf Blowing - Go right to the trees in Charlie Brown's backyard. At the far left is Snoopy and his doghouse. Help Snoopy get 5 leaves into the leaf pile - use his breath to puff and keep them in the air as they fall from the tree at the far right. Waft each leaf left to the pile.
  2. Linus arrives and jumps into the leaves, scattering them.
  3. Blanket Find - After he leaves, follow him to the mailbox near his house. He will realize he doesn't have his blanket. Go bac to the leaf pile and uncover the leaves to find his blanket. Return it to him as he mails his gift list to the "Great Pumpkin".
  4. Back to the left in the yard, Lucy is preparing to trick Charlie Brown with the football. When she offers a signed agreement, offer him the Pen to sign. She nonetheless pulls the football away and he falls.
  5. Pick up the football and go right. Toss it into the tree to uncover Snoopy's "flying ace" helmet and goggles. He climbs aboard his doghouse to fly into a World War I adventure.
  6. Red Baron - You must survive damage from attacks by the Red Baron, who will shoot and bomb you as you fly. If you are not shot down within a minute, you proceed to the next scene. You can elude the Baron for awhile by flying upside down at the top of the screen. When bombs fall, fly away, not under them.
  7. Enemy Lines - When the searchlight comes right, hide behind the rock. As it moves right, then left, it passes and you can rush right, to the trench. From there you will go to another rock, across to the haystack, behind a road marker, into the river, and behind a bush next to the house. The last step is the hardest : jump to the roof and hide behind the chimney.
  8. As you pass the Scarecrow, stop and take its mask, and put it on. When you enter the damaged house, you are actually at Violet's party. You will compete in three games and some pumpkin art.


At the Halloween Party
  1. Bobbing for Apples - There is a large tub of water, in which apples surface at a regular schedule. Click on an apple when it pops up, until you catch all 6. Do not miss more than three times or you must start over.
  2. Carving the Jack-o'-Lantern - A large pumpkin is carved by first drawing the shapes on the back of Charlie Brown's head. Draw eyes, nose, mouth and other features. Any face is acceptable.
  3. Pin on the Face - A jack-o'-lantern floats around, then stops and the lights go out. You have to paste the eyes, nose, mouth, and pumpkin stem as close as possible to where they actually are. One or two tries should get close enough. (hint : the eyes are pointier toward the nose)
  4. Player Piano - The moving dots show you how to play the music that Schroeder is performing. As the dots move toward the keyboard, they enter a small row of grid squares. As each dot enters its square, press the key directly below. If your timing and aim is correct, you will play the song. Each correctly timed note moves the sliding bar at right, so you must get enough notes right to pass the song test. Otherwise, try again. (**see note at bottom - do not leave the game while the piano scene is open!)


Trick-or-Treat House to House
  1. When you finish the four games, the kids leave the party "later that night" to go trick-or-treating. As you go from house to house, you must ring the doorbell, then try to grab the candy as it is thrown. The original game calls for you to grab two or more types of candy, one at each of two houses. After four houses, you leave the group. In actual play, you now do NOT have to grab ANY candy to get a bag after the last house.
  2. Return to the Pumpkin Patch and share the candy with Sally and Linus. As Linus waits expectantly, a large pumpkin begins to rise from the patch. Unfortunately, it is only a pumpkin being lifted by Snoopy. Sally leaves, mad at Linus for spoiling her trick-or-treat chances.
  3. Much later in the night. Lucy arrives to pick up a tired and shivering Linus, and awards you the Island Medallion and a full 100 credits.
  4. You can check on Schroeder, Lucy, Linus, Charlie Brown, and Snoopy at their final positions in the game.


This is the same approximate size as the Haunted House game, and is therefore much shorter than regular islands. As with Big Nate island, none of the characters or costumes (Sneak Preview or the game) can be Costumized.


NOTES
Glitch 1 -- If you leave the game during Schroeder's piano-playing challenge, the program may fail at the end of the party scene, and the trick-or-treat game may not start. Players are advised to stay in Violet's house until the "Later that night" transition begins, or you may not be able to get the candy you need to finish the quest. Your only recourse is to restart the island (blue button on small map).
Glitch 2 -- in late 2011, Snoopy's "leaf blowing" game stopped working. If the leaves do not fall, you will have to try to complete the game some other time.


 

how to finish red dragon island on poptropica

Arriving on the Island : Frog Creek, PA There is an entire, mostly unused Main Street set in Frog Creek, Pennsylvania. There is a multiplayer room (Frog Creek Library), a closed music shop, a Magic Tree House product store and two house facades.
1) Go right, past both houses, and click on the gate to the back yard (far right).
2) After Jack and Annie run by, go right and take the tire from the tire swing.
3) Roll the tire left, across all of main Street, and through the forest at far left.
4) At the Tree House, pick up Jack's glasses and return them to him inside.
5) Collect the book "A Journey to Old Japan" and click Use on the card. You say "I wish I was there" and the treehouse is magically transported to feudal Japan.

In Old Edo, Japan (Shogun period)
There are 5 main sections: Lake House/West Edo-Sumo Arena/ East Edo-Fortress/ Edo Bridge/Treehouse
You receive the Magic Amulet from Jack and Annie, who run off.

Imperial Gardens - Bonsai Hut
6) Follow them left and through the garden. Unfortunately, you have no passport, so you are arrested by the Shogun's guards and thrown into jail. Use the magic amulet to return to the treehouse.
7) Head left again, and stop at the Bonsai shop (garden hut) which is now open. The old near-sighted woman will give you a kimono to wear.
(You do not actually have to wear a kimono, only use the costumize card.)
Fortunately, there is a passport in the pocket, which you can use to pass the Shogun's soldiers. Jack and Annie have no passports, and you see them taken away by the Shogun and his guards.

Great Bridge
8) Continue left to the bridge, which needs repair so that the sumo wrestlers can cross it. Beneath the bridge is a fisherman trying to catch the elusive kappa fish. Continue left.

East Edo (Fortress Cliff)
9) Stop to pick up the rotten fish on the steps to the Fortress, just past the Fish shop.
10) Climb to the locked fortress where Jack and Annie are being held. The warrior there says that it would take a master ninja to get inside, and that the location of the one ninja master, Basho, is unknown. You find a parchment from Jack and Annie that says they are captives of the evil and ambitious Shogun. They also suggest that Basho may be able to help. As you leave, there is a paper dragon (five men inside) being paraded in the street. Continue left.

West Edo (Sumo Arena)
11) Pass the Woodblock shop, the store, and the geisha girls, continue left.

Secluded Lake (and Ninja Training Grounds)
12) Pick up the sack of mortar at the lake edge. You can talk to the old poet at his hut, who suggests looking for the ninja master Basho back in Edo. Return with the mortar to the bridge, stopping at East Edo to help the police.

East Edo
13) The soldiers are looking for a fish thief who is one of the five men in the paper dragon. By talking with the men, determine their order inside the dragon and put them in that order (the three with hats are to the right). When you click on a pair, they change places. Swap suspects 5 and 4, then 4 and 1, then swap 3 and 4. The guilty man (the one with a mustache but no glasses) was in the tail, and confesses. One soldier gives you his betting slip on the Sumo match, offering to split the proceeds.

Great Bridge
14) Talk to the elder, then use the mortar. You will simply fit pieces of the bridge into the two columns as a jigsaw puzzle. As the sumo wrestler jogs across, one woman drops her Bonsai scissors. Pick them up.
15) Under the bridge, use the rotten fish to lure the tricky kappa fish. Aim the beehive to block the tree hole, roll the rock over the right side hole, light the campfire, and fire up the paper lantern. This will force the kappa to enter through the lily pad holes, and the frog can block all but the center hole where your net is. Give the fish to the fisherman and continue right to the Bonsai hut.

Imperial Gardens - Bonsai Hut 16) Use the bonsai scissors to carefully trim one of the bonsai trees into the exact shape shown in the drawing. It must match precisely.
17) A buyer purchases the tree for the sumo champion Yokozuna, the wrestler on whom you hold the bet. Go left to the Sumo arena in West Edo.

West Edo - Arena
18) Enter the arena and talk to the promoters. Help the Yokozuna's manager sign the Kanji symbols on cards for his young fans.
19) Talk to the sumo challenger, who is frightened because the champion is very angry today. He asks you to take his place, and you do.
20) Sumo Match - the Yokozuna will try to push you from the ring. You have to jump over him to get out of his way, and also jump when he angrily stomps his foot. If you avoid him three times in a row, he will get madder, turn red, and charge at you. If you are near the side, he will plummet out of the ring, and you win.
21) Soldiers who lost their money question you, but you are saved by the old poet, who is (no surprise) the legendary ninja master Basho. You go to his lake area to train as a ninja.

Ninja Training ( seeing eye, stars, smoke bombs, bo staff, grapple)
22) Put on the Ninja outfit and complete the weapons practice.
(You do not have to change into ninja garb, only select the costumize card)
The claws are always on, but the eye, stars, smoke bombs, and bo staff have to be selected one at a time from the icon at lower left. The ninja eye lets you look around a large scene. To use the items, press the spacebar after pointing the cursor. Run and click to vault with the bo staff. Placing and clicking the cursor on a shiny ring will trigger the grappling hook.
23) When your training is done, repair the wall for Basho and head for the Fortress.

Fortress Climb
24) This is the single longest and most repetitive section of the island. Climb using the claws (jump and click back higher up on the walls). You can use the piston logs as steps near the top.

Fortress Chambers (each of three has haiku section)
25) As you go through a chamber, toss the smoke bombs at the guards, and the stars at any lamps. Climb walls with the claws, and use the grapple where you see a gold ring, to swing across an opening. There are some sections where darts come out of the walls. To pass these, spin the bo staff and then run past when they stop. To reach the tops of walls, vault with the staff by running and clicking the spacebar.
26) Collect the key in each chamber that opens the locked door at the end. In each chamber is also part of a Haiku verse. You need all three parts as the password to exit the third chamber.

The Shogun's Chambers
27) The Shogun warns you not to fight him, because he's hidden the key to the cage with Jack and Annie. But you can just throw a star to cut their cage down.
28) The Shogun tries to use the Wand of Dianthus that he took from them, but only succeeds in releasing the fury of the Red Dragon on the city. It spews burning coals on Edo, and eventually the Shogun agrees to let the three of you stop it.

Mount Fuji
29) The wand transports the three of you to Mount Fuji, home of the Cloud Dragon. Climb to the top and jump onto the dragon.

Dragon Battle
30) In the final battle, you have to fly the Cloud Dragon behind the Red Dragon that is setting fire to the city. The Cloud Dragon spews water to put out the fires on the buildings, and can hit and weaken the Red Dragon. Fly closely behind the Red Dragon, clicking your mouse to hit it when you can (in the head) and also putting out the building fires. You must turn the Red Dragon entirely red before the last buildings are burned up completely.
Two things make this challenging: one is that your supply of water is limited, so when it runs out, you have to fly to the clouds to refill. The second is that the Red Dragon dives out of your view, so it is harder to follow and hit.
31) If you fail, you have the option to try again, or even to use the Easy Mode, which takes away both of the challenging factors: your water supply is always full, and the Red Dragon spends most of its time where you can see it.
32) Defeat the Red Dragon to win the island. Edo is saved and you see a reunion of Basho and the Shogun, who trained as samurai together. The Shogun seems genuinely sorry for his arrogant ambition.
33) Use the amulet to return to the treehouse.
34) If you have not yet picked it up, the second book in the treehouse is "Frog Creek, Pennsylvania - Hometown USA." Use this book by saying "I wish I was there" and you return to the forest where the treehouse began.
25) Jack and Annie give you the Island Medallion.

*(see the related question for a step-by-step fortress solution)

Notes:
* The game is loosely based on book 37 of the Magic Tree House series: Dragon of the Red Dawn (2007).
* The separate "sumo wrestling" preview was removed from the Island Map.
*Save your costume with the Costume Saver if you put on the kimono. Otherwise you may not be able to get it back by changing out of the kimono.


 

how to finish reality tv island on poptropica

Playing Part I - Getting on the show
First go to the supermarket. Talk to the man who has the magazine (he is on the right). He will drop it, so you can pick it up. There is a Reality TV Island entry form in the magazine. Rip it out. Then go to the TV store, and change the channels on the sets until you see the TV show's address. Leave and go to the manager's office in the Wayside Motel. Grab a pen to write on the form. You can write in why you should be on the show, but it can be any reason, or you can leave it blank. The address was automatically added to the card.

After that, dial 555-PETE (555-7383) for Pete's Pizza. Order it for room 4B. When you go outside of the office, there will be a pizza delivery person. Talk to her to get the pizza. Go to room 4B (up the stairs on the left side) and knock on the door. Enter and go to the middle room, where you will see Bucky Lucas. Talk to him and he will give you a postage stamp to mail your entry form. Go to your inventory and click "use" on the postage stamp. It will appear on the entry form. Go to the mailbox (far right of town past the TV store) and click on it to mail the form. Within a few seconds, it is the following day and a helicopter arrives to take you to the TV show.

Playing Part II - Playing games on the island

After you arrive, you will face several different challenges, playing against the other 7 contestants chosen for the show. These are all computer-generated players and some are familiar from other Poptropica islands. They all play exactly the same way, and any of them could beat you in some of the challenges.

After each challenge, the remaining contestants meet to vote someone off. Hopefully you won the challenge, because that gives you immunity. (i.e. no one can vote you off). You can still get lucky even if you don't win a challenge, because you might not get voted off. The computer contestants will usually vote against other computer characters (and may even vote against themselves!). On Day 7, you ABSOLUTELY HAVE TO WIN to earn the Island Medallion! If you get voted off at any point, you are still invited to be on the show in "another season" (which is right away if you want). Hop back in the helicopter and off you go! Even if you win the competition and the Medallion, you can still go back if you want to play the challenges again.

** Note ** Players who win the TV show more than once will receive an update to their Island Medallion, indicating how many times they have won. There is no known upper limit to this number.

Some Hints on the Challenges
There were originally 12, and at least 2 more were added, from which each player will play a random selection of 7. One is a random chance (Geyser Guess) and others can be difficult to win when there are more than 1 or 2 opponents.
  1. Balanced Diet : As the brown dot (top of the pole) moves, move your cursor toward the opposite side of the circle to keep it centered.
  2. Boulder Push : your most rapid clicking will almost always be successful
  3. Coconut Grab : Stay to the left and center and time your jumps to get groups of single coconuts or preferably groups of three. (More than two others will usually get in each other's way.)
  4. Geyser Guess : This is just guessing, and the same geyser CAN erupt twice in a row!
  5. Mountain Race : avoid the rocks as you run uphill. Running farther to the right (higher) is an advantage even if you get hit once or twice, because most of the overhead rocks will miss you.
  6. On the Line : Click as soon as your line can come close to any fish's mouth. You can time its rise again to hit them. Shallow catches save time.
  7. Pole Climb : Click right or left to dodge the falling coconuts.
  8. Shot Put : Click to aim at a 45-degree angle. Click again when the power meter is close to the top. (Best score is 55-60.)
  9. Shuffleboard : Select a long shot (long arrow) for the first shot, or bank it hard into one side to go around your opponents. Get close and don't shoot too hard.
  10. Turtle Shell Toss : The others will seldom toss 20 pointers. Throwing at a 45-degree angle will guarantee three hits on the 20-point shell. (You can set your cursor at the center of the palm tree to get this aiming point.)
  11. Totem Hop : When a totem starts to shake, you may have time to leap to another (click on the one you want to jump to). Avoid jumping to the tallest totems (center) as you can get "stuck" there.
  12. Water Run : Jump the obstacles and avoid the boar. Fill your bottle COMPLETELY full so it will only take four trips (one less than full) to fill your container to 100%.
  13. Hang Gliding (new): You fly across the sky and avoid the volcano erupting and birds Tip: Always stay near the top and left side of the screen.
  14. Knockout (new) : Each player takes three shots. Aim for the plates with the least damage, and pull the slingshot just halfway for the lower plates and farther for the top row of plates.


Avoiding Defeat (Browser reset)
Save your position when you first arrive on the TV show.
Later, when you are playing a challenge, you can escape a loss by closing your browser window before you actually lose the challenge. The game will reboot to the start of that day, and will usually select a different challenge from the one you were playing. Getting challenges you do well in can often save time in acquiring your Island Medallion. Very seldom do players succeed in the first set of 7 they play.

You can also use this technique to move quickly through the challenges to practice or play one you are interested in.

----
List of Competitors on the Island (random 7 chosen each time)
  1. Betty Brownie
  2. Betty Jetty (Super Power Island)
  3. Bret Batter
  4. Black Widow (Counterfeit Island)
  5. Busy Bob
  6. Cathy Codex
  7. Chef Jeff
  8. Director D (Spy Island)
  9. Dr. Hare (24 Carrot island)
  10. Freddy Fry
  11. Grandma Gracey
  12. Grandpa Glum
  13. Helen Hiker
  14. Hip Hop
  15. Hippie Harry
  16. Lassie Lasso
  17. Magic Mervin
  18. Merry Muse
  19. Ned Noodlehead (Super Power Island)
  20. Richie Rebel
  21. Rickie Rock
  22. Sally Score
  23. Sarah Snooty
  24. Sickly Skull
  25. Slim Slam


 

how to finish lunar colony island on poptropica

At the PASE Launch Facility, Florida
1) You arrive at a rather under-funded space complex for PASE - the Poptropica Academy of Space Exploration. An older astronaut is giving a presentation to the sparse crowd. Continue right to Mission Control where a rocket is preparing for launch.

2) Talk to the short-handed, overworked staff in Mission Control. The astronaut in the capsule is looking nauseous. The flight director puts you to work to find something to settle the astronaut's queasy stomach.

3) Go back to the speech area and get the leftover bottle of ginger ale that the astronaut there was using. Bring it to the rocket, go up the gantry elevator, and give it to the astronaut.

4) The reluctant spaceman tricks you and escapes, leaving you to pilot the mission. Click on the headset to hear Mission Control, and get strapped in.

Blasting Off - At the Controls

5) The booster rockets need to be matched at 4150 pounds (despite Poptropica's font looking more like 4750). When the first fuel tank runs down to 5%, click the safety, then the release to jettison it. Set your vertical angle to 112° to reach orbit, then jettison the second tank the same way as the first.

6) The mission briefing about the Moon Base's missing astronaut is interrupted by a swarm of asteroids. Steer between them as much as possible, but two small ones will probably hit you.

7) To repair the damage to the ship, you have to spacewalk. You have a limited amount of umbilical to reach the hull tear. Press the toolkit release and grab the toolkit -- but don't float toward the back of the ship. Hold onto the kit as you circle back around to the bottom, and watch out for meteoroids. At the tear, spray the foam sealant to fill the hole.

8) To land on the Moon, use the mouse to keep the lander straight up, and click the mouse button to fire the retros, which will keep the speed in the green zone as you follow the path to the landing site.

At the Moon Base

9) Enter and go to the Vehicle Bay. Inside is a rover (uncharged) and some lockers. Go to the locker and click to find the GATOS manual, which has computer controls for the base.

10) Climb to the ceiling at upper right and press the roof control, allowing sunlight to enter the bay. Click the large reflector and tip it down until the sunbeam hits the other reflector across the room. which will direct it to the solar battery on the rover, recharging it.

11) Exit and go to the other room, the Barracks (crew quarters). Inside, jump to the third level on the left side, where one bunk has been slept in. You will find the journal of Dr. Salerno, the only remaining astronaut assigned to the base. Her Photo Album is in the small locker to the right.

12) On the fourth level is a map showing the location of the three mysterious jewel-like lunar artifacts, of which Salerno is certain there is a 4th. Continue left to the main computer console. It is password protected, but you can "reboot" using the code in the GATOS manual. Press the 4 keys on the pad at the right. The code is "square, loop, circle, X."

13) On the vehicle bay control, use the slider to the left of the screen to move the inner airlock to OPEN (up). You can also read the e-mails from program director McNabb to Salerno.

14) Return to the vehicle bay and drive the rover into the airlock and onto the surface. Your first stop is the Research station just north (above) the main base. Click the map to show your location and those of the three outlying facilities: the Research Station, the Rock Lab, and the Bio Dome.

* There are 3 strange glowing artifacts (jewel obelisks) at points on the lunar surface : an orange one north of the Research Station, a green one south of the main base, and a pink one near the BioDome. They are only used late in the quest.

Research Station

15) Click the tow cable and attach it to the meteor to unblock the door.

16) In the station are the experiments and the medical wing. Climb to the Eye Color device at the upper right and change your eyes to purple (this bypasses the retinal scan at the Rock Lab). Since the infirmary wing door is blocked, you have to flatten yourself out to enter. Use the Pressure Chamber at the top center of the station. Select HIGH and then hurry down to slip through before you regain your normal size.

17) In the infirmary wing, walk far left along the circular wall to hear the locator device beeping inside a trash vent. You will need to use the hose to flush it out. Grab the hose and unreel it as you climb into the central area of the infirmary. Essentially, you go up-left 4 times until you reach the center hub, then back down and right to the Maintenance area. If you run out of hose, you have to backtrack and try again. Use the hose at the vent to flush the device, then exit through the Biowaste door at left.

18) The locator shows Salerno is in the BioDome, down and left from the main base. Exit to the rover and drive there.

Bio-Dome

19) Enter and go right, then get a cork for the sprayers in the hydroponics room. You can cork the first one, then move through the room, or just carefully carry one cork left, then up to the sprayer by the door. (Losing a cork means a trip back for another. You can also slip by the first sprayer and go along the dome roof, then down left of the tree.)

20) Find Salerno in the upper storage area, but she escapes. Pick up her dropped key card. Exit and chase her in the rover to the Rock Lab.

Rock Lab

21) Bypass the retina scan and use the Key Card to enter. Use the ramps to pass all the processing stations and get to the lab door at the far upper right.

22) At the upper left of the room is a covered-up Geiger Counter. As the rover is remotely driven in, jump to the middle of the room and push over the long metal girder, forming a ramp to push the Geiger Counter down to the floor.

The Secret of the Artifacts

23) Drive south from the Rock Lab according to the geiger counter, and find the glowing purple X that marks the buried purple artifact. Use the winch to pull away the rocks on top. The artifact rises and emits a purple beam toward one of the other artifacts.

24) Drive in the rover to where the two beams cross and get out. Salerno shows up with a shovel but the surface collapses into a hole. In the chamber, go right, past the pictographs showing how the aliens left the artifacts. Press the lever that opens the portal to the alien homeworld. Salerno goes through the portal and you return to Earth.

25) Back at Mission Control, the SETI receiver gets a message (apparently through a space warp) that shows Salerno on the alien planet. PASE Director McNabb shows up and gives you the Island Medallion.

---
Notes:
1) If your avatar has facial hair, you can lose it on this quest! (astronaut rules?)
2) If you go to see the astronaut before going to Mission Control, the elevator has no down control -- you have to jump down!
3) The sign shows that the Moon Base population was apparently as high as 78 before budget cuts. Commander Salerno's name is an anagram of "as loner."





BONUS QUEST for paid monthly members only:

1) More messages in code are received from the SETI array, and you are tasked to find Dr. Alan Turing, an expert cryptoanalyst (a real person, Turing lived from 1912 to 1954).
2) Return to the PASE entrance and go left to take the bus marked "Silver Shuttle." At the Retirement Home, click the name "Grant Luina" on the call buttons until it re-arranges to spell Alan Turing.
3) Talk to Turing and return to Mission Control.
4) For each of the messages, you only need to add the alphabet letters to the symbol diagrams in order.
A thru I on the #
J-K-L-M on the first cross
N thru V on the next #
W-X-Y-Z on the second cross
The coordinates allow the SETI receiver to pick up 4 different images transmitted from the alien world.



 

how to finish the counterfeit island on poptropica

 

Arriving on the Island
You may wish to tour the island before going to the museum. The areas include the Docks, the Museum and Main Street, Downtown, and the Countryside. The valuable painting "The Scream" by Edvard Munch is due to be exhibited at the Museum Fantastique (this is a French island, but mostly they speak English). It is daytime when you arrive and you have a chance to look around. At night, Downtown is closed for construction and repairs.

Downtown / Countryside

1) There is a pair of large trash cans near the Underground Tunnel Tour. If you dig through the one on the right, you will find a pair of tickets to the Tour. But you decide to return them to their proper owner if possible.

2) There are free balloons in Bobo's Clown Store, and they will lift you high into the air when you jump. This makes the few building climbs easier. Take a green one to the Countryside for a crying boy there. (Oops! He's off!)

Main Street / Museum

3) Return to Main Street and check the news coverage at the Internet Cafe. The PONG game there is addictive, but if you press the old guy, you will find he is the rightful owner of the Tour tickets. He will give you one.

4) Look on the upper right of the Moldy Baguette Inn to find an odd scrap of paper, part of a torn picture of some sort of dragon. (There are 5 more pieces to find.)

5) Take the Underground Tour, which includes some skeletons and coffins. Inside a domed arch, you will find another of the odd dragon picture pieces. There is some sort of special hatch leading up to somewhere. The exit is to the Docks on the far left of the island.

6) Talk to the shady guy at the exit, and get the 3rd piece of the torn picture behind him. The 4th piece is on top of the ship.

Museum Fantastique

7) Go to the Museum (to your right) and see the female Chief Inspector in front. Climb up to get the 5th dragon picture piece on the roof.

8) Enter the Museum and apply for a job. The assistant curator tests you with four sets of paintings, each a different style. Pick the paintings that don't belong and move them to the right category. (The middle one at Upper Left goes to the right at Upper Right, that one goes to the right at Lower Right, that one goes to the middle Lower Left, and that one goes to the middle at Upper Left.)

9) Take the tutorial for Forgery Detection. Use the X-ray to spot the painting with the older artwork underneath. Use the magnifier on three paintings to spot the different signature. The moonlight photo shows stars through the Moon. For the paint test, click the color that lights up in the frame during each timed test : oil, watercolor, and pastel. (1st is Green-Red-Blue-Red, 2nd is Red-Green-Blue-Blue, 3rd is Blue-Red-Blue-Green.)

10) Get your key to the supply room. Go through the Statue collection and to the Security Office to examine the video surveillance equipment. Go to the Supply Room, where you will find the last piece of the dragon face.

Night Time at the Museum

11) Leave the museum, and go left to the City Docks, and see the guy you met earlier. He wants you to stop the theft of the painting "The Scream". Enter the underground and make your way to the secret tunnel to the surface.

12) Solve the dragon face lock by arranging the 8 facial features to match the picture.

13) Enter the Supply Room and unlock it. Slip past the Security Window and out into the Statue Room.

14) Avoid the lasers by hiding behind the statues until it is safe to move, enter the main hall. The door to the museum is locked, so there is nowhere to go. Take up a protective position near the painting in the upper gallery. You will click on the painting or the light above it. (Uh oh! You have tripped the alarm! You are arrested!)

Next Day (In the Jail)

15) Take a lie detector test with the Chief Inspector, who tells you that the painting was actually stolen later in the night.

16) You return to the museum to see if the thief is on the surveillance video.But it is too long. Go to find the security guard who was on duty. All of the townspeople think he needed cheering up, and sure enough you find him in the Clown Store. He has his timecard showing when he wasn't in the gallery hall.

17) Back at the museum, discover that the shady guy was the crook, and print his photo to show around town. Although no one seems to know him, the Ship Captain suggests you ask the mimes about him. When you do, they just whistle. This suggests he is in the All That Jazz Cafe (although if you look there first, he's not).

18) Confront the Shady Guy, and chase him through the streets on the motor scooters. Try not to wreck, although you can't catch him anyway and he escapes by boat. Pick up a key card he dropped, which has a Black Widow on it.

19) Back at the museum, you have a package waiting that contains information. By x-raying the painting of the Starry Night, you will find a message from the Museum Fantastique's curator, who is on Early Poptropica Island.

Off to Early Poptropica

20) Take the blimp to Early Poptropica and go to the Art Museum. You meet the curator who says that a famous thief is threatening the world's greatest artwork. She gives you a key to some unknown lock, and you return to Counterfeit island to search.

In the Countryside

21) Go to the mysterious locked cottage of the Inspector, who is probably intended to be the Chief Inspector (the sign is supposed to say "Veuve Noire" - Black Widow in French). The key from the curator fits the door!

22) Inside are a locked chest (a dummy item) and a strange painting. The sidewalk artist said that he had done a painting for the Chief Inspector but without a frame. Peel back the corner, and it's the stolen "Scream" from the museum.
(Lights go out and you are noisily subdued.)

In the Lair of the Black Widow

24) You are tied up and questioned by the Black Widow, notorious art thief (it's the lady Inspector, but you saw that coming). She leaves, and you talk to the shady guy, who turns out to be her henchman, who she has now betrayed. Scoot yourself backward in your chair, so you can get untied.

25) Enter the guarded room, move along the lower level to pass the guards, then climb back up behind one of them. You can now jump up as a female guard turns away, trailing her quietly until you reach the large chair at far right. Springing onto it, you reach the top door.

26) The Black Widow key card opens the door and you and the shady guy confront the Widow. Go to the large cranked lift at far left to get Shady Guy up to catch her.

27) Before you can get there, the Widow begins trashing valuable artwork from her loot. You will have to save the art from destruction at the same time as you crank the handle to raise the lift. Jump up to catch it, as she throws four pieces at a time. After each set of four, she throws small bombs down to distract you, so you can only spend part of that time cranking the lift up. If the value of lost items goes over $1 million, you have to start over. After about 8 or 9 sets of items, you should have the lift fully cranked.

28) Shady Guy (probably hoping for a lighter sentence) captures the Black Widow, and the game is over.

The passageways are open to the surface now, and the curator meets you at the museum to give you the Island Medallion! (The museum had cleverly hidden priceless art behind phony walls.)



 

how to finish mystery train island on poptropica


Boarding the Train The train is the John Bull, a coal-fired steam locomotive making the trip from Washington DC to Chicago for the 1893 World Columbian Exposition. Several dignitaries are taking this train, and by helping Thomas Edison, the player gets to go along.
1) At the loading area, move the luggage to form a ramp for the heavy crate. The proper order is short box, parcel, trunk, golf clubs, and angle-top case. Click on the board to load the crate. Edison gives you a ticket to travel on the train to Chicago.
2) Go to the front of the train (right) to board, and it gets underway.


Aboard the Train 3) There are at least 9 cars in the train, not including the locomotive and coal car. You must meet all of the passengers before Edison will show you his invention in his cabin. (See passengers and crew in boldface below)

After seeing the Conductor and Coal man, go left to each car. The first car is the sitting car. Meet the builder of the Chicago Fair's giant ferris wheel, George Ferris, Jr., who has received word that the wheel does not have sufficient power to work. The second car has compartments for Nikola Tesla , suffragette Susan B. Anthony, and a young man named Erik Weisz (some may recognize the name). You cannot enter Tesla's room at first. Ms. Anthony gives you a PAMPHLET on voting rights for women. You meet Gustav Eiffel, builder of the Eiffel Tower four years earlier. You meet Weisz, then pass the Water Closet (toilet). The third car has the Porter closet and baggage for the riders. The fourth car has an unlabeled compartment, probably for the New York Times reporter standing outside. It also has those of Mark Twain, Thomas Edison, and a French woman reporter named Moreau. First you talk to the Times reporter, who is critical of Chicago. In his cabin, Twain is a bit ill from the train fumes. You pick up a PENCIL from a table enroute to Edison's cabin, and he asks you to come back later. In Moreau's room, you collect an issue of her Paris NEWSPAPER LeMonde which shows the 1889 Paris Exposition and the Eiffel Tower. The fifth car is the Dining Car, where you meet the Porter (if your avatar is female, so is the porter). The sixth car is an open flatcar with some hay bales. The seventh car is the reverie lounge, the multiplayer room for the island. The eighth is baggage and freight, including odd items from other Poptropica islands. The ninth (last regular) car is occupied by a Pinkerton Detective and you are brusquely turned away.

Train cars left to right :
10 -?
9 -Pinkerton
8 -Freight
7 -Multiplayer Lounge
6 -Hay Bales
5 -Dining Car / Porter
4 -Moreau / Edison / Twain / Reporter
3 -Porter closet and Baggage
2 -WC (toilet) / Weitz / Eiffel / Anthony / Tesla
1 -Sitting Car / Ferris
Coal Car (coal man)
Locomotive

4) After meeting all of the train occupants (you may skip the detective), you return to Edison's compartment where he displays his motion picture camera, the Kinetoscope (in real life this was built in 1889 by Edison's employees William Dickson and Charles Brown).
5) Your avatar is left alone when Edison goes to escort the New York reporter to his cabin. The train makes a sharp curve and enters a dark tunnel, and the Kinetoscope vanishes, leaving you to solve its disappearance and clear your name.
6) Each of the passengers will display the list of clues when clicked, and you can gain information from each by clicking on each clue. There are 11 suspects:
the 7 passengers, the two reporters, the coal man, and the porter. You may also see a small magnifying glass appear where a clue is hidden.

Clues - The Missing Device and Mark Twain 7) The NY Times reporter says he saw Mark Twain hiding something. Edison agrees it is worth checking. Reporter Moreau says that it is obvious that the thief is still aboard the train. When you confront Twain, he denies hiding anything, but you locate his hidden compartment. Unfortunately, he is only hiding his manuscript to Huckleberry Finn. He mentions the security at the rear of the train.

Clues - Prune Juice and Nikola Tesla 8) When the train makes an unscheduled stop, the coal man goes missing. The NY reporter now says he remembers hearing someone running past Edison's cabin. The coal man claims he was in the engine room. You find prune juice spilled on the carpet that was not there before.
9) Talk to Susan B. Anthony and the Porter in the Dining Car. Anthony says that Tesla is acting suspiciously. The porter is unhelpful about the prune juice or helping you see Tesla.
10) Click "Continue" and the Porter discards her order sheet. Pick up the NOTEPAD and use your pencil to reveal the imprint, which says Mark Twain ordered bicarbonate of soda, Weisz ordered water, and Tesla was the one who ordered prune juice.
11) Head for the baggage car to examine Tesla's luggage. All of the passengers suggest that the prune juice should have gotten Tesla to the bathroom by now, but he hasn't left his cabin.

Clues - (Coal marks on Luggage) Coal man Snack 12) In the baggage car, you find coal stains on Tesla's luggage, and someone throws a pair of scissors at you! In the coal car, the coal man denies he touched the luggage, but now admits he was getting a snack when the train stopped. The Porter says this is true, and the clue disappears from your list.
13) Go back to the baggage car, where the LeMonde reporter suggests posing as the Porter to get to Tesla. Go to the Porter Closet and get the extra hat and coat that is there (you don't need to actually wear the whole uniform).

Tesla's Compartment and his luggage key 14) Go right to Tesla's room. He will let you in and ask you to pour him some more prune juice from the pitcher. After three glasses, he excuses himself to use the toilet. While he is away, quickly find the hidden key to his locked luggage case in the baggage car. You will invariably find it (at the last second) after searching through most of the room.
15) Take the key and rejoin Moreau in the baggage car. The key unlocks the luggage, and inside is the motion capture device. Moreau summons a guard to put Tesla into custody, and he is locked in the "brig" -- the coal car.
16) Return the Kinetoscope to Edison, who realizes it may have captured a picture of the thief. But when you run it, it shows the scene *outside* the train window as it made the curve. The image shows Tesla in his own forward car, looking out the window at Edison's car farther back. This proves that Tesla is innocent, and has been framed.

Clues - Nikola Tesla Image and the Pinkerton Guard 17) Go forward and attempt to talk to Tesla. If you go back to his cabin, you see that something has been taken from his locked suitcase. Unfortunately, the guard won't let you enter the coal car to speak to Tesla.
18) As you return to the other passengers, Eiffel and Twain give you hints as to how to reach Tesla. In the luggage car, a hatch to the roof of the train is now open. Climb up onto the roof.
19) You need to go forward to the coal car. As you go, you have to duck down inside tunnels and jump hanging mail sacks. Enter the hatch in the coal car.
20) Tesla says he is innocent, and warns that something important was left in his cabin. Give him the pencil so he can draw a sketch. You would ordinarily have to return to his cabin, then use the pencil to mark what has changed. Since you already know the suitcase was open, circle that. Tesla insists that you find out how it might have been opened.

Clues - Unlocked Suitcase and Erik Weisz is Houdini 21) As you show the suitcase clue to Erik Weisz, he says that the lock was probably picked, but admits nothing. When you go to the NY reporter, he says the picking of a lock might be the work of a magician, and gives you a newspaper that shows that "Erik Weisz" is actually the famous magician Harry Houdini. The other passengers suggest you check Weisz's cabin again.
22) Returning to the cabin, Weisz isn't there, but you discover a set of lockpicks on the floor. Weisz returns, then leads you on a chase through the roof door in his cabin, back on top of the train.
23) Somehow he skips three cars including the empty flatcar, and when he reaches the freight car, he falls in. You follow him, although now the occasional obstacles are pushing you in the right direction.
24) In the freight car, use the scissors to cut the rope on the large object. It is a water tank with Weisz/Houdini trapped inside. Use the 5 symbol-coded lock picks to open all four locks to free him (there is a timer on the left, but you should have plenty of time). Each pick will only slide the pin with the same symbol (circle, square, triangle, diamond, X), and all have to be centered on the red line for each lock.
25) Freed, Houdini says that he isn't the thief, but has been trying to solve the case himself. He says that someone stole one of his picks, and you need to discover what Tesla was hiding. He then disappears.

Clue - The Tesla Transformer Sketch 26) Go back to the coal car via the train roof (you can use the baggage car or Houdini's room hatch). Tesla reveals the suitcase's contents: a 200-volt transformer that could power the giant Ferris Wheel. He gives you a sketch of the device, but no one knows anything about it. Finally Mark Twain has some information that is of help: he suggests you slip past the Pinkerton man in the 9th car, because there is someone secretly in a 10th car behind it.
27) Go to the rear of the train, where the vigilant Pinkerton man is napping next to his pet dog, Coco. He has set a Rube-Goldberg alarm device to alert him of intruders. Climb over the top of it and jump past him to the next car.

President Cleveland Explains It All For You 28) The security is for President Grover Cleveland, who is likewise travelling to the Chicago Fair. He, like Houdini, has been keeping track of the investigation. The Edison theft was a distraction to get Tesla's transformer. Click on the proper clues when prompted during his explanation.
29) Head back to the baggage car to find out who switched tags with Tesla.

Clue - Things From France 30) Using the key (which would not work again until now), you find items in the "Tesla" luggage that are from France, suggesting they belonged to the thief. The only two persons aboard who are definitely French are Gustave Eiffel and Mademoiselle Moreau.
31) When you ask Eiffel, he says that the handkerchief is a woman's, so it must be the proud Parisienne reporter, Moreau, who is out to sabotage the Fair. The train slows as it arrives in Chicago. Follow Moreau left as she runs from the train.

The Fair Chase Scene 32) Entering the Fair, where some attractions are already underway, Moreau pretends that you are trying to attack her, and the Fair guards try to apprehend you.
33) At the Persian exhibit, climb the ladder and jump to the lion who has just been fed, then across to the awnings, which will bounce you over the knives, torches, and other juggled items. Go left past the dancing girls to reach the Eskimo Village.
34) Jump from the totem poles to the street lights as you head left, until the guards topple the totems.
35) Climb the Ferris Wheel in the rain and lightning to pursue Moreau. As you reach the top of the left side, she will drop a crate on you. Jump to the red-labeled rope to swing to the right side, and climb again. As she throws the transformer, swing with the rope from the right side to catch it. When you go to confront her, she slips and falls from the top, fortuitously into Houdini's escape-artist water tank.
36) Give the transformer to Ferris and President Cleveland gives you the Presidential Medal of Honor (the Island Medallion).
37) You get a scenic silhouette view of the Fair, then you are back in Washington, DC where you started, with the suggestion that you replay the mystery. The only accessible location remaining on the Island is the multiplayer Lounge.

---
Notes:
- The "graphics overload" makes a brief appearance when the Motion Device is played. Some users may have to struggle to click the "close" button as it displays the image of Tesla.
- The number of cars on the train is off, as noted, on the Houdini chase, and the rooftop travel only works one-way. You cannot access the roof from the coal car or freight car, only from Houdini's cabin or from the baggage car.

- If you don't look for the suitcase in Tesla's room, he doesn't make you actually go there until after the Houdini chase!


 

how do you finish big nate island on poptropica


1. First get the top of the Comic page from the guy at Klassic Komix. Collect the 8 missing pieces from around the island : there's two in the school, one atop the school by the cement scaffold, one at the top of the lighthouse, one above the playground, one in the Pop-In shop, one in the photo place, and one on the electric poles (right side of the wire).2. Once you have successfully found all of the comic pieces (there are 8), assemble them and go back to Klassic Komix and give them to the guy . He will give you some gum.

3. The combo on the comic is 9 3 0 5. Go to the school and up to the second floor where you should find a stuffed messy locker. Open it up with the combo. Find the blueprints inside.

4. Go inside the science lab where there are three chemicals on the counter. Mix the yellow and blue and heat it, and you make a stink bomb. Go back downstairs by the detention room and chew your gum. A teacher will take you inside the detention room where you can set off the stink bomb. Once the teacher leaves the room, open the 2nd drawer of the filing cabinet, and go down the ladder. You will have to find the light (power) switch which is down and to your left - the blue hand will appear. There will be a swinging thing (the clapper of the school bell on the top of the school). Before you can repair the bell, you have to get rid of a seagull that keeps knocking you away.

5. Go to the lighthouse which is as far as you can go to the right of the island. You can climb up the little metal tongs on the side. There is a floating piece of paper to the left of the lighthouse which you have to jump off and hit as you go down. You will automatically pick it up. It is an old photo.6. Bring the picture back to the photo shop and give it to the man there, who will give you scuba gear as a trade.

7. Go back to the lighthouse, put on the scuba stuff, and go dive in the water. (You can aim your mouse down and click 'dive'. Go to the bottom of the water towards the right of the screen quickly and try not to get forced up by the air bubbles.) There is a long rope attached to a rock and a lobster trap next to it.

8. Go up. To do this just click 'up' where you dove in. Give the lobster trap to the old sailor (Cap'n Salty) who in return will give you a lobster and jet ski keys.

9. Go to the top of the lighthouse. Use the lobster as pliers to turn the light*. The seagull will go away so you can fix the bell on top of the school. (Ringing the bell will cause schoolgirls sitting on the ground to move. See step 11 below.)

10. After that you can go back to the lighthouse, use the telescope to spot "Seal Island" out in the bay. Ride the jet ski with the keys the captain gave you. You have to beat Nate to the island. On the island push both seals to the far left of the seesaw rock. Go under the rock and get the map. Return to the main island.

11. In the "Kids Only" house on top of the playground, challenge Nate to a game of Hangman. Once you win, he'll give you some crackers. Place a cracker on the ground where the schoolgirls were. The lost dog will dig holes until you find the capsule. Click on the box and pull it out, and click on the gold button. Once it's done loading, Big Nate will be a hero and you'll get your medallion.*Note that the lobster (after using it to change the direction of the light) will return to your inventory, as will any item you use (except the stink bomb).** Even once you have the peanut butter crackers, you still have to go to the lighthouse telescope, and get the map from Seal Island. Otherwise Spitsy the lost dog will only dig empty holes.