How To Beat Reality TV
1. Go to the Motel Office on main street grab the pen and call 555 pete or you can call 555 7383 you'll order a small plain pizza and they will ask where you what room to bring it to you'll tell them Motel Room 4B 2. Than you go outside and talk to the pizza girl take the pizza away to Motel Room 4B he'll open the door and come in you click on him click the bottom of the sentences he'll give you the stamp. 3. exit and go to Mikes Market go to the edge of the store talk to the guy with the book he'll drop it than you pick it up and you tear out the slip of paper and put the stamp on it. 4. Next go into TV World and change the channel to Reality TV and then wait for about a couple sec or till your person speaks then go out and go all the way right and mail it. 5. Then you wake up the next morning and you see the helicopter than you jump in and beat the games and than you win !!!!!!
Beating The Games
There will be 7 people besides you and you have to beat them all and vote them off until theres 1 more than you have to win to beat the game. for shot put you select an angle and you choose your power and now you vote some one off p.s. you can also be voted off . Balanced Diet keep your pole steady while fruit goes on it by putting your mouse in the middle of the hole thats in the circle. Totem Hop you try be the last one standing and click on the Totems to Jump to them. Boulder Push, click real fast to push the boulder to the finish line. Turtle Shell Toss , You aim the coconut in side the turtle shell real easy. Geyser Guess click the Geysers and try not to get blown by the geysers . And then you win!!!!!!!!!!!!!!
How To Beat WW (Wimpy Wonderland)
Main Street and Surrey Street
1) Arrive on the island. Talk to Greg Heffley, to find that school is canceled but that his parents are away and his little brother Manny has run off. Follow him left, back to his house (Surrey St.)
2) Investigate the house and get the Address Book and the page from Greg's Journal. You cannot enter the garage where older brother Rodrick is practicing. Greg is again preoccupied with a video game (Twisted Wizard).
3) Enter Manny's room and exit through the window. Follow his footprints to the left, across the rooftops, to Rowley Jefferson's house, where Rowley says that Manny took his rumble bike. The bike tracks lead to the right again.
4) Catch up to Manny, and he leaves the bike for you to pick up, and climbs a tree. Follow him up the branches until he reaches the top and jumps right, landing on top of the kid's snowman. Pick up the snowman's carrot nose.
5) Chase Manny right to the school scene.
School
6) In the top of the tree to the right of the school, you will find a paper with Greg's locker combination (Manny may have dropped it.)
7) To follow Manny into the school, you have to use the round garbage can and the seesaw (teeter-totter). Push the can onto the left side of the seesaw, then carefully climb to the right side. If you jump up and land again on the seesaw, the can is thrown to the school building ledge, and you can slide it farther left to jump from, to enter. Chase Manny to the first floor.
8) As you read on his journal page, Greg's locker is supposed to be 5 lockers from Holly Hill's, while Chirag Gupta's locker, with a cut lock, is only 2 away. This is an error by the artists. Greg's locker is 5 from Chirag Gupta's and 7 from Holly Hill's, making it the 8th locker overall from the left. At any rate, it is the only one you can open.
9) Go to the locker and turn the dial. As you reach each number, it automatically turns back the other way. Get the Twisted Wizard guide and leave the school.
Leisure Towers (South Street)
10) Go right from the school and you are on South Street , where Grammie Heffley and Grandpa Heffley have separate condos. Neither will answer their door (Grandpa is asleep). Climb the outside of the building and up to the window at Grandpa's, which is 33-C (* if you stay on the far right of each of the ledges for the C windows, you can climb without being hit at all).
11) Talk to Grandpa Heffley, and he has you share his watercress salad for lunch. You must rapidly click on your avatar to keep from throwing up the salad.
12) You will see Manny on the security monitor feed. He has swiped a motorized chair from a resident.
13) Exit at right and take the elevator to the lobby (L). Go out and right to Whirley Street.
Whirley Street
14) The four teenage hoodlums are pelting you with snowballs. Dodge them and get the snow shovel (* if you jump up while being hit, the snowballs can knock you up onto the building, and you can jump across to the house).
15) Head back to the left, all the way to Greg's house.
Greg's House and Surrey Street
16) Go to where Greg is playing the video game. Use the game guide to show him how to win, and he gives you the CD to return to Rowley. Exit and go left.
17) Near Rowley's house, use the carrot nose on the snowman. It makes noises, and you discover that someone is trapped in it. (You later find it's Fregley.)
18) At Rowley's house, his dad won't let him out or you in. You have to jump on the dad's car, then quickly hide by the bush to the left of the door. You can sneak in when he passes to see why his car alarm is going off.
(* major glitch here in trying to hide before the dad comes out)
19) Give Rowley the CD, but get his Joshie membership card.
20) Back at Greg's house, use the card to open the locked door, and shut off the power to Rodrick's room. When he leaves in the diaper van, enter his room and get the bowl for Sweaty the dog.
21) Go outside, and get the leaf blower from the garage. Go left and use it to blow the snow off the snowman, who turns out to be Fregley. He will give you his bingo troll doll. Continue left to North Main Street.
Gramma's House (North Main Street)
22) Talk to Gramma, who asks you to help clean her driveway of snow. Use the snow shovel to remove it all (work quickly, and use long sweeping motions before lifting and dumping the snow).
23) Gramma leaves to go to her Bingo Game at Leisure Towers. Go there.
Leisure Towers
24) Enter the lobby and go to where Gramma is playing bingo. Use Fregley's troll doll as a card marker. When you win the game, you get a Classical Music CD.
Main Street - Fast Mart
25) Go to the Fast Mart, where the owner is complaining about the teenage kids hanging around. Play the music CD and they will all leave. The owner lets you have some "No Freeze" windshield wiper antifreeze. Go back to the right of the School scene where the snowplow is parked.
School - Snowplow Truck
26) The driver needs his wipers de-iced. Use the dog dish and cup to pour the No Freeze (Pour the no freeze jug in the dog dish, then pour the dog dish in the cup, then pour the no freeze jug in the dog dish.) Go back to Greg's house.
Greg's House and Laundromat
27) Open the blinds to get Greg to stop playing the game. He suspects that Manny is looking for his blanket. Exit Greg's house.
28) Follow Manny, who is driving the plow truck down the street. Go to the Quick-Spin Laundromat. There you should find Manny on the floor with his blanket.
29) Go with Greg to push the giant snowball to knock out the Whirley Street Kids, and then sled home, just in time as Greg's mom comes home. Greg gives you the Island Medallion for all your help.
*Some players may experience trouble with the Rowley's scene, #18 above,
which means that items 19-29 will need to be improved for clarity.
1) Arrive on the island. Talk to Greg Heffley, to find that school is canceled but that his parents are away and his little brother Manny has run off. Follow him left, back to his house (Surrey St.)
2) Investigate the house and get the Address Book and the page from Greg's Journal. You cannot enter the garage where older brother Rodrick is practicing. Greg is again preoccupied with a video game (Twisted Wizard).
3) Enter Manny's room and exit through the window. Follow his footprints to the left, across the rooftops, to Rowley Jefferson's house, where Rowley says that Manny took his rumble bike. The bike tracks lead to the right again.
4) Catch up to Manny, and he leaves the bike for you to pick up, and climbs a tree. Follow him up the branches until he reaches the top and jumps right, landing on top of the kid's snowman. Pick up the snowman's carrot nose.
5) Chase Manny right to the school scene.
School
6) In the top of the tree to the right of the school, you will find a paper with Greg's locker combination (Manny may have dropped it.)
7) To follow Manny into the school, you have to use the round garbage can and the seesaw (teeter-totter). Push the can onto the left side of the seesaw, then carefully climb to the right side. If you jump up and land again on the seesaw, the can is thrown to the school building ledge, and you can slide it farther left to jump from, to enter. Chase Manny to the first floor.
8) As you read on his journal page, Greg's locker is supposed to be 5 lockers from Holly Hill's, while Chirag Gupta's locker, with a cut lock, is only 2 away. This is an error by the artists. Greg's locker is 5 from Chirag Gupta's and 7 from Holly Hill's, making it the 8th locker overall from the left. At any rate, it is the only one you can open.
9) Go to the locker and turn the dial. As you reach each number, it automatically turns back the other way. Get the Twisted Wizard guide and leave the school.
Leisure Towers (South Street)
10) Go right from the school and you are on South Street , where Grammie Heffley and Grandpa Heffley have separate condos. Neither will answer their door (Grandpa is asleep). Climb the outside of the building and up to the window at Grandpa's, which is 33-C (* if you stay on the far right of each of the ledges for the C windows, you can climb without being hit at all).
11) Talk to Grandpa Heffley, and he has you share his watercress salad for lunch. You must rapidly click on your avatar to keep from throwing up the salad.
12) You will see Manny on the security monitor feed. He has swiped a motorized chair from a resident.
13) Exit at right and take the elevator to the lobby (L). Go out and right to Whirley Street.
Whirley Street
14) The four teenage hoodlums are pelting you with snowballs. Dodge them and get the snow shovel (* if you jump up while being hit, the snowballs can knock you up onto the building, and you can jump across to the house).
15) Head back to the left, all the way to Greg's house.
Greg's House and Surrey Street
16) Go to where Greg is playing the video game. Use the game guide to show him how to win, and he gives you the CD to return to Rowley. Exit and go left.
17) Near Rowley's house, use the carrot nose on the snowman. It makes noises, and you discover that someone is trapped in it. (You later find it's Fregley.)
18) At Rowley's house, his dad won't let him out or you in. You have to jump on the dad's car, then quickly hide by the bush to the left of the door. You can sneak in when he passes to see why his car alarm is going off.
(* major glitch here in trying to hide before the dad comes out)
19) Give Rowley the CD, but get his Joshie membership card.
20) Back at Greg's house, use the card to open the locked door, and shut off the power to Rodrick's room. When he leaves in the diaper van, enter his room and get the bowl for Sweaty the dog.
21) Go outside, and get the leaf blower from the garage. Go left and use it to blow the snow off the snowman, who turns out to be Fregley. He will give you his bingo troll doll. Continue left to North Main Street.
Gramma's House (North Main Street)
22) Talk to Gramma, who asks you to help clean her driveway of snow. Use the snow shovel to remove it all (work quickly, and use long sweeping motions before lifting and dumping the snow).
23) Gramma leaves to go to her Bingo Game at Leisure Towers. Go there.
Leisure Towers
24) Enter the lobby and go to where Gramma is playing bingo. Use Fregley's troll doll as a card marker. When you win the game, you get a Classical Music CD.
Main Street - Fast Mart
25) Go to the Fast Mart, where the owner is complaining about the teenage kids hanging around. Play the music CD and they will all leave. The owner lets you have some "No Freeze" windshield wiper antifreeze. Go back to the right of the School scene where the snowplow is parked.
School - Snowplow Truck
26) The driver needs his wipers de-iced. Use the dog dish and cup to pour the No Freeze (Pour the no freeze jug in the dog dish, then pour the dog dish in the cup, then pour the no freeze jug in the dog dish.) Go back to Greg's house.
Greg's House and Laundromat
27) Open the blinds to get Greg to stop playing the game. He suspects that Manny is looking for his blanket. Exit Greg's house.
28) Follow Manny, who is driving the plow truck down the street. Go to the Quick-Spin Laundromat. There you should find Manny on the floor with his blanket.
29) Go with Greg to push the giant snowball to knock out the Whirley Street Kids, and then sled home, just in time as Greg's mom comes home. Greg gives you the Island Medallion for all your help.
*Some players may experience trouble with the Rowley's scene, #18 above,
which means that items 19-29 will need to be improved for clarity.
How To Beat Shark
tooth
Finding the Temple
- 1Log in to your Poptropica account or begin a new game. If you're on another island, return to the blimp and select "Shark Tooth Island" from the main map.
- 2Head right until you reach the Booga bay. You pass through the ancient ruins, and avoid falling coconuts, which will knock you backward. Find the Grass Skirt stand.
- 3Speak to the stand attendant for a grass skirt. Open your backpack to put on the skirt.
- 4Return to the Ancient Ruins and jump over the large rock, to the left side. Click the rock to push it under the vine to the right.
- 5Climb up the rock, then up the vine. Avoid coconuts, as they'll knock you back down. Climb to the top to find the medicine man. Select "What else can you tell me?" from the list of options, and he'll tell where the recipe for the sleeping potion is.
- 6Jump back to earth. Head left until you find the temple entrance and go inside the mouth.
- 7Climb all the way down, avoiding the purple bats who will try to knock you over, until you reach a panel.
- 8Click the panel to enlarge it. You'll see a face with a row of sharp teeth. Click the second and last tooth on the top row, and the last two teeth on the bottom row. Click the nose to open the panel, and go inside.
- 9Jump down to the bottom, avoiding obstacles on the way down. At the bottom there's a shark statue.
- 1Jump up onto the shark, then onto the moving platform and head left. Jump down into a pit with spiked walls. You'll find a skeleton. Click the skeleton to get the bone from its mouth. Head right again to find the statue.
- 2Jump back up and go left, and use the moving platform to pass the spike pit. Go left until you reach a passageway and a green vine. Jump down to find the pedestal with an urn containing a green liquid. Take it.
- 3Climb the vine above the pedestal until you reach the surface.
- 4Continue right until you find the carbonated coconut milk seller. Get some, and you have all three ingredients.
- 5Return to the medicine man. Give him the three ingredients and he'll make the potion for you.
- 1Jump down, then head right until you reach Booga Bay.
- 2Click the cannon by the "Feed the Shark" sign, and load the potion-filled coconut. Click to aim and fire the cannon. The shark eats the potion and falls asleep.
- 3Cross the water to the island. With the shark asleep, you will have no problem. Find Prof Hammerhead. He will ask you to lead himself and the boy to safety.
- 4Swim back across the bay to bring the boy back to his mother. The Professor rewards you with the Shark Tooth Island medal
How To Beat Early Poptropica
Early Poptropica is the easiest of the islands, because it requires no logical plan, or procedure, and the game will play even if you don't follow the normal sequence. You can get all the objects and items without knowing what you are looking for, then deliver them to the Old Part of Town and finish the game.
The sequence of the quest :
- Three items are missing from Early Poptropica village and you must return them. The items are a pig, a water bucket, and a signal flag.
- There are three additional items you can find : the glow stick (in the village well), the Golden Egg (underground at Poptropica Towers) and the jetpack (in the cloud land above the island).
The sequence of the quest :
- Travel to Early Poptropica island by blimp.
- Climb down and talk to the local folks, who tell you of a problem in the Old Part of Town (which is also called Early Poptropica).
- Go right to old town and you will find that they need THREE items : a missing pig, a bucket for the well, and the signal flag for the harbor. None of these items is anywhere nearby.
- Go down into the Well. Work your way across the balance beams (push the little box twice to the left to help you leap up). At the far left you'll find a Glow Stick for later use.
- Go back to Main Street. At the first manhole, you can climb down to find the Pig (prized porker) at the bottom of the Pit, which consists of slippery moving steps and attacking spiders (both big and small).
- Going down the tunnel to the left leads to the Dark Room, where a Golden Egg can be found (this would be tough without the Glow Stick).
- Climb the ropes back up to the left. At street level you are in Poptropica Towers.
- At Poptropica Towers, bounce on the Laundry Lines to reach the restaurant on the roof of the far left building. Here you will find the beanstalk into the clouds, which contains three areas : the Purple Giant, Giant's Garden, and the Aircraft Graveyard.
- Give the giant his Golden Egg to get past him, and find the Water Bucket in his garden (it's by the second tomato). Continue right and find the Jet Pack in the clouds by the Aircraft Graveyard.
- Fly back left over the giant spade to exit the clouds. Once you are back at ground level, go right and fly to the top of the Water Tower, where you get the Signal Flag. (You have to push on it to get it.)
- Take your items to Early Poptropica (Old Town) on the far right, where you will return the pig, water bucket, and flag. A ship will appear at the dock.
- Go all the way right onto the docked ship to get your Island Medallion.
How To Beat Wild West Island
Wild West Island is the 17th island in Poptropica, opened to general use on March 11, 2011. Early Access for paid monthly members was on February 14, 2011. A preview using cattle roping appeared during the first half of February. The object of the quest is to capture the feared western gang of El Mustachio Grande.
The solution to the island quest follows, and contains spoilers.
Dusty Gulch
1. When you enter Wild West Island, the first thing you do is talk to the lady on the horse, and she tells you that she belongs to the Pony Express, the way people delivered letters back then. She has an important letter for the Marshal of the town of Diamond Plains, but her horse is tired and she can't deliver it.
2. You need a horse to help her. Go right to the far side of town, to Rusty's Ranch, where a man has an out-of-control horse named Elmer. You can tame the horse by staying on him as he bucks (keep your cursor close to the white target cursor as it jumps left and right). You will also get a whistle that lets you call the horse when you need him.
3. Take the letter from the rider and leave town, using the star mark at either end of town. You will have a map showing the towns of Dusty Gulch (upper left) Diamond Plains (upper right), Dos Cactos (middle), and Rock Ridge (lower right). You can follow the train tracks, or ride cross country, but some ridges may block your line of travel.
Diamond Plains
4. Entering at the left, you can stop at the Marshal's office, but the Marshal is at the saloon, in the right half of town.
5. At the saloon, the old cowpokes won't help you until you beat them at Gum-Spitting. To hit the spittoon, you can aim your cursor at the middle of the lamp on the far wall, then click your mouse, releasing it when the spit meter is near the middle section (slightly higher as the spittoon is moved back).
6. The man asleep on the table to the left is Marshal Flint Taylor. He asks you to read the message to him, which is from the bank owner McGready in Rock Ridge, who fears a robbery by the gang of El Mustachio Grande. The Marshal has given up trying to catch the gang, so he gives you his badge.
7. You can go to the Marshal's office again, but the Deputy will tell you that you need an official Marshal's portrait. You get this from the photographer back in Dusty Gulch.
8. Ride back to Dusty Gulch and get your photo taken, and return.
9. Get the Pea Shooter from the gun case.
10. There is a jail break in which El Mustachio frees the captured gang member. Ride after them but they will get away, and the Deputy will be very disappointed in you. Ride to Dos Cactos for the Shooting Contest.
Dos Cactos
11. To win the shooting contest (left side), you must beat all the contestants by hitting more targets and getting more points than all of them. When you do, Calamity Jane gives you a more powerful gun called the Spud Shooter.
12. Climb the hill, or ride around to the right side of town (the horse cannot climb the rocks). Enter the casino and challenge the man upstairs to a game of Slap Jack. (Avoid slapping too soon or too late.) When you win, he can't pay you, so he gives you the location of his gold claim (it will appear near the right middle of your map)
13. Exit the casino and talk to the boy with the giant head. He says he took an elixir from a medicine salesman (who is in Rock Ridge). The boy needs a special blue flower to get his head back to normal. Ride to Rock Ridge.
Rock Ridge
14. Enter at the left side and talk to the cattle girl. She tells you that a calf ran off and asks you if you can catch it. Say yes and she gives you a lasso.
15. Go left again into the desert. Head farther left into the desert, following the hoof prints left by the calf. When you see it, chase it. Press the spacebar to start swinging the lasso, and press it again to throw it. Once you rope the calf, take it to the ranch, at the lower middle, then go back to the cattle girl.
16. She gives you an old saddle and asks you to find her five best cattle that ran off into the desert. Ride left again, find them and corral them as you did with the calf. Return to Rock Ridge and the herder will give you a Rattlesnake Rattler costume. In Rock Ridge, you will find the medicine seller, but you have nothing to pay him with. Ride back to Dusty Gulch.
Dusty Gulch
17. Go to the Trading Post. Upstairs, trade the old saddle for a gold pan with the man upstairs. Use the map to ride to the Gold Claim (middle left on the map).
18. Use the gold pan at each of the 4 shiny spots in the stream until you find a gold nugget. Ride back to Rock Ridge with the nugget.
Rock Ridge
19. Give the medicine seller the gold nugget and he will give you one of everything he's selling : this includes Concentration Carbonate (speeds up your reactions) and Transparency Tonic (makes you temporarily invisible). If you use any of them, you soon revert to normal.
20. At the far right, go up to the train track, to the cart full of coal. Use the Spud Shooter to shoot the key out of the canary's feet, and pick it up. Use the key to get into the mine.
21. Inside the mine, a tremor will hit. Jump into the mine cart for a long and mostly pointless ride. When you see a switch, shoot the red target to change the track and avoid crashing.
22. At the ride's end, you'll find yourself in a room with a blue flower in it. Take it. When you do this, there is a cave-in and you are covered with rocks.
23. Climb out of the hole you are in, and ride to Dos Cactos.
Dos Cactos
24. Give the flower to the boy with the giant head. His head will shrink, and he will give you a piece of the map to El Mustachio Grande's hideout. Ride back to the Trading Post in Dusty Gulch, and swap your gold pan for an oil can. Ride to Diamond Plains.
Diamond Plains
25. Go to the clock tower and climb up to enter the tower. Inside, make you way over the wooden floorboards (some will fall, but you can use the crates to jump from, then continue to the ladder at the right side).
26. At the clock gears, use the Oil Can to oil the gears -- only oil the group that goes across the center, until they don't take any more oil. Ignore the gears around the top and bottom edges. Turn the crank and the clock works again.
27. The clock strikes 3 o'clock and the train arrives. Go right to the station and go on board. You can take the medicine called Concentration Carbonate now.
28. The gang of El Mustachio Grande tries to rob the train. Shoot them with the Spud Shooter to keep them from the locomotive (far right side). Use the spacebar to use the Concentration Carbonate, which makes them seem to freeze temporarily so you can aim better at them.
29. After you have scared them off, you should continue on the train, or by horse, to Rock Ridge. (You can call the horse if you use the train.)
Rock Ridge
30. McGready's bank has been robbed. But there is another piece to the map of El Mustachio Grande's hideout on the roof. you now have the whole map to his hideout and it has been marked on your desert map. Ride to the hideout.
El Mustachio's Hideout
31. Take the medicine called Transparency Tonic to become invisible and slip into the house.
32. El Mustachio Grande and his gang are hiding behind different things when you go in. you must lure them out from their hiding places in order to shoot them. Shoot these objects (right to left): a Root Beer can / a gun / candle flame / a bag of coins.
33. Once all of the gang have been shot, El Mustachio Grande runs out of the house. Chase him through the desert until you corner him, and rope him with the lasso. Take him back to Diamond Plains.
Diamond Plains
34. Marshal Flint Taylor is waiting for you. He locks up El Mustachio Grande and gives you the Island Medallion!
*NOTE:
A substantial number of users with older computers, or slow graphics cards, will not be able to complete the train robbery due to the extreme amount of graphics information used. This means that some players may not be able to finish Wild West island.
The solution to the island quest follows, and contains spoilers.
Dusty Gulch
1. When you enter Wild West Island, the first thing you do is talk to the lady on the horse, and she tells you that she belongs to the Pony Express, the way people delivered letters back then. She has an important letter for the Marshal of the town of Diamond Plains, but her horse is tired and she can't deliver it.
2. You need a horse to help her. Go right to the far side of town, to Rusty's Ranch, where a man has an out-of-control horse named Elmer. You can tame the horse by staying on him as he bucks (keep your cursor close to the white target cursor as it jumps left and right). You will also get a whistle that lets you call the horse when you need him.
3. Take the letter from the rider and leave town, using the star mark at either end of town. You will have a map showing the towns of Dusty Gulch (upper left) Diamond Plains (upper right), Dos Cactos (middle), and Rock Ridge (lower right). You can follow the train tracks, or ride cross country, but some ridges may block your line of travel.
Diamond Plains
4. Entering at the left, you can stop at the Marshal's office, but the Marshal is at the saloon, in the right half of town.
5. At the saloon, the old cowpokes won't help you until you beat them at Gum-Spitting. To hit the spittoon, you can aim your cursor at the middle of the lamp on the far wall, then click your mouse, releasing it when the spit meter is near the middle section (slightly higher as the spittoon is moved back).
6. The man asleep on the table to the left is Marshal Flint Taylor. He asks you to read the message to him, which is from the bank owner McGready in Rock Ridge, who fears a robbery by the gang of El Mustachio Grande. The Marshal has given up trying to catch the gang, so he gives you his badge.
7. You can go to the Marshal's office again, but the Deputy will tell you that you need an official Marshal's portrait. You get this from the photographer back in Dusty Gulch.
8. Ride back to Dusty Gulch and get your photo taken, and return.
9. Get the Pea Shooter from the gun case.
10. There is a jail break in which El Mustachio frees the captured gang member. Ride after them but they will get away, and the Deputy will be very disappointed in you. Ride to Dos Cactos for the Shooting Contest.
Dos Cactos
11. To win the shooting contest (left side), you must beat all the contestants by hitting more targets and getting more points than all of them. When you do, Calamity Jane gives you a more powerful gun called the Spud Shooter.
12. Climb the hill, or ride around to the right side of town (the horse cannot climb the rocks). Enter the casino and challenge the man upstairs to a game of Slap Jack. (Avoid slapping too soon or too late.) When you win, he can't pay you, so he gives you the location of his gold claim (it will appear near the right middle of your map)
13. Exit the casino and talk to the boy with the giant head. He says he took an elixir from a medicine salesman (who is in Rock Ridge). The boy needs a special blue flower to get his head back to normal. Ride to Rock Ridge.
Rock Ridge
14. Enter at the left side and talk to the cattle girl. She tells you that a calf ran off and asks you if you can catch it. Say yes and she gives you a lasso.
15. Go left again into the desert. Head farther left into the desert, following the hoof prints left by the calf. When you see it, chase it. Press the spacebar to start swinging the lasso, and press it again to throw it. Once you rope the calf, take it to the ranch, at the lower middle, then go back to the cattle girl.
16. She gives you an old saddle and asks you to find her five best cattle that ran off into the desert. Ride left again, find them and corral them as you did with the calf. Return to Rock Ridge and the herder will give you a Rattlesnake Rattler costume. In Rock Ridge, you will find the medicine seller, but you have nothing to pay him with. Ride back to Dusty Gulch.
Dusty Gulch
17. Go to the Trading Post. Upstairs, trade the old saddle for a gold pan with the man upstairs. Use the map to ride to the Gold Claim (middle left on the map).
18. Use the gold pan at each of the 4 shiny spots in the stream until you find a gold nugget. Ride back to Rock Ridge with the nugget.
Rock Ridge
19. Give the medicine seller the gold nugget and he will give you one of everything he's selling : this includes Concentration Carbonate (speeds up your reactions) and Transparency Tonic (makes you temporarily invisible). If you use any of them, you soon revert to normal.
20. At the far right, go up to the train track, to the cart full of coal. Use the Spud Shooter to shoot the key out of the canary's feet, and pick it up. Use the key to get into the mine.
21. Inside the mine, a tremor will hit. Jump into the mine cart for a long and mostly pointless ride. When you see a switch, shoot the red target to change the track and avoid crashing.
22. At the ride's end, you'll find yourself in a room with a blue flower in it. Take it. When you do this, there is a cave-in and you are covered with rocks.
23. Climb out of the hole you are in, and ride to Dos Cactos.
Dos Cactos
24. Give the flower to the boy with the giant head. His head will shrink, and he will give you a piece of the map to El Mustachio Grande's hideout. Ride back to the Trading Post in Dusty Gulch, and swap your gold pan for an oil can. Ride to Diamond Plains.
Diamond Plains
25. Go to the clock tower and climb up to enter the tower. Inside, make you way over the wooden floorboards (some will fall, but you can use the crates to jump from, then continue to the ladder at the right side).
26. At the clock gears, use the Oil Can to oil the gears -- only oil the group that goes across the center, until they don't take any more oil. Ignore the gears around the top and bottom edges. Turn the crank and the clock works again.
27. The clock strikes 3 o'clock and the train arrives. Go right to the station and go on board. You can take the medicine called Concentration Carbonate now.
28. The gang of El Mustachio Grande tries to rob the train. Shoot them with the Spud Shooter to keep them from the locomotive (far right side). Use the spacebar to use the Concentration Carbonate, which makes them seem to freeze temporarily so you can aim better at them.
29. After you have scared them off, you should continue on the train, or by horse, to Rock Ridge. (You can call the horse if you use the train.)
Rock Ridge
30. McGready's bank has been robbed. But there is another piece to the map of El Mustachio Grande's hideout on the roof. you now have the whole map to his hideout and it has been marked on your desert map. Ride to the hideout.
El Mustachio's Hideout
31. Take the medicine called Transparency Tonic to become invisible and slip into the house.
32. El Mustachio Grande and his gang are hiding behind different things when you go in. you must lure them out from their hiding places in order to shoot them. Shoot these objects (right to left): a Root Beer can / a gun / candle flame / a bag of coins.
33. Once all of the gang have been shot, El Mustachio Grande runs out of the house. Chase him through the desert until you corner him, and rope him with the lasso. Take him back to Diamond Plains.
Diamond Plains
34. Marshal Flint Taylor is waiting for you. He locks up El Mustachio Grande and gives you the Island Medallion!
*NOTE:
A substantial number of users with older computers, or slow graphics cards, will not be able to complete the train robbery due to the extreme amount of graphics information used. This means that some players may not be able to finish Wild West island.
How To Beat Time Tangled
To beat Time Tangled Island, you will travel to the future and receive a time travel device. You visit 11 locations and times in the past, and return 11 misplaced items to their proper time period. Afterward, you visit the restored future.
THE SOLUTION INCLUDING SPOILERS :
There are hints at the Poptropica site.
---Arriving on Time Tangled Island, walk to the right and there will be a building that says "Party Time Tower" (it's a multi-player room). Keep on walking right.
As you return the missing items, the time device will turn GREEN for that time. That does not mean that there aren't any items left there. When you finish helping everyone, the entire dial will be green. Go back to the Lab, and go back into the future. Use the air lift tube and monorails to get to your future self's Sky Home. There, talk to your future self and they will give you the Time Tangled Island Medallion. You can use the time device Lab setting to return to the Poptropica blimp.
Tips
You can travel to the following times and places with it( the middle is the symbol on the time travel device). They are in clockwise order beginning at the top.
Who Needs What:
Where things are and How to get them:
Clothes You Can Get:
THE SOLUTION INCLUDING SPOILERS :
There are hints at the Poptropica site.
---Arriving on Time Tangled Island, walk to the right and there will be a building that says "Party Time Tower" (it's a multi-player room). Keep on walking right.
- A lady is standing outside of "Pendulum's Lab" crying. She will talk about your mission. When she goes into "Pendulum's Lab", follow her.
- Go to the right until you see the lady again. This time she will give you a mission printout that you can read in your items inventory.
- You will learn more about the Future Machine from the lab assistant.
- To power up the Future Machine, go left, down, and right to find the power supply. (A big plug.) Push it together to activate it. Each time you want to use the machine, you have to power it up again.
- Walk back to the door of the Future Machine, which will be pulsing blue, and enter.
- The future will be in ruins. There will be an older version of yourself standing there. Talk to him/her and he will give you a hand-held Time Machine that looks like a golden stopwatch. See tips for the use of it.
- There will also be a sign in the future that says " It wasn't supposed to be this way! Something happened in the past that ruined mankind's future. Can you turn back the hands of time and make things right?"
- You can travel to the different times and places in any order you want. The items people need will be hidden somewhere else in time. See tips for who needs what, where items are, and what special outfits you can get.
As you return the missing items, the time device will turn GREEN for that time. That does not mean that there aren't any items left there. When you finish helping everyone, the entire dial will be green. Go back to the Lab, and go back into the future. Use the air lift tube and monorails to get to your future self's Sky Home. There, talk to your future self and they will give you the Time Tangled Island Medallion. You can use the time device Lab setting to return to the Poptropica blimp.
You can travel to the following times and places with it( the middle is the symbol on the time travel device). They are in clockwise order beginning at the top.
- 2009 AD ~ LAB ~ Main Street
- 0328 BC ~ man in golden armor ~ Ancient Greece
- 0831 AD ~ man in Viking suit ~ Vikings
- 1387 AD ~ lady with pink turban ~ Mali Empire
- 1516 AD ~ bearded man ~ Da Vinci's Workshop
- 1519 AD ~ man with headdress ~ Aztec Empire
- 1593 AD ~ armored Asian man ~ Great Wall of China
- 1776 AD ~ man with black hat ~ The Graff House
- 1805 AD ~ man with beaver cap ~ Lewis and Clark
- 1877 AD ~ young man ~ Edison's Workshop
- 1882 AD ~ French man ~ Statue of Liberty
- 1953 AD ~ man in blue parka ~ Mount Everest
Who Needs What:
- Ancient Greece: Golden Vase (at 831 AD)
- Vikings: Thor's Amulet (at 1593 AD)
- Mali Empire: Salt Rocks (at 1776 AD)
- Da Vinci's Workshop: Notebook (at 1882 AD)
- Aztec Empire: Sun Stone Piece (at 1877 AD)
- Great Wall of China: Stone Bowl (at 1805 AD)
- The Graff House: Declaration of Independence (at 1387 AD)
- Lewis and Clark: Peace Medal (at 1516 AD)
- Edison's Workshop: Phonograph (at 328 BC)
- Statue of Liberty: Statue Model (at 1953 AD)
- Mount Everest: Climbing Goggles (at 1519 AD)
Where things are and How to get them:
- Climbing Goggles: In the Aztec Empire, a guard is wearing them and will give them to you if you are wearing a Warrior's Mask (see clothes list at the bottom of the page).
- Statue Model: The very top peak of Mount Everest you can get to.
- Phonograph: On top of the treasury building (the guards are standing in front of it) in Ancient Greece. You have to climb up the winged statue and jump to the roof.
- Peace Medal: Hanging on the pulley system in Da Vinci's Workshop. First climb onto the middle platform, making the top one come closer so you can jump on it. Get on the top platform, you will go down but the bottom platform will come out. Jump onto the bottom platform and from there jump and try to touch the shiny silver circle. If you touch it, then you've got the Peace Medal. (* If you have too much trouble, go to the Statue of Liberty in 1882, and get Da Vinci's notebook. When you return it, you can use his glider wings to reach the Peace medal.)
- Declaration of Independence: In the Mali Empire (watch out for snakes) there will be a place called "Timbuktu Inn". A document merchant is in there. Piece together a puzzle for him to get the Declaration of Independence.
- Stone Bowl: Go to Lewis and Clark's campsite. There will be a tree that has the words "Clark was here" carved into it. Climb the tree and wait for a beaver to come out. He has the bowl on his head.
- Sun Stone Piece: On top of Edison's Workshop. Go to the left and jump on the antique car. Click the circle at the rear and the car will head forward, and stop under the tree. Climb up the tree and onto the house.
- Notebook: Go to the Statue of Liberty. Climb so you're on the very top platform of the scaffold. Jump to your left. The Notebook is on the ledge.
- Salt Rocks: If you go to the Graff House and climb the tree, then jump onto the roof, they are in a bag right there.
- Thor's Amulet: Go to the Great Wall of China and pass the construction zone. A man will be wearing the amulet. If you beat him in a memory game he will give it to you.
- Golden Vase: This is definitely the hardest. Go to the Great Wall of China and pick up a barrel of gunpowder. Go to where the Vikings are and climb onto the first cliff. Use the gunpowder to blast the rocks. Pick up the torch and go inside. You only have a little while before your torch goes out to find the vase. It will also go out if you step in water. (Hint : run down, up, up, up, across, down, and left.)
Clothes You Can Get:
- Warrior's Mask: In the Aztec Empire there is an old warrior who wants to retire. Talk to him at the third pyramid and he'll give his mask to you.
- The Glider Wings: Da Vinci gives it to you when you give him his notebook.
- The Viking Suit: It's laying on the second cliff where the Vikings are : use the Glider Wings to reach it.
How To Beat 24 Carrot
This is the full solution, including spoilers. If you want to play the game, there are hints online at the Poptropica site.
At the factory:
Entering the factory:
The password:
Rabbot ears:
How to defeat Dr. Hare:
Before you leave, check the farmhouse. The carrots are no longer being stolen.
(The sky is a pretty blue now, but its unclear whether that's due to stopping the fumes from the rocket fuel, or just a symbol of the better situation for the island.)
- Talk to the crying mayor, and he will tell you that the town is deteriorating because all of their carrots have disappeared.
- Visit Charlie's Carrot Surplus where the clerk tells you her cat is missing, and may be by the farmhouse.
- Head left to Carrot Farm.
- Go to the old house and enter it by the chimney.
- Go right and take the bowl that you find next to the couch.
- Go back to town and visit the Carrot King Diner. Take the bowl to the waitress and ask her to fill it up with milk.
- Go back to the farmhouse and put the bowl down where you found it.
- Go to the right and climb the electric wire to get upstairs. Go left until you reach the bathroom. Turn on the shower by twisting the handles. The cat will jump out.
- Chase the cat back downstairs (this may take awhile, and the easiest way is to just auto-chase by clicking on the cat). The cat will drink the milk and follow you.
- Go back to town and give the clerk her cat. She will give you a crowbar.
- Go to the Carrot Factory.
At the factory:
- Get the blueprints from the boarded window.
- Climb down near the icky water to the right of the building and use the crowbar to get inside.
- Walk to the left until you find the Carrot Transporter.
Entering the factory:
- Climb up and go right. The last two moving floor sections may take a while to get past. (Try to stop between them.)
- Continue climbing up. Dodge the rat, and go up to the main factory room.
- To turn on the power, move the middle switch all the way down and the other two switches to the middle. Once it is turned on, jump up and hop on the moving claw near the top. This will take you right to the vent system.
- First, head for the PROCESSING ROOM (on the lower left). Use the blueprints you found earlier to find your way around the vent system.
- On your way to the PROCESSING ROOM, you will pick up a pair of wire cutters.
- If you enter the room, the robot guard will transport you out of there, to :
- The FREEZER room . In the FREEZER, you will find a security box. Cut the wires and leave.
The password:
- Go to the PRINTER ROOM. You can disable the rabbot ears controlling the worker there (who is being mind-controlled). You do this by pressing the ears' blue control button (C) when her back is turned. She will show you a piece of paper that prints out. (It reads, "System Password: fuzzybunny".)
Rabbot ears:
- Go to the PROCESSING ROOM. With the security system disabled, the flying rabbot guard will not appear.
- Release the workers from their mind control. You will see that the evil Dr. Hare's plant is stealing all the island's carrots to process into Rocket Fuel chemicals. Go to the big metal doors on the right that says EXIT. Because you don't have rabbot control ears, it drops you through the trap door instead. It will take you to a room with giant smashing machines.
- Make your way down the belt without getting squirted or smashed flat. At the far side, you will find a pair of rabbot ears. Climb out.
How to defeat Dr. Hare:
- Make sure you are wearing your rabbot ears when you go to EXIT door.
- The door will open and Dr. Hare will be waiting for you. He assumes you are under his control and orders you to launch the GIANT SPACE RABBOT.
- Climb up Dr. Hare's rabbot and go to the right side by the computer. Deactivate the person's rabbot ears so he will let you use the computer. Type in the password from before (fuzzybunny) and the task (launch rabbot).
- A little screen will pop up, kind of like a video game. Use the joystick to steer the GIANT SPACE RABBOT into the meteors to crash it.
- When you defeat Dr. Hare and his rabbot, follow the released slave up the rope to the left, and go back to Main Street. All of the citizens are grateful.
- Talk to the mayor and he'll give you the 24 Carrot Island medallion.
Before you leave, check the farmhouse. The carrots are no longer being stolen.
(The sky is a pretty blue now, but its unclear whether that's due to stopping the fumes from the rocket fuel, or just a symbol of the better situation for the island.)
How To Beat Super Power
This is a complete solution including spoilers.The following sequence will take you through the necessary steps on Super Power Island :
- Arrive at the island. You can swim out left to the County Prison, where a huge green meteor has hit the building. But the guards will not let "civilians" onto the premises. (you have to be a superhero)
- Go to the Comic Book store. The owner is Ned Noodlehead, a superhero fan. He will give you a copy of his "Superhero Handbook" which has some clues to solving the game.
- Go to the "Masks and Capes" costume shop and talk to the owner. He will give you an "Official Superhero ID" card, which keeps track of your progress in catching Super-Villains.
- Go to the right in the store to find various Superhero Costumes and put one on if you like.
- You don't have to climb up the Daily Paper building to see the real Superhero on the roof (he's there, tired). He can tell you how to gain a super-power but wants you to prove yourself worthy by catching 5 criminals using only your wits.
- Now go to the Prison and they will treat you as a colleague. The meteor is interesting but of no value. The warden will explain that the 6 criminals have escaped and now have Super-Powers. He will give you their files, which list the villains' names and some insight on how to beat them. The prison scientist will give youspecial glowing "anti-power handcuffs" with which to subdue the criminals once you apprehend them.
- NOTE : you can save a little time by playing steps 8 to 12 here in reverse order (Crusher first, CopyCat last), but its not much shorter.
- Go right to the Bank, where you will find that Copycat has broken into the bank vault. When you attempt to stop her, she splits into 10 copies of herself (one is the real one) and runs off after setting off a smoke bomb to hinder your pursuit. You have to "tag" each of her forms before the smoke fills the bank. *** Key to beating CopyCat *** There will be 5 copies downstairs and 5 upstairs, and you have to take the elevator (slow). Catch the first copy on the light above the bank vault door before pursuing the others - hit one copy on the ledge to hop up. Then hit the next 2 first- floor copies, and NOW push the call button for the elevator. While it is coming, jump on the counter, then up to the overhead light to tag the 5th copy. Take the elevator upstairs and leap out before it reaches the second floor. 4 more copies can be tagged, then kayo the last one, the real Copycat. Handcuff her and you will be transported back to the Prison. You will receive a sticker on your ID saying you've beaten her.
- Go back right again. You can pass up the skyscraper because you cannot pursue Betty Jetty without being able to fly. Go to the Subway, where Speeding Spike has hijacked a subway train. *** Key to beating Speeding Spike *** He will run into you and knock you around. But if you jump over him enough for him to get mad and "blow his top", he can't control where he stops. When you see him red-faced, have him running toward you to the left, into the other subway cars. Jump over him and he will end up in the next car. Repeat this until he hits the wet floor and slips. Handcuff him. You will be back at the Prison to get another sticker.
- Go back right again, to City Park. (Pick up a hot dog from the vendor.) Sir Rebral is using his new mind power to wreck the statues there, and will hit you with rocks. *** Key to beating Sir Rebral *** If jump near him when the rocks are flying he will hit himself and get mad. Then he will attack you with huge wedges of the ground, which are pulled up to hit you. There is a large, loose rock on the ground by the restroom, and you can place it so that it hits Sir Rebral when the ground pops it up. (The best place is a little to the right of directly under him.) Cuff him for your 3rd sticker.
- Go back right, to the Restroom at City Park. You will go down into the sewer where Ratman is hiding with his pet rats and stinging flies. Go left and find the red water-control wheel. This will lower the water until you can see another red wheel, to the right, which will raise the level again. Now you can swim over to the left side where the Sewer Door is. Entering the sewer, go on the right side and jump over the biting rats to find the red wheel that drains sludge onto Ratman. *** Key to beating Ratman *** First jump past the rats and douse him using the wheel. Then avoid the flies to get back to him to cuff him. You get your 4th sticker at the Prison.
- Go all the way right to the Junkyard. Crusher is pounding the ground, and throwing barrels. ***Key to beating Crusher *** The pounding knocks you down, so you have to jump up on a regular time interval. Work your way right, then left until you reach the lower barrel. From there you can jump over Crusher and climb up to the cab of the Magnetic Crane. The first time, you shut it off using the switch. This drops the fridge on Crusher and he starts throwing barrels. Repeat your earlier jumping and avoid the barrels when he throws them. The second time you turn the magnet back on : it draws the metal plate he's standing on and "flattens" him. Cuff him and get your 5th sticker.
- If you go past the telephone booth, you will see that the phone is ringing. Before you answer, you can go to the top of the Daily Paper building to see the superhero. But you don't have to : answer the phone and you receive your Super Flying Power! (it doesn't work on other islands, or on the "ad spaces")
- Go right to the cordoned-off skyscraper. Fly to the highest ledge and go up. ***Key to beating Betty Jetty*** Don't get hit with her power-stealing energy balls. After 5 hits you will fall, and have to start the pursuit over. When you get close enough (after about six groups of balls), knock her from the sky. She is not defeated yet! But Ned Noodlehead "saves the day", and gets your Medallion!
- Go to confront Ned at the comic book store. He might be hungry. Offer him your Hot Dog.
How To Beat Spy Island
You will need to rescue three captured spies from the clutches of the evil group B.A.D. -- you must save them in the proper order because each provides the items necessary to tackle the next rescue, or the game's completion. Here is the guide to each step of the solution, as the game does not provide any shortcuts.
- If you go left, to the dock, you will be beaten up by the B.A.D guards there.
- Go to the Headquarters building, top floor, and talk to Director D of the spy agency. He will tell you of the three missing spies and give you your Message Decoder.
- You will encounter several friendly agents who will share information. The first directs you to the Bistro, where you will need to get the fingerprint of a B.A.D. bigwig. To do this, you will get a job as a chef and steal the bad guy's wine glass. To escape with it, climb through the exhaust fan in the kitchen and jump along the ceiling light fixtures.
- At the Eye Doctor, you will not be trusted by the doctor. However, once you have spoken to another agent, he will tell you how to take the eye test (choose the opposite, left to right or up instead of down symbols) to show you are a trusted agent.
- Go upstairs and the doctor will let you in the secret spy laboratory. Get the special Chameleon Suit that he's developed. When you are standing still, you will be completely invisible to your enemies.
- Go back to the dock, and climb up the roof, using the chameleon suit to evade the guards (and dogs!).Enter the vent and make your way downstairs until you reach the locked vault. Go though the ceiling to rescue the agent inside. He will knock out the guards and open the bottom door for you. He will also give you the Laser Pen, and a clue to B.A.D.'s evil plan.
- Go back to the right, and you will get information from another agent, who gives you the Secret File. Graffiti on the next building will tell you how to read the message in it. (Somebody can't be trusted. It reads "Don't trust Director D")
- Climb the building with the electric shock fields (this takes careful timing) until you reach the attic. Cut through the bars with your laser pen. The second spy is inside and will give you his Grappling Bowtie, with which to reach tall locations. He will also give you the second of three clue cards.
- Go up to the rooftops on Balding Avenue, and grapple left to the tall building, then left again to avoid the guard. You will encounter another spy on the roof, who will tell you to go RIGHT to the other tall antenna. This leads to a greenhouse, where the third spy is held in a locked cage, which your Laser Pen won't cut. To open the cage, go down past the carnivorous plants (they bite) and find the Cherry Bomb tree. You can release a Cherry Bomb from the tree, and it will explode about 40 seconds later. Push it left onto the Trampoline Plant, and it will be thrown up higher. Climb up, avoid the plants, and push it left again onto the second Trampoline Plant. This will bounce it up to the cage but you have to climb up to re-position it before it explodes. The released spy will give you her UltraVision goggles, so that you can see the laser beams around the B.A.D. hiding place. You also get the final clue about the spies' evil plan.
- (To the left of the rooftop is the top of the brown building, where at one time there was a special Nabooti mask hanging, which has nothing to do with this island's story. You cannot climb this building from the Balding Aveneue street level.)
- Go to the far right, put on the goggles, and make your way through the lasers. Climb up the right side of the building and then move up and left until you can enter the hideout. (The lasers will knock you down a lot, but not harm you.)
- Use the "fingerprint" to enter the lair's electronic security.
- Director D has somehow gotten in the lair as well, and you will use the three password codes (LASER HAIR REMOVAL)to reactivate the transporter to the laser satellite. Unfortunately, D is a bald baddie himself. Follow him up to the satellite and will sic his mini-bot guards on you. Avoid the robot's zaps and lead it to a yellow power globe, which will send electricity through its plug and destroy it. Three more mini-bots will attack, and there are three more globes (two at the top of the room, two at the bottom).
- *IF THE GAME FREEZES : sorry, nothing to do but reset the game from when you entered the B.A.D. area.
- When his bots are destroyed, the evil director will begin zapping you with his flying control room. You will have to use the Bowtie to reach the top of his machine. Each time he flies into the ceiling to knock you loose, he will damage his machine. After 3 crunches, he is powerless and is taken into custody. You become a Director and get the island medal.
- When in the greenhouse (step 10), you should take off the Bowtie, to avoid using it accidentally.
- The jumping movement inside the B.A.D. hideout (step 12) is especially tough where the two lasers are firing at once. This may take several tries.
How To Beat Nabooti Island
This is a complete solution (including spoilers):Leaving the blimp, go to the Museum. Go to the Nabooti Totem pole and get the map. Then go to the plane at the left and get in the seat (FLY). The first place you should go is anywhere but Safari, Diamond mines and Giza. Locations of the 5 Jewels: Blue Nile Falls, Mountains of the Moon, Kaya Forests, Giza, and the Diamond Mines. So first go to:
The Blue Nile Falls - Get the chicken, fox, and corn feed across like this: First go across with the chicken, then with the feed but bring the chicken back. Then take the fox across then go back and get the chicken. The woman will tell you about a cave behind a bush (on a rock to the right side). You can jump hard to the far right, or climb from below. In the cave, you must jump off the tall stones as soon as you land on them. After you get the Purple Jewel, climb up the left side of the falls to get the blue Egyptian Lily and return to Nabooti. Go to the lady at the stand that says "collects rare flowers" and give the flower to her, in exchange for the turban. Then go to the :
Mountains of the moon - In the top left corner, get the opuntia fruit (cactus pear) and watch out for the goats and huge boulders. (This can be frustrating because you can easily fall all the way back down.) Go to the top right corner near the ice - beat the old man at Mancala (*see related question). Go in the cave, and get thecell phone. On the right side of the cave, get the Red Jewel. Then go to:
Giza - Put on your turban and one of the tomb raiders will give you a shovel. You will see that a valuable item was recovered by the adventurer Vince. Go to the Kaya forests.
Kaya Forests - Use the opuntia fruit to lure the tortoise away, and dig up the ebony elephant statue. There is also a gold nugget in the palm tree next to the second hut. Go to Nabooti and swap the nugget for a camera, and the elephant for the missing "fingo". Return it to the spirits in Kaya to get the Green Jewel. Go to Giza.
Giza - On the shovel, there is a phone number 555-6789. While Vince answers and his men run off, go to the bag and get the moonstone. Put it atop the Sphinx statue and the door will open. Keep walking forward until you reach a series of dashes ( -|-- ) on the wall. When you click on one, the other three rotate by 90°. So press each one of the horizontal lines (-) exactly once and they will all line up (----). This allows you to take the upper path and avoid the scorpion.
When you reach the set of four blocks, push them off either side to recreate the design on the wall below. This will open the wall. Push one or more across to jump from. When you climb down the rope and reach the chamber, the floor will collapse (unless you made note of the four hieroglyphics in the entryway and jumped on the right blocks) Remember the 4 symbols in ascending order (man, sea, bird, eye) and jump on only those blocks to reach the top of the chamber. (You will find the rope hanging down to get back up.) When you reach the top blocks, quickly jump to the next rope. For the last puzzle, there are 2 big statues and 4 little statues. Count the dots on the bellies of the little ones. Flip the switches that drop each little statue in order (1 dot, 2 dots, 3, and 4) before the sand covers the switches. The small mummy case opens to reveal the Blue Jewel.
*There is a reset switch in the left passage if you fail.
Safari - Fly to the safari and get seven good photos for Zeke, who will give you a miner's hardhat. You will need it to enter the Diamond Mine.
Diamond Mine - Enter the mine area and set the timer that turns off the electric fence, then quickly scramble up the conveyor to reach the hole in the barbed wire. Jump over the mine carts to reach the elevator. Once in the mine, blast the rock and the right wall with the explosive and the sparking wire. The first explosion removes the rock, the second blasts the wall. Ride the mine cart (duck and jump) to the diamond pile. Find the White Jewel (it has a mark on it, and should be the second of the two close together at the lower left).
Then go back to Nabooti, to the museum, and put the jewels into the Nabooti totem. Purple at the top, followed by green, red, white, blue. Watch what happens next...
The Blue Nile Falls - Get the chicken, fox, and corn feed across like this: First go across with the chicken, then with the feed but bring the chicken back. Then take the fox across then go back and get the chicken. The woman will tell you about a cave behind a bush (on a rock to the right side). You can jump hard to the far right, or climb from below. In the cave, you must jump off the tall stones as soon as you land on them. After you get the Purple Jewel, climb up the left side of the falls to get the blue Egyptian Lily and return to Nabooti. Go to the lady at the stand that says "collects rare flowers" and give the flower to her, in exchange for the turban. Then go to the :
Mountains of the moon - In the top left corner, get the opuntia fruit (cactus pear) and watch out for the goats and huge boulders. (This can be frustrating because you can easily fall all the way back down.) Go to the top right corner near the ice - beat the old man at Mancala (*see related question). Go in the cave, and get thecell phone. On the right side of the cave, get the Red Jewel. Then go to:
Giza - Put on your turban and one of the tomb raiders will give you a shovel. You will see that a valuable item was recovered by the adventurer Vince. Go to the Kaya forests.
Kaya Forests - Use the opuntia fruit to lure the tortoise away, and dig up the ebony elephant statue. There is also a gold nugget in the palm tree next to the second hut. Go to Nabooti and swap the nugget for a camera, and the elephant for the missing "fingo". Return it to the spirits in Kaya to get the Green Jewel. Go to Giza.
Giza - On the shovel, there is a phone number 555-6789. While Vince answers and his men run off, go to the bag and get the moonstone. Put it atop the Sphinx statue and the door will open. Keep walking forward until you reach a series of dashes ( -|-- ) on the wall. When you click on one, the other three rotate by 90°. So press each one of the horizontal lines (-) exactly once and they will all line up (----). This allows you to take the upper path and avoid the scorpion.
When you reach the set of four blocks, push them off either side to recreate the design on the wall below. This will open the wall. Push one or more across to jump from. When you climb down the rope and reach the chamber, the floor will collapse (unless you made note of the four hieroglyphics in the entryway and jumped on the right blocks) Remember the 4 symbols in ascending order (man, sea, bird, eye) and jump on only those blocks to reach the top of the chamber. (You will find the rope hanging down to get back up.) When you reach the top blocks, quickly jump to the next rope. For the last puzzle, there are 2 big statues and 4 little statues. Count the dots on the bellies of the little ones. Flip the switches that drop each little statue in order (1 dot, 2 dots, 3, and 4) before the sand covers the switches. The small mummy case opens to reveal the Blue Jewel.
*There is a reset switch in the left passage if you fail.
Safari - Fly to the safari and get seven good photos for Zeke, who will give you a miner's hardhat. You will need it to enter the Diamond Mine.
Diamond Mine - Enter the mine area and set the timer that turns off the electric fence, then quickly scramble up the conveyor to reach the hole in the barbed wire. Jump over the mine carts to reach the elevator. Once in the mine, blast the rock and the right wall with the explosive and the sparking wire. The first explosion removes the rock, the second blasts the wall. Ride the mine cart (duck and jump) to the diamond pile. Find the White Jewel (it has a mark on it, and should be the second of the two close together at the lower left).
Then go back to Nabooti, to the museum, and put the jewels into the Nabooti totem. Purple at the top, followed by green, red, white, blue. Watch what happens next...
How To Beat Big Nate Island
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.
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.
How To Beat Great Pumpkin Island
Arrive on the Island
At the Pumpkin Patch
At the Van Pelt House
In Charlie Brown's Yard
At the Halloween Party
Trick-or-Treat House to House
- 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.
- 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.
- You will play short challenges to advance (in boldface below).
At the Pumpkin Patch
- 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.
- 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
- 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
- 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.
- Linus arrives and jumps into the leaves, scattering them.
- 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".
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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)
- 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
- 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.
- 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.
- 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.
- You can check on Schroeder, Lucy, Linus, Charlie Brown, and Snoopy at their final positions in the game.
How To Beat Steam Works Island
Entering the Island :
You can leave the Mech suit where it ends up (in the Hibernation Chamber), or walk it back through the Annex. Sprocket stays there with Zack. If you leave it there, you can return to see them again using the teleporter.
- There are four main sections to the island. 1) Main Street has the Clockwork Cantina, the trash bin, theCenter and Museum and the Gear Shop. 2) To the left are scenes for Sully's Paraphernalia and the Living Quarters building. 3) To the right are scenes for the Hub of the Universe and the drawbridge to 4) theBotanical Research Laboratory.
- Play the game at the Cantina to get the Multi-tool (place the larger gears on the hubs at top and bottom, with the smaller three in between, running down the right middle).
- Get the Steam Battery from the trash bin.
- Climb the Cantina and pull the lever to extend the crossing arm. Walk across, then use the wind-blowers to reach the upper right on the Center's roof. Enter by using the multi-tool to remove the bolts.
- There is a large portrait of Mayor Crumb and Captain Ziggs. The only important item is the message in the typewriter ("remember the number 0516").
- Go to the right. Throw the lever to raise the machine's arm, then climb up the vines at the left, then to the right (avoid the weak steps) and get the Dirty Beaker. Leave and head left to the other scene : Sully's Paraphernalia and the Living Quarters.
- Jump on the lever arm to raise the left side, so that you can reach the doorway. (You won't have the key until later.) Jump on top of the Robot Crab, who will flip over revealing Sully's Key. Pick up both.
- Return right to Sully's and open the right side door using the Steam Battery : to set the proper pressure, the connectors have to equal negative 5 (-5) between the starting pressure (10) and the output (5). The connectors change positions after each try.
- In Sully's, find the robot Sprocket at the far right and ring the bell to wake him up. He will now follow you. In the junk pile to the left, collect the Rubber Mallet.
- Enter the garage to the left, and you will see the incomplete Mech walker being built by Sprocket's owner, Zack.
- Go to the final building on the left, and ride the wind-blower to the roof, where you will pick up a short length of Vine. Head back to the Hub of the Universe scene to the right of Main Street.
- Use Sprocket to pick up the robot crab and drop it on the hot hatch cover. The water inside will cool the hatch so you can go down inside.
- Something is moving through the pipes, and it turns out to be a monster plant. Use the Vine to pull down a steam pipe onto it.
- At the bottom, there are a series of three "tilt mazes" to solve, which restore power to the Hub elevator. Leave the underground steam room.
- Climb up and throw the lever on the right side of the Hub to start it turning, so that you can reach the elevator to the Captain's Quarters. Go up.
- Sprocket is attacked by giant plant tendrils! Save him by slamming the hatch covers shut on them. He will speak to you now, and has some information on the people of the island.
- Enter the Captain's quarters and ride the mini-vators to the bedroom level. There is a rotary dial below the portrait (identical to the one in the Mayor's office). When each concentric wheel is pressed, it rotates, changing the numbers at the right. Stop and start them until the numbers read "0516" from top to bottom (outer to inner circles)
- Enter the secret passage. You will find the skeleton of Captain Ziggs, long dead, on the floor. To the left is the Bridge Key, and the Mech Weed Whacker is on the ceiling above it. Exit the Hub and go right to the Drawbridge.
- Use the Steam Battery again. You must raise the pressure by +6, from the input of 10 to the output of 16 (look for a path that includes four +2's).
- Cross to the Botanical Research Laboratory.
- Bounce up the spring to reach the Wrecking Ball control. Push all three levers down and press the green button. It will smash a hole in the weakened conduit below. Go down inside.
- Head to the right and enter the engine room. There are three red pressure pads on each side that will power the two "toaster switches". Click on all three on each side. Have Sprocket "stand" on one switch while you stand on the other. This will power the circling step plates above.
- Climb up to the right. As the step plate comes around, you can jump up on it. Jump off to the right and cross the upper platform to the left. (You can cross by jumping to the two sides of each plate, but this is more difficult.) Jump down on the left plate as it goes down to the left, then over to the non-moving ones.
- Pressing the lever will start the final plate moving upward, to the next level.
- Cross to far right and climb the vine to the conveyor belt. You will have to cross under the falling blobs.
- Use the vines to reach the left side belt and get the Mech Steam Motor. Go up the vine.
- Cross to the lab room on the left side (a chemical storage room). Use the empty Dirty Beaker to mix aHerbicide. Use the markings on the beaker to add the right amounts : 4 parts red, 2 green, 3 blue. (Fill it to the 4th line with red, then to the 6th line with green, and finally the 9th line with blue.) These are indicated on the wall chart. You should be as precise as possible, or you may need to mix again.
- The carnivorous plant is on the level above. Go up the vine, stand close to it, and use the herbicide. The plant is destroyed and you can enter the Maintenance Closet behind it.
- Take the Steam Key (for the Living Quarters), and leave after the robot guard starts the alarm.
- Climb to the upper left and use the Rubber Mallet to break the dome glass to escape. Leave the research area and return to the far left scene (Living Quarters door)
- Use the Steam Battery (you need to make a -3 path).
- Use the lever-activated elevator and timed-action ladder to reach Zack's room, avoiding the cracked platforms.
- At the upper left is the Steam Vent Game : steam is entering from the upper left and has to be connected to the lower right by a path of pipes. Uncover each of the hidden pipe shapes by clicking on them. Then click on a pipe to move it to any other pipe location (except the Dead End squares). You can keep ahead of the moving steam by adding sections as you uncover and build the pathway. If you complete the path before the steam, press the finish lever to move to the next pipe set. There are 4x4, 6x6, and 8x8 pipe sets, and you only need to complete each one once. It will automatically reset for the current level if you fail.
- Go up the ladder, to the left, out the exit, and down the tightrope vine to get the Mech Crank at the far left. Drop down and go to Zack's Mech machine at Sully's.
- At the garage, install the two parts in the Mech (Motor and Crank). You can now enter the machine and use it to walk around. The teleporter on the seat will bring you back to the Mech if you get lost. Get in and attach the Weed Whacker from your items.
- Exit riding the Mech and walk to the far left, the annex entrance.
- Use the spacebar to activate the Weed Whacker and whack away the blocking weeds (you should need at least two whacks, down and across). Enter the door.
- Jump down to the left with the Mech. You will squash a small attacker by aiming at him and using the Weed Whacker. Jump up on giant squishy plant to toss you and the Mech up a level. Falling in the Mech causes no damage to it or you.
- Exit the Mech briefly to turn the small power wheel that runs the elevators. Stepping onto an elevator with the Mech will cause it to automatically rise.
- Take the elevator and head right, splattering three more little enemies with the Whacker.
- Take the next elevator and you will face the Whirlygig Plant. It is throwing off red fruit bombs that can knock you backward. DUCK them, or use the Whacker to splat a missile as you move to the left. Crunch the Whirlygig when you get close enough.
- Go up a level, and cross right on the slow-crawling tractor platform. Go up again.
- Heading left, you face the Smiley-Tongue Monster, not a formidable foe. It is easy to knock out its tongue then its body. Exit the annex through the door.
- Walk left to the fan blades, and smash your way through with the Whacker. But the fan blades will begin to turn, preventing you from entering the locked doorway.
- Exit the Mech, and climb on the moving blades, which will carry you to the Fan Gear control. Use the multi-tool to lock the gear and stop the blades. Re-enter the Mech and go through the doorway that Sprocket has unlocked.
- You are in the Hibernation Chamber, where all of the residents of Steamworks Island are in suspended animation. Walk left to the revival machine and use the Multi-tool to spin it up.
- The Steamworks people awake from their long slumber. Talk to Zack and Mayor Crumb, and they will explain how a mutation experiment created monstrous plant creatures. (They have been sleeping for 200 years in the stasis pods.)
- Unfortunately, the monsters have not gone away. You will have to go into the depths to battle their "brain plants" with the Toxic Blaster Attachment.
- Hop out of the Mech and climb up to the weapons locker at upper right, and then attach the Toxic Blaster when you reboard the Mech. Go down the elevator to face the monsters.
- These few monsters can only slightly delay you by attacking. Shoot them with the rapid-fire blaster (spacebar). You can work your way past them to reach the final battle room below.
- The exit door is on the second lowest floor. If you fall down the elevator, there is a screw-thread riser in the shaft. Like the ones you saw previously on the Hub, you can stand on it and walk to the left, and it will raise you to the next floor.
- Take the slow-crawling pad across, and exit though the door on the right.
- You battle three nearly identical monsters. There is a pool of acid rising from the depths, which limits your time.
- The monsters resemble the Hydra, and attack the same way, with their heads. You must get close enough to provoke an attack, then DUCK or jump away to avoid getting hit. For a few seconds afterward, the monster can be shot (splat). Hit the first one three times, then climb to the next level. (Jumping and turning is more difficult in the Mech Walker, and takes some practice. Be sure to stay ducked until it completes its lunge.)
- The second monster also shoots discus-like bombs at you, which you have to shoot out of the air before they strike you. If they do, they can knock you backward. Avoid falling into the elevator shaft, as this wastes a lot of time. Get close to the monster, shooting each projectile as it fires, then duck and shoot the creature as before, three times.
- Cross left on the slow tractor platform. (With the acid rising, this is a final delay.)
- The third monster has caterpillar-like bombs dropping from the ceiling onto you, as well as the missiles and the head-butting attack. Hit the third one three times and you have won.
- You will automatically return to the Hibernation Chamber, where Mayor Crumb gives you the Island Medallion.
You can leave the Mech suit where it ends up (in the Hibernation Chamber), or walk it back through the Annex. Sprocket stays there with Zack. If you leave it there, you can return to see them again using the teleporter.
How To Beat Mythology Island
----- This solution contains spoilers -----
Entering Mythology Island: Olympus Village On this Main Street, the Olympus Museum is at the left, and to the right is Herc's Hero Hut, the gate to Mount Olympus, and the Midas Gym (the multiplayer meeting room). The area to the left is the forest and to the right is the Grove of Temples.The Grove of Temples Go right from Olympus Village. The temple is to the Nine Muses, who inspire human scholars and artists.The Tree of Immortality Leave the Grove, go left past Olympus Village to the forest. The Tree of Immortality is mostly decoration, and the statues dare you to eat an apple from it (there is only one, and it is in the next frame above the forest).The Garden of the Sphinx and the Cave of the Minotaur
Cross the bridge to the right from the forest. There is a huge creature (the Sphinx) in a garden setting. Wood and stone aqueducts are spilling water about the scene. At the far left is the cave of the Minotaur.The Realms of Hades and Poseidon These two sequences are to the right in the Grove of Temples, and each has a temple interior and a throne room (which you access much later in the game). Because of a special travel item, you should do the Poseidon realm first, then come back to the Hades pit.The Forest: Athena, Zeus, and finally Hercules The items spell out a secret agenda for the scheming Zeus, who has been trying to wrest power from his brothers Poseidon and Hades.With Hercules to see Hades and Poseidon On Mount Olympus Battle Against Zeus
After the fact, you can meet Hades and Poseidon again, and Cerberus wakes up. The maze of the Minotaur has only the scorpion as a threat, and the Hydra is permanently knocked out. Zeus is not seen again after his defeat.
---
Small Glitch: (Poseidon) if you remove either of the boulders (Hades or Poseidon) and do not go in the throne room, and go to the other realm instead -- Hercules may give you conversation if you try to go back to the original location. Move away from him and try again.
Poseidon Throne Room
Some players may find themselves at Poseidon's throne earlier in the game because they run out of oxygen underwater. If this happens, you can get the Trident early, but you will need the Touchscreen Mirror to escape back into the game! Otherwise, exit using the Haunted House card from the Poptropica Store.
- Enter the museum and browse the Greek Mythology history and the various gods and goddesses. The only item to acquire is the Starfish which is on Poseidon's statue.
- The gate to Mount Olympus is locked until late in the game. Hercules is in the Hero Hut selling autographs, but nothing in there is ever functional.
- Go in and to the far right there are free Reed Pipes (flutes). Take one and go to the statue of Euterpe (in the group nearer the entrance).
- Repeat the song she teaches you note-by-note, and Euterpe will give you a song that can put Cerberus to sleep.
- Climb the steps and go up into the tree. There are serpents you can climb and mushrooms which will bounce you up to the next step. The central area has a "honey" spill which is only barely climbable.
- Find the satyr at the top right, who will show you the way to reach the Golden Apple if you collect 10 pots of honey within 60 seconds. There are about three to either side and four down the middle, and it is easier to get the top ones first.
- When you go up the hidden path and get the apple, Zeus angrily appears. But he offers you a task, recovering 5 sacred items for him in exchange for your immortality. Looking over the scroll, the items are: 1) a flower from the Garden of the Sphinx - far left, 2) the nose ring of the Minotaur - also left, 3) a scale from the Hydra - Poseidon's lair, 4) a giant pearl - also Poseidon's, and 5) a whisker from the dog-beast Cerberus - in Hades.
- After Zeus leaves, you are visited by Athena (his daughter) who warns you about Zeus and offers her help. When you see a glowing olive, it means that there is a helpful hint.
Cross the bridge to the right from the forest. There is a huge creature (the Sphinx) in a garden setting. Wood and stone aqueducts are spilling water about the scene. At the far left is the cave of the Minotaur.
- The creature (Sphinx) wants water returned to the Garden. Climb up from the entrance and open the water flow into the aqueduct. There are four control levers and two wooden gates. Once all of the water is flowing into the lake, you can go back to the Sphinx.
- You will find the Sacred Flower. Climb above it to a tree with red pomegranate fruits. Collect these and go to the cave entrance.
- The lock to the entrance is musical, with eight notes according to the color code of the Reed Pipe : blue-blue-green-yellow-yellow-red-blue-green.
- The Minotaur ushers you into his labyrinth, which is large but not particularly confusing. Go across the top until you hit a chain, then straight down from there (not back to the left). There are three challenges in the maze. The first involves a riddle, removing 6 bones from an arrangement of 15, leaving "10" (the nine bones that spell the letters TEN). The scorpion pit requires you to simply jump over him. The Red-Eyed Snake is elusive, but if you have fast reflexes, you can catch him three times as he pops out (peripheral vision is helpful). Your other option is to click at one of the holes for a few minutes until he pops out there (the Red-eye works his way around to all 12 holes every few cycles). There is no indication that you have succeeded until you tag him three times.
- Take the ring from the Minotaur's nose.
- Travel all the way back to the Village, and through the Grove of Temples until you reach the realms of Hades (below) and Poseidon (farther right). Use the mud elevators to reach Poseidon's realm on the far right side of the Hades temple.
- In the Poseidon temple, place the Starfish on the altar, which opens the entrance to the realm. You will find a beach scene on a blue lake, with bikini girls and even a surfer-dude Triton as lifeguard. You also find Aphrodite, the goddess sister of Athena.
- Use your memory to identify five gods and goddesses on Aphrodite's test. (The answers are Ares, Hermes, Aphrodite, Artemis, and Hestia.) She will give you a special touch-screen mirror that lets you travel to and from any realm you have previously visited, without the need for a lengthy hike.
- Dive into the lake and swim underwater through the rock maze. The bubbles will give you extra oxygen. Go right near the top of the maze, down the right side to the bottom, and then left to the Hydra Cave. Just above the entrance is the Giant Pearl oyster.
- To defeat the Hydra, wait until one of its heads is about to thrust toward you. Jump up before it hits you, and land on top of it to knock the head out. After all five are kayoed, swim down to recover a scale from the creature.
- Use the mirror to take you back to Aphrodite, then walk back right to reach the exit and go to the Hades pit.
- At the temple, clean the graffiti from the walls to earn a drachma. Enter the temple and place the Pomegranates on the altar (there are some hints about this at the Hero Hut). Enter the realm.
- Jump down into the pit, ignoring the cartoon bat. You will find yourself with a boatman on the River Styx, which leads to Hades itself.
- As the boat moves down the river, you will find three hazards: falling rocks, fiery skulls, and river monsters. Move backward or forward in the boat to dodge the rocks, and jump over the skulls and creatures. There are multiple sets, usually four. You can sometimes survive a hit, but if you are knocked from the boat, you must begin again.
- At the river bank, you will find Cerberus, the three-headed dog monster. Tale out the Reed Pipe and play the 6-note song from Euterpe: blue-green-yellow-blue-red-green. He will take a nap and you can get one of his whiskers.
- You now have all five of the sacred items, but you cannot enter the Hades throne room because it is blocked by a large stone. Use the mirror to get back to Olympus Village and go left to the Tree Of Immortality. (If you did Hades first, you cross the river with no dangers, and go back to the surface.)
- Athena meets you at the Tree site and tells you to assemble the secret message on the 5 sacred items. Put together, the words spell out "Whoever wields the five sacred objects will rule all of Poptropica".
- Zeus appears and steals the items from you, having no intention of making you immortal, intent only on seizing power from Poseidon and Hades.
- Athena sends you back to Olympus Village to appeal to Hercules. He finally relents when told of the scheme. (At this point you definitely need the Touchscreen Mirror because he won't follow you on foot.) The two of you use the mirror to go to Hades.
- Hercules moves the rock from the Throne Room, and you enter to meet Hades. He decides to give you his powerful Crown to use against Zeus.
- Use the mirror to travel to the underwater realm of Poseidon, where Hercules opens the rock passage to Poseidon's throne. Poseidon gives you his powerful Trident to use. Use the mirror to take you to the locked Olympus Gate.
- Hercules smashes open the lock on the gate and you enter Zeus's realm on Mount Olympus. Unfortunately, the first hazard you meet is Medusa, who turns Hercules into a stone statue.
- To the right is a high climb, but there is a way up: you use your drachma to buy a "bag of wind" from the Aeolus Wind Wagon. (Refills are free.)
- Reaching the summit, light up the four statues of Zeus to summon him to the final battle. You will use the combined powers of the Crown and Trident, flying and firing lightning bolts against Zeus.
- Use the Trident to fire bolts at Zeus as you fly around. The health meter below Zeus will show his weakening power if you hit him.
- Anytime he hits you, you will lose power, as indicated by the pink clouds supporting you. If you lose them all, you must start the battle over. Collect as many little clouds into your cloud as you can.
- After you have scored some hits, the process is made more difficult. Zeus begins to glow, and forms a spinning group of glowing white balls of energy. He then releases them at you, and you must dodge them by making evasive maneuvers. (This is like the spinning balls from Betty Jetty, or the razor balls from the Mordred robot.) Your bolts will only hurt Zeus when he is NOT glowing.
- If you successfully avoid the bolts and balls, you can score enough hits to reduce Zeus's power to zero. You have won the quest! Zeus returns the sacred items to you. Athena rewards you with the Island Medallion and you have become a hero in the realms of Olympus!
After the fact, you can meet Hades and Poseidon again, and Cerberus wakes up. The maze of the Minotaur has only the scorpion as a threat, and the Hydra is permanently knocked out. Zeus is not seen again after his defeat.
---
Small Glitch: (Poseidon) if you remove either of the boulders (Hades or Poseidon) and do not go in the throne room, and go to the other realm instead -- Hercules may give you conversation if you try to go back to the original location. Move away from him and try again.
Poseidon Throne Room
Some players may find themselves at Poseidon's throne earlier in the game because they run out of oxygen underwater. If this happens, you can get the Trident early, but you will need the Touchscreen Mirror to escape back into the game! Otherwise, exit using the Haunted House card from the Poptropica Store.
How To Beat Astro Knights Island
Solution #1: (Solution #2 below includes additional details in the same order)
The Kingdom Arturus on Poptropica (boldface are collectible items)
* 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
Space, above Pewter Moon
Jungle Planet
Space
Ice Planet
Space
Fire Planet
Space
Giant Asteroid
Mordred's castle
The Final Battle
YOU ARE AWARDED THE ASTRO KNIGHTS ISLAND MEDALLION !
Solution #2 (includes more detail):
In the Kingdom of Arturus
On the Pewter Moon
Travelling in space
The Jungle Planet X-15 Y-15
The Ice Planet X-73 Y-83
The Fire Planet X-83 Y-20
The Secret Asteroid X-11 Y-84 (in the asteroid belt)
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)
== ==
The Kingdom Arturus on Poptropica (boldface are collectible items)
- Go the village fountain, where there is a spaceship model.
- Jump up on the highest platform and crouch. You should pick up a gold coin.
- Then, go back to the museum next to the blimp. Inside, USE the gold coin to look around.
- Click on one of the books lying round the house and the guy will give you a library card.
- 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)
- Then go to the section that it says on the library card and click on it. A stairway will appear and you go down.
- 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.
- 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.
- Go to the final door (first floor left) and talk to the girl inside. Put the cheese on the ground and collect therobot mouse.
- Find the secret message on the table. Leave and head far right to the windmill area. Talk to the guy and get some manure.
- 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.)
- 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.
- 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.
- Follow the owl out and release the mouse. The owl will eat it and follow you.
- 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.
- You will find yourself in the jail cell. The alien will self-destruct. Click the owl and then click the little green fuel rod.
- 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.
- 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
- 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.
- Talk to the guy about the Binary Bard.
- 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
- 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.
- Head up and to the left until the tracker at the bottom says 15,15. Enter the planet.
Jungle Planet
- Start by dropping down to the floor. Head to the right and pick up the Laser Lance.
- Using the flowers to your left, bounce back up to the platform where your spaceship is.
- 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.
- Talk to the knight and jump up to the cage he was talking about. Let the unicorn out.
- 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.
- You will appear in the spaceship. Click launch.
Space
- Head down and to the right until you see a message that says "Space Sharks Ahead"
- 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.
- If you take only one or two, deal with the other sharks in this same manner. Land on the ice planet.
Ice Planet
- 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.)
- Talk to the knight and get the Force Shield from him.
- 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)
- Once you defeat it, you will appear back in the spaceship. Press launch.
Space
- Head up and around the black hole. Head for 83, 20- the final planet we have to go to.
Fire Planet
- 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.)
- Once you land successfully on the last platform, wait until it gets to its highest point and enter the volcano.
- 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.
- 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.
- Talk to the knight and get the Ice Arrow.
- Continue to the left.
- 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.
- 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.
- You will appear in your spaceship. Press Launch.
Space
- 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.
- Try to avoid the asteroids and the ferocious alien shooters- they will wear down your shield.
Giant Asteroid
- 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
- Drop down to the ground and talk to the princess. Give her the Laser Lance, the Force Shield, and theIce Arrow.
- Oh no! It wasn't the princess after all! Solve the puzzle on the door and follow him through.
The Final Battle
- 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.)
- 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.
- 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
- 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.
- There are two other documents in the library : "The Life of Mordred: A Cautionary Tale" and "The Mystical Weapons of Arturus".
- 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.
- 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.
- In the farm area near the mill, you get manure. At the water wheel of the mill there is a rope.
- 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.
- 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.
- 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).
- 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).
- 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.
- 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
- 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.
Travelling in space
- 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.)
- 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.
- Stay in orbit each time you leave the Pewter Moon to fully charge your shields!
The Jungle Planet X-15 Y-15
- Start by dropping down to the ground. Continue across until you reach the Laser Lance. (Its platform is in a narrow spotlight.)
- 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.
- 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.
- 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.
- 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.)
- This is fairly easy and straightforward, and you leave the planet victorious.
The Ice Planet X-73 Y-83
- 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.
- 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
- 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.
- Inch your way through the volcanic passage, avoiding the rush of air and sparks by standing in the alcoves.
- When you are attacked by the Segmented Creature, wait until it rolls toward you in a circle, then step back and leap over it.
- 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.
- 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.)
- 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.
- 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)
- 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.
- 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.
- 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.)
- 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.
- 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.
- 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 Counterfeit Island
The solution (includes spoilers)
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 thevideo 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.)
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 thevideo 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 Beat Skullduggery Island
*This solution contains spoilers*
Enter the island from the Island Map (members had Early Access May 20, 2010) and climb down to Fort Ridley, one of a few small islands scattered about in the sea. For the first part of the island, you will collect items that lead to other items and clues.
THE LONG SAILING AND TRADING PART OF THE GAME now begins, in the seas between the 5 outlying islands : Dragon Cove at the upper left, Bouffant Bay, Parrot Port, Golden Harbor, and Pirate Outpost. These are all indicated on the sailing map. Sail by lifting anchor (spacebar) and using the cursor to indicate direction and speed. Dock by dropping anchor and clicking the island dock. Each movement to an island is counted as a "day" in the quest, but there is no set speed of play. As the game progresses, you buy larger ships to hold more cargo, but the hazards increase somewhat as well.
Find the Map Pieces : there is one on each of the five trading islands.
Earning doubloons and cargo items : initially you "salvage" these from the water, and later you buy and sell them for a profit at any of the five ports. The prices for the cargo items vary from port to port, often allowing you to "buy low and sell high".
Hazards that can cost you cargo or damage the ship : Giant pink sea creatures such as a crab, octopus, or puffer fish. Whirlpools, thunderstorms, and rock shoals can cause damage. Pirate ships can attack, and you can duel them by firing any cannon you have. If you are damaged or sunk you lose some doubloons or cargo items.
New Ships and Skilled Crewmen can improve your durability, speed, cargo capacity, and armament use. Buy new ships at Dragon Cove, and hire crew (relatively expensive) at each of the four ports except Parrot Port. Ships are expensive but have a small resale value.
You can borrow more cash, equal to your current wealth, at the bank in Golden Harbor, and this must be repaid. The interest is only 5% per day, but compounded, so large balances should be paid off as quickly as possible without losing your working capital. If you have an overdue loan, you cannot buy a new ship.
Sailing Hint -- When sailing around rocks and salvage, drop anchor to pivot the ship.
GETTING THE 5 PIECES OF THE TREASURE MAP
DEALING AND TRADING -- The best profits are made by sailing a clockwise course around the islands. Sell any salvage, and you may want to leave room for more you might pick up.
NEW SHIPS AND CREW -- Ships are bought from the dealer at Dragon Cove, each more expensive than the previous, requiring two or more trading runs to afford the next larger model. Take out a loan at Golden Harbor to help buy more cargo. Do NOT spend so much on a ship that you haven't enough doubloons for a FULL cargo or two for your new ship size. That would make your trades much less profitable.
Crew positions :
BATTLING PIRATES (and eventually Captain Crawfish)
Anytime you face damage from a hazard or attack, the green "health bar" appears on the travel view. One will also appear for enemy ships or creatures. Aiming and hitting enemy ships, especially those with more cannon, can be fun but a losing proposition. They are hard to hit because shots take awhile to arrive at the target. Oddly enough, this also lets you "outrun" or swerve to avoid cannon balls. Only when you have a larger ship than your opponent can you regularly succeed. Smaller ships will tend to "gang up" on you, as well. You can salvage items from any destroyed ships or sea creatures. If you are sunk, you lose part of your doubloons (10%) and cargo (10% to 13%) and start sailing again from your previous dock.
WIN THE GAME -- After from 25 to 100 days of trading, you will have acquired the most expensive ship, the Phoenix Warbird. This ship is a match for the dread Captain Crawfish. Sail to the Skullduggery sea to confront him. When he is apparently sunk, return to the Governor at Fort Ridley. You will receive a special card with the location of the Buried Treasure on Skullduggery Island, and a Bone Shovel to dig it up. When you finish, you are surprised by Captain Crawfish and his crew, who apparently survived the battle and are going to take the treasure from you. Fortunately, your valiant crew sails to your rescue, sinking the pirate ship and marooning Captain Crawfish. (He will never be seen again. Or will he??) Return the treasure to Fort Ridley and receive the Island Medallion!
* Save Your Game Often! *Some users have lost a character and ship temporarily until rebooting the browser. Users have reported losing up to 45 days of playing time even with the browser open!
Notes :
1) Having an overdue loan gets rid of all your money and goods.
Enter the island from the Island Map (members had Early Access May 20, 2010) and climb down to Fort Ridley, one of a few small islands scattered about in the sea. For the first part of the island, you will collect items that lead to other items and clues.
- Travel down Main Street to the right and cross the covered bridge. On the far side, climb down into the stream and go left to get the Doubloon from the sand.
- Return left to Stinky Tim's store, and use the doubloon to buy a bag of chicken feed. Also go to the upper right shelf to get the Broken Mirror.
- Give the feed to the boy with the chickens. He will give you a chicken.
- Head right again, across the bridge to the corn farm. Use the chicken to eat some of the bugs, and the farmer gives you a Blue Candle.
- Go far right. past the Governor's house, to the sea edge and talk to the woman there whose husband is lost at sea.
- Enter the Governor's house and use the Blue Candle to reveal the missing writing on the Parchment. The Governor will tell you about the Treasure Map and the need to defeat Captain Crawfish the pirate.
- Go back to the Fort and use the telescope at the top, where you will see a small raft. Signal the raft using the Broken Mirror, and it will dock.
- The beach woman's husband is aboard the raft, and is grateful to be home. He gives you his ship, which is now crewed by a cabin boy and the old sailor from the fort.
THE LONG SAILING AND TRADING PART OF THE GAME now begins, in the seas between the 5 outlying islands : Dragon Cove at the upper left, Bouffant Bay, Parrot Port, Golden Harbor, and Pirate Outpost. These are all indicated on the sailing map. Sail by lifting anchor (spacebar) and using the cursor to indicate direction and speed. Dock by dropping anchor and clicking the island dock. Each movement to an island is counted as a "day" in the quest, but there is no set speed of play. As the game progresses, you buy larger ships to hold more cargo, but the hazards increase somewhat as well.
Find the Map Pieces : there is one on each of the five trading islands.
Earning doubloons and cargo items : initially you "salvage" these from the water, and later you buy and sell them for a profit at any of the five ports. The prices for the cargo items vary from port to port, often allowing you to "buy low and sell high".
Hazards that can cost you cargo or damage the ship : Giant pink sea creatures such as a crab, octopus, or puffer fish. Whirlpools, thunderstorms, and rock shoals can cause damage. Pirate ships can attack, and you can duel them by firing any cannon you have. If you are damaged or sunk you lose some doubloons or cargo items.
New Ships and Skilled Crewmen can improve your durability, speed, cargo capacity, and armament use. Buy new ships at Dragon Cove, and hire crew (relatively expensive) at each of the four ports except Parrot Port. Ships are expensive but have a small resale value.
You can borrow more cash, equal to your current wealth, at the bank in Golden Harbor, and this must be repaid. The interest is only 5% per day, but compounded, so large balances should be paid off as quickly as possible without losing your working capital. If you have an overdue loan, you cannot buy a new ship.
Sailing Hint -- When sailing around rocks and salvage, drop anchor to pivot the ship.
GETTING THE 5 PIECES OF THE TREASURE MAP
- Dragon Cove -- go to the water's edge with the old fisherman. Sink the floating statue to uncover a Mallet. Slide the fisherman right, past the giant Bell Gong to the first barrel. When you use the Mallet on the Gong, fish will jump from the water, allowing the old man to catch one, and he will give you the map piece.
- Bouffant Bay -- You can help the worker at the dock and get a clue from his wife at the residence (far right). A pirate also tells you the map piece is at "312 Hanging Fern Way", a reference to three hanging plants. At the plants, jump into the 3rd, then the 1st, then the 2nd plant to get the map piece.
- Parrot Port -- There is a parrot flying around who leads you on a chase. First go to Petey's Pirate Pub and get the Cracker from the upper left. Now the parrot will have you dive into the sea (he moves to another window) then block the smoking chimney* (he's in a palm tree at the far right). He tells you to contact his owner, a pirate atop the tower at far left. Once you have, you can use the Cracker to lure the parrot back to the tower, where you receive the map piece. (You may have to dunk yourself and block the chimney again to find the parrot.)
- Golden Harbor -- There are 5 hanging street lights, and after lighting any of them , lighting another will turn others off. Counting from the left, you need the 1st, 2nd, and 4th lights on. The way to accomplish this is to light them from right to left : the 4th, then the 2nd, then the 1st in that order. Leaving the dock and returning will reset the lights. The piece appears in a draped archway.
- Pirate Outpost -- Climb the giant skull cliff, jumping over the pirates to avoid being knocked back. At the top of the tall mast is a Cannon Starter kit to use on any of the 4 cannons, but only the one at lower left is important. On the way back down. push the small barrel of explosives from the mast into the water below. Position the barrel under the giant Golden Tooth of the stone skull. If you fire the cannon and hit the barrel, the blast shakes loose the Golden Tooth and reveals the map piece. Assembling all 5 pieces reveals a hidden island, called Skullduggery, at the lower center of the map. Near the game's end, you will go there to find the Buried Treasure.
DEALING AND TRADING -- The best profits are made by sailing a clockwise course around the islands. Sell any salvage, and you may want to leave room for more you might pick up.
- Silk is bought cheaply at Dragon Cove (upper left), and sold at nearly double your cost at Bouffant Bay to the right.
- Medicine is bought cheaply at Bouffant Bay (upper middle) and sold at Parrot Port to the south. There is nothing cheap at Parrot Port.
- Grain is bought cheaply at Golden Harbor (lower right) and sold at Pirate Outpost to the left.
- Spices are bought cheaply at Pirate Outpost (lower left) and sold at Dragon Cove to the far north.
NEW SHIPS AND CREW -- Ships are bought from the dealer at Dragon Cove, each more expensive than the previous, requiring two or more trading runs to afford the next larger model. Take out a loan at Golden Harbor to help buy more cargo. Do NOT spend so much on a ship that you haven't enough doubloons for a FULL cargo or two for your new ship size. That would make your trades much less profitable.
- Your raft -- free but holds only 20 total cargo items, speed 6
- Jimmy Rigger -- 3000 doubloons, holds 60 cargo, speed 7, has 1 cannon
- Carabelle -- 9000 doubloons, holds 200 cargo, speed 8, 1 cannon
- Sea Sultan -- 30,000 doubloons, holds 600 cargo, speed 9, 2 cannon
- The Koi -- 90,000 doubloons, holds 1800 cargo, speed 12, 3 cannon
- Steaming Fury -- 300,000 doubloons, holds 5000 cargo, speed 12, 4 cannon
- Phoenix Warbird -- 1,000,000 doubloons, holds 6000 cargo, speed 13, 5 cannon
Crew positions :
- Shipwright (Dragon Cove) : 20,000 doubloons to hire, slowly fixes damage without docking
- Cargo Master (Bouffant Bay) : 15,000 doubloons, increases cargo space of any ship by 50%
- Navigator (Parrot Port) : 12,000 doubloons, increases ship speed
- Cannoneer (Pirate Outpost) : 20,000 doubloons, increases firing rate of your cannon
BATTLING PIRATES (and eventually Captain Crawfish)
Anytime you face damage from a hazard or attack, the green "health bar" appears on the travel view. One will also appear for enemy ships or creatures. Aiming and hitting enemy ships, especially those with more cannon, can be fun but a losing proposition. They are hard to hit because shots take awhile to arrive at the target. Oddly enough, this also lets you "outrun" or swerve to avoid cannon balls. Only when you have a larger ship than your opponent can you regularly succeed. Smaller ships will tend to "gang up" on you, as well. You can salvage items from any destroyed ships or sea creatures. If you are sunk, you lose part of your doubloons (10%) and cargo (10% to 13%) and start sailing again from your previous dock.
WIN THE GAME -- After from 25 to 100 days of trading, you will have acquired the most expensive ship, the Phoenix Warbird. This ship is a match for the dread Captain Crawfish. Sail to the Skullduggery sea to confront him. When he is apparently sunk, return to the Governor at Fort Ridley. You will receive a special card with the location of the Buried Treasure on Skullduggery Island, and a Bone Shovel to dig it up. When you finish, you are surprised by Captain Crawfish and his crew, who apparently survived the battle and are going to take the treasure from you. Fortunately, your valiant crew sails to your rescue, sinking the pirate ship and marooning Captain Crawfish. (He will never be seen again. Or will he??) Return the treasure to Fort Ridley and receive the Island Medallion!
* Save Your Game Often! *Some users have lost a character and ship temporarily until rebooting the browser. Users have reported losing up to 45 days of playing time even with the browser open!
Notes :
1) Having an overdue loan gets rid of all your money and goods.
How To Beat Cryptids Island
Cryptids Island is the 16th island in Poptropica, with a release date of January 18, 2011. Early Access was available to paid monthly members beginning December 20, 2010. A preview of one section was available prior to release.
* 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.
* 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.
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.
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.
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.
* Back at Mews Museum Laboratory
You show your collected materials to Mews, and use the DNA Analyzer to test the samples.
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
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.
* Mews Museum Laboratory and the Bigfoot Hunt
4. That leaves big foot left is he a real creature?
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.
* Mews Museum (Finale)
----
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.
* 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- In the Pub, pick up the book of matches from the bar.
- 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.
- 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.
- 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.
- 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.
- He does give you a lantern, which you can light at any time with your matches.
- 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.
- 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.
- 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.
- 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.
- The third star (center) is Snaggletooth rock, where three spotted goats are sure to attract the Chupacabra.
- 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.
- Enter the restroom to find claw marks and other evidence of the Jersey Devil. Writing on the wall outside and inside gives you clues.
- 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.
- As it is dark in the woods, use the Matches to light your Lantern.
- 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.
- Walk up the path to the deserted house and go inside. There are noises from above.
- 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.
- Just when you are leaving, the Jersey Devil appears in the window!
- 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.
- 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.
- Unfortunately, the Nessie photo is only tires in the water, but there is a suspicious shadowy form in the background.
- The photo of the Yeti footprint turns out to be from a snowboot, so you can cross off the Himalayas as a source.
- Using the DNA analyzer shows that the "Chupacabra fur" is just a coyote's.
- 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
- Play darts against his skeptical friend to win a Submarine ticket.
- 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.
- 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.
- However, the bartender gives you a Pennywhistle that is rumored to attract Nessie.
- Return to the Rowboat and go left, then farther left into a small cove.
- Blow the pennywhistle and a huge Nessie will emerge from the water!
- 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.
- Drive over, and steer around the three spotted goats until they are all between the rocks.
- Get out and meet the goat herder, who has a plan to trap the creature in a huge wooden box with locks and chains.
- After a short wait, his "trap" succeeds, and the Chupacabra is caught!
- Unfortunately, as you push it toward the truck, the box bursts open, releasing the savage Chupacabra, who knocks you down and escapes!
- 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
- The photo confirms that Nessie exists.
- The Chupacabra tooth confirms it is a real creature
4. That leaves big foot left is he a real creature?
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.
- Fly above him and keep him in view for about two or three minutes until he reaches some caves.
- 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.
- 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.
- 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)
- 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.
- You decide to turn down the money to keep the Bigfoot safe. :-(
- 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.
How To Beat Red Dragon Island
Red Dragon Island is the 19th island in Poptropica, and is based on the Magic Tree House book series by Mary Pope Osborne. The island had a sneak peek (sumo wrestling) beginning in April, 2011, with the opening of the island on June 2, 2011. (Early access for paid monthly members was on May 5, 2011.)
The following solution contains all spoilers.
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
6) You receive the Magic Amulet from Jack and Annie, who run off.
Imperial Gardens - Bonsai Hut
7) Follow them left and stop at the Bonsai shop, where the old near-sighted woman will give you a kimono to wear. Fortunately, there is a passport in the pocket, which you also need to pass the Shogun's soldiers.
* If you did get sent to prison, you could use the amulet to return to the treehouse.
Unfortunately Jack and Annie have no passports, and are taken away by the Shogun and 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. The warrior there says that it would take a master ninja to get inside, and that the location of the ninja master Basho is unknown. You find a parchment from Jack and Annie that says they are captives of the evil and ambitious Shogun, and also suggests 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.
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 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 wrestlers jog across, one woman drops her Bonsai scissors.
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 fire, 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 ou 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 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. 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.
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, hitting 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 entirely.
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 in that the Red Dragon dives out of your view, so 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 and receive the Island Medallion.
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.
Notes:
* The game is loosely based on book 37 of the Magic Tree House series: Dragon of the Red Dawn (2007).
The following solution contains all spoilers.
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
6) You receive the Magic Amulet from Jack and Annie, who run off.
Imperial Gardens - Bonsai Hut
7) Follow them left and stop at the Bonsai shop, where the old near-sighted woman will give you a kimono to wear. Fortunately, there is a passport in the pocket, which you also need to pass the Shogun's soldiers.
* If you did get sent to prison, you could use the amulet to return to the treehouse.
Unfortunately Jack and Annie have no passports, and are taken away by the Shogun and 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. The warrior there says that it would take a master ninja to get inside, and that the location of the ninja master Basho is unknown. You find a parchment from Jack and Annie that says they are captives of the evil and ambitious Shogun, and also suggests 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.
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 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 wrestlers jog across, one woman drops her Bonsai scissors.
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 fire, 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 ou 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 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. 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.
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, hitting 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 entirely.
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 in that the Red Dragon dives out of your view, so 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 and receive the Island Medallion.
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.
Notes:
* The game is loosely based on book 37 of the Magic Tree House series: Dragon of the Red Dawn (2007).
How To Beat Mystery Train Island
Mystery Train (aka Mystery Train Island) is the 21st Poptropica island, with a general release date of October 7, 2011. Early Access began on September 9, 2011, and all users could play a demo of the island, up to the point that the mystery is established (Thomas Edison's missing Kinetoscope camera).
This solution contains all spoilers. To leave the Mystery Train, ask the conductor and you can get off at the next stop, then return to the train later.
---
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) Back in the coal car, no longer guarded, 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 to 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' 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 Parisian, 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 center lion, who is tame, 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.
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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!
This solution contains all spoilers. To leave the Mystery Train, ask the conductor and you can get off at the next stop, then return to the train later.
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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) Back in the coal car, no longer guarded, 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 to 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' 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 Parisian, 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 center lion, who is tame, 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!