LAST UPDATED: 6/30/2013
Virus Hunter ISLAND (WALK THROUGH) (COMING SOON!)
Back Lot ISLAND (WALK THROUGH)
ARRIVING AT BACK LOT ISLAND
When you first arrive on Back Lot Island, the paparazzi will be all over you until they realize you aren’t famous. They’ll run off to a celebrity named Willy Bingleman, who was going into Queequeg’s Coffee Shop (on the far right). Go inside the coffee shop.
Once you step inside, go talk to the homeless man. It’s former child star Willy Bingleman!
He asks you lots of questions, like, have you seen my movie or have you ever heard of me, but you say I haven’t seen or heard of you before. So, he says I will star in a big movie one day, again. Leave the coffee shop, and go one shop over to the left. It’s called One-of-a-Kind Talent Agency.
Once you get inside, go all the way to the right. There will be a woman at the desk. She says you look like a star, and you say, “Me, a star?” Then she says if you pay a thousand dollars, she’ll help you get started on your career.
What!?! A thousand dollars? I don’t have a thousand dollars! But then she tells you to go to Harvey Scoops if you’re looking for money. Now, leave the building and head right to the next area – Sunrise Street.
Once you get there, head past the theater and souvenir shop until you get to a wall with a guy standing next to it. He says he’s Harvey Scoops!
He’s investigating the place because rumors have swirled that someone’s been working in there. Ask if you can help, and he says yes. Harvey also asks you to climb the building and get a picture. You’ll receive a Telephoto Camera.
Now, go all the way to the far left on Main Street, you will see a guy with camera in front of the Celebrity Wax Museum. Click “Use” on the Telephoto Camera and he will give you some Camera Film.
Now, go back to where Harvey Scoops is at and climb the building. Go to your list of items, and click “Use” on the Camera Film. It will combine with the Camera to make it work. Now, click “Use” on the camera and take a photograph of a man with a beard, in the building next to the Souvenir Shop. Once you take it, you’ll feel an earthquake, and then you’ll fall into the property.
After regaining consciousness, run right and click on the door to enter the stage.
When you click on it, the assistant director of the movie will come out. She asks if you’re security, and you say no. She’s happy about that because she doesn’t want the movie to be interrupted. Ask about the movie, and she says it’s being made by Carson Willis, the greatest filmmaker of all time, who has been missing. After you finish talking to her, enter the building.
Kirk Strayer
Once you get there, run left onto the stage, where movie star Kirk Staryer is acting. He gets mad that someone always interrupts his scene, so he runs off with Carson Willis chasing after him, trying to get him so they can continue the filming. Here’s what the cameraman said:
"Kirk is a Jerk, All right, But the CAMERA loves Him!"
After Kirk and Carson leave, follow them. Once you get outside, you’ll find the assistant director freaking out about the schedule, telling you to go get Kirk back. And… you get a sweet ride in the deal! Your very own cart! Free Ride! Your LUCKY!
Once you leave the first stage, you need to look for Kirk’s trailer. So drive straight down until you reach the far bottom wall, then turn around and go up to the right a lttle bit and you will see his trailer. If you don’t see it, here’s a picture to help you out.
Getting the coffee
Once you get there, knock on the star door. Kirk Strayer will tell you to go away, but you ask him what it’s going to take to get him out of there. Strayer says he wants a Half-Caf Leviathan Latte-Expresso on the double. Then a cup comes out of the skylight on the trailer.
Now, hop on your cart, and head back to Soundstage 1. Then go all the way to the left and open the gate so you can get out and fetch his coffee.
Run all the way back to Main Street, and enter one of the two Queequeg’s Coffee Shops to refill Kirk’s cup. The guy at the register will tell you he is out of that particular drink so you will have to choose another. Choose the coffee shown in the picture below to get an Infant-Sized Coffee (decaf espresso).
Now exit the coffee shop and run to the left until you get to the other coffee shop. Talk to the lady at the register and she will also tell you she is out of that particular coffee. Order as shown in the picture below for an Infant Sized Coffee (full latte).
Now open your menu items and choose the Infant Sized Coffee. Pour both cups of coffee into the larger cup and you will have made the coffee that Kirk wanted – a Half-Caf Leviathan Latte-Espresso. Tadaah!
Go all the way back to Kirk’s trailer after you have done this. Knock on his door again and you will tell him you have his coffee.
FilmingJump back into the cart and go back to Soundstage 1. Once the old guy stops talking, jump up the wooden stairs and use the camera. When using the camera, just make sure to keep Kirk in the middle of the screen at all times!
Screenplay gone astray
Once you are done filming, exit Soundstage 1 and jump into your cart again. Go all the way to the right until you get to Soundstage 2. Enter the soundstage and talk to the lady there.
Now exit the soundstage and go back to Soundstage 1. Jump to the top of Soundstage 1 using the ledges on the left. Talk to the guy on top of the building, Goldie, and his precious screenplay will be blown away to Sunrise Street.
Now go to the left and go back to the top of the green building. There will be a screenplay page on the TV antenna on top of Juan’s Celebrity Souvenirs.
Continue left and get to the top of the Chinese theater building. To get to the top, use the sides of the roof to help you bounce high enough. You will find another screenplay page on top of that building.
Keep going left until you get to the first Queequeg’s Coffee House (right of the Talent Agency), where you should find another screenplay page on the neon sign at the top. Keep going left until you get to the Celebrity Wax Museum and the last screenplay page will be on the far left of the roof of that building.
Once you have all of the pages, go all the way back to the right and talk to the guy on top of Soundstage 1. Give him the pages and jump back into your cart.
Go back to Soundstage 2 and talk to the lady again. Now it’s time to put the script pages in order. Open the scripts from your menu and rearrange them so that the 3rd one is 1st, the 4th one is 2nd, the 1st one is 3rd and the 2nd one is 4th.
Playing the part
Lead Actress
Now you will be given an Actress Headshot and it’s your job to find someone that looks like her to play a lead in the movie. Exit the soundstage and go back all the way to the beginning of the island and enter the One-Of-A-Kind Talent Agency. Give the lady at the desk the headshot. The lady at the desk will surprise you – she’s actually Lacey Williams!
Acting as a Navigator
Now head back to Soundstage 2. Once you get there, you will have to play the role of the navigator. Go to the left and jump up to change into costume.
Prop Train
Now exit the soundstage and go to Soundstage 3 which is opposite of Soundstage 4 and to the bottom of the back lot road map. Enter the stage and talk to the lady on the left. Now you will have to put together 3 puzzles to build a prop train. You’ll be given more than enough wood pieces, so there are multiple ways you can finish the puzzle, but here is the possible solution:
When you first arrive on Back Lot Island, the paparazzi will be all over you until they realize you aren’t famous. They’ll run off to a celebrity named Willy Bingleman, who was going into Queequeg’s Coffee Shop (on the far right). Go inside the coffee shop.
Once you step inside, go talk to the homeless man. It’s former child star Willy Bingleman!
He asks you lots of questions, like, have you seen my movie or have you ever heard of me, but you say I haven’t seen or heard of you before. So, he says I will star in a big movie one day, again. Leave the coffee shop, and go one shop over to the left. It’s called One-of-a-Kind Talent Agency.
Once you get inside, go all the way to the right. There will be a woman at the desk. She says you look like a star, and you say, “Me, a star?” Then she says if you pay a thousand dollars, she’ll help you get started on your career.
What!?! A thousand dollars? I don’t have a thousand dollars! But then she tells you to go to Harvey Scoops if you’re looking for money. Now, leave the building and head right to the next area – Sunrise Street.
Once you get there, head past the theater and souvenir shop until you get to a wall with a guy standing next to it. He says he’s Harvey Scoops!
He’s investigating the place because rumors have swirled that someone’s been working in there. Ask if you can help, and he says yes. Harvey also asks you to climb the building and get a picture. You’ll receive a Telephoto Camera.
Now, go all the way to the far left on Main Street, you will see a guy with camera in front of the Celebrity Wax Museum. Click “Use” on the Telephoto Camera and he will give you some Camera Film.
Now, go back to where Harvey Scoops is at and climb the building. Go to your list of items, and click “Use” on the Camera Film. It will combine with the Camera to make it work. Now, click “Use” on the camera and take a photograph of a man with a beard, in the building next to the Souvenir Shop. Once you take it, you’ll feel an earthquake, and then you’ll fall into the property.
After regaining consciousness, run right and click on the door to enter the stage.
When you click on it, the assistant director of the movie will come out. She asks if you’re security, and you say no. She’s happy about that because she doesn’t want the movie to be interrupted. Ask about the movie, and she says it’s being made by Carson Willis, the greatest filmmaker of all time, who has been missing. After you finish talking to her, enter the building.
Kirk Strayer
Once you get there, run left onto the stage, where movie star Kirk Staryer is acting. He gets mad that someone always interrupts his scene, so he runs off with Carson Willis chasing after him, trying to get him so they can continue the filming. Here’s what the cameraman said:
"Kirk is a Jerk, All right, But the CAMERA loves Him!"
After Kirk and Carson leave, follow them. Once you get outside, you’ll find the assistant director freaking out about the schedule, telling you to go get Kirk back. And… you get a sweet ride in the deal! Your very own cart! Free Ride! Your LUCKY!
Once you leave the first stage, you need to look for Kirk’s trailer. So drive straight down until you reach the far bottom wall, then turn around and go up to the right a lttle bit and you will see his trailer. If you don’t see it, here’s a picture to help you out.
Getting the coffee
Once you get there, knock on the star door. Kirk Strayer will tell you to go away, but you ask him what it’s going to take to get him out of there. Strayer says he wants a Half-Caf Leviathan Latte-Expresso on the double. Then a cup comes out of the skylight on the trailer.
Now, hop on your cart, and head back to Soundstage 1. Then go all the way to the left and open the gate so you can get out and fetch his coffee.
Run all the way back to Main Street, and enter one of the two Queequeg’s Coffee Shops to refill Kirk’s cup. The guy at the register will tell you he is out of that particular drink so you will have to choose another. Choose the coffee shown in the picture below to get an Infant-Sized Coffee (decaf espresso).
Now exit the coffee shop and run to the left until you get to the other coffee shop. Talk to the lady at the register and she will also tell you she is out of that particular coffee. Order as shown in the picture below for an Infant Sized Coffee (full latte).
Now open your menu items and choose the Infant Sized Coffee. Pour both cups of coffee into the larger cup and you will have made the coffee that Kirk wanted – a Half-Caf Leviathan Latte-Espresso. Tadaah!
Go all the way back to Kirk’s trailer after you have done this. Knock on his door again and you will tell him you have his coffee.
FilmingJump back into the cart and go back to Soundstage 1. Once the old guy stops talking, jump up the wooden stairs and use the camera. When using the camera, just make sure to keep Kirk in the middle of the screen at all times!
Screenplay gone astray
Once you are done filming, exit Soundstage 1 and jump into your cart again. Go all the way to the right until you get to Soundstage 2. Enter the soundstage and talk to the lady there.
Now exit the soundstage and go back to Soundstage 1. Jump to the top of Soundstage 1 using the ledges on the left. Talk to the guy on top of the building, Goldie, and his precious screenplay will be blown away to Sunrise Street.
Now go to the left and go back to the top of the green building. There will be a screenplay page on the TV antenna on top of Juan’s Celebrity Souvenirs.
Continue left and get to the top of the Chinese theater building. To get to the top, use the sides of the roof to help you bounce high enough. You will find another screenplay page on top of that building.
Keep going left until you get to the first Queequeg’s Coffee House (right of the Talent Agency), where you should find another screenplay page on the neon sign at the top. Keep going left until you get to the Celebrity Wax Museum and the last screenplay page will be on the far left of the roof of that building.
Once you have all of the pages, go all the way back to the right and talk to the guy on top of Soundstage 1. Give him the pages and jump back into your cart.
Go back to Soundstage 2 and talk to the lady again. Now it’s time to put the script pages in order. Open the scripts from your menu and rearrange them so that the 3rd one is 1st, the 4th one is 2nd, the 1st one is 3rd and the 2nd one is 4th.
Playing the part
Lead Actress
Now you will be given an Actress Headshot and it’s your job to find someone that looks like her to play a lead in the movie. Exit the soundstage and go back all the way to the beginning of the island and enter the One-Of-A-Kind Talent Agency. Give the lady at the desk the headshot. The lady at the desk will surprise you – she’s actually Lacey Williams!
Acting as a Navigator
Now head back to Soundstage 2. Once you get there, you will have to play the role of the navigator. Go to the left and jump up to change into costume.
- The first thing you say in the film is “But-”
- When it comes up, offer her a compass.
- Next, say “Safe journeys! I’ll never forget you!”
- After that, your next line is “Noooooo!”
Prop Train
Now exit the soundstage and go to Soundstage 3 which is opposite of Soundstage 4 and to the bottom of the back lot road map. Enter the stage and talk to the lady on the left. Now you will have to put together 3 puzzles to build a prop train. You’ll be given more than enough wood pieces, so there are multiple ways you can finish the puzzle, but here is the possible solution:
Casting The COWBOYS
Once you’re done, run to the right, jump above the door, and grab some cowboy hats – you’ll need a white one and a black one.
Now exit Soundstage 1 and go back to the beginning of the island so you can find some actors. The first one will be in the first coffee shop – remember Willy Bingleman? Give him the Black Hat (go to your items and click “Use” on it).
The second will be in the Digital Dreamscapes studio and looks like the guy in the picture below, who’s wearing a motion capture (mocap) suit. Give him the White Hat.
Calling the shots
Head back to Soundstage 3. Once you get there, talk to the lady (Sofia) again. You will now be the stunt coordinator. All you need to do here is press on the buttons that relate to whatever the director calls for: a tornado, a villain (hat), or a buffalo.
Gorilla Gone WILD!
Once you are done, exit the soundstage and go to Soundstage 4, which is all the way to the right and down a bit. Enter this soundstage and you will now dress up as an ape and your role is to destroy the city. To do this, just jump on the buildings, pop all of the balloons, and destroy all of the lights!
“Jump on the rooftops all the way to the top to collect the red balloon. Be sure to pop all the green balloons on the way.” While you’re jumping, cannons will be shooting at you, slowly lowering your “life” bar. The trick is that you can destroy the cannons by hitting them and you can smash the army men by landing on top of them. There’s one level that’s the toughest because it has three army men. Try to jump on all three of them at once. When you get the red balloon, you win.
POST PRODUCTIONOnce you are done filming, exit the soundstage and go to the Post Production building which is the one across the street to the left.
Film Editor
Talk to the old guy and then head to the film editing computer to the left. You will have to cut some shots out. “Can you find the mistake? Scrub through each scene and locate the frame with the error, then splice it out with the razor.”
You’ll see three rolls of film. In each roll is something that is off. The first one has a yellow banana, the second one has a boom mic in shot, and the third one has stuffing coming out of the bear.
Use the bar at the bottom of each roll to move it forward or backward one frame at a time. When you see the mistake, click on the razor blade at the right. Then left click and hold to cut between the green lines. Cut above the film cell and below it to splice it out. Do it three times to finish.
Foley Sound
Click on the director, who will tell you it’s time to add sound. Follow him into the sound editing (foley) bay to the right. Click on one of the sound effect props.
“Each of the scenes needs four sounds added at the right time. Click on the correct sound when you see the indicator flash on screen.” There are 16 sound effect (SFX) buttons along the bottom. In the middle is a rolling film. At the top is a digital screen which will flash and tell you which SFX button to hit.
First clip:
The Many-Splendored Zephyr
Now head all the way back to the beginning of the island and go to the theater. Talk to the lady standing outside of it and say “He’s a strange guy, what’s his deal?”
Enter the theater and run to the right. Now jump up and use the seats to go all the way to the left to the projector room. Use the film reels to add the movie to the projector. Enjoy the show!
Once the movie is over, exit the theater and talk to the lady (Sofia) once again. She will give you your gold medallion and credits for the Store! Congratulations, you’ve completed Back Lot Island!
THE BONUS QUEST (MEMBERS ONLY)
But wait…there’s a bonus quest to be had. Sofia tells you that a camera was left on in Soundstage 1. The bonus quest description: “Sneak into the studio and evade security to win a new prize in this island’s bonus quest! Plus, get a bonus prize pack of costumes and items.”
Enter the studio and go to Soundstage 1. Jump up to the camera to grab it. Just as you do, the Warren sisters, the owners of Grand Majestic Studios, will catch you and accuse you of trespassing. You hightail it out of there.
Avoid Back lot Security
“Avoid and outlast the Back Lot security. Collect (rockets) for speed boosts. Collect (green balls) for extra protection.”
You’ll be in your cart and need to dodge the security carts that come after you. The trick is to just stay to the outside roads as much as possible. Don’t try grabbing the rockets or green balls, just keep moving. It’s a little challenging, but not super difficult.
Another tactic for finishing the bonus quest is to get a maximum of two carts after you and go to Soundstage 4. Make sure that the two boxes at the end get piled up on top of each other so that even if security pushes them over, they can’t get to you. Make sure you do this AFTER you push yourself in there. They can surround you for about 15 seconds without them catching you, so you’ll have enough time to move the non-mobile cart. Voila!
The reward is a cool hand-held camera! Congrats!
Once you’re done, run to the right, jump above the door, and grab some cowboy hats – you’ll need a white one and a black one.
Now exit Soundstage 1 and go back to the beginning of the island so you can find some actors. The first one will be in the first coffee shop – remember Willy Bingleman? Give him the Black Hat (go to your items and click “Use” on it).
The second will be in the Digital Dreamscapes studio and looks like the guy in the picture below, who’s wearing a motion capture (mocap) suit. Give him the White Hat.
Calling the shots
Head back to Soundstage 3. Once you get there, talk to the lady (Sofia) again. You will now be the stunt coordinator. All you need to do here is press on the buttons that relate to whatever the director calls for: a tornado, a villain (hat), or a buffalo.
Gorilla Gone WILD!
Once you are done, exit the soundstage and go to Soundstage 4, which is all the way to the right and down a bit. Enter this soundstage and you will now dress up as an ape and your role is to destroy the city. To do this, just jump on the buildings, pop all of the balloons, and destroy all of the lights!
“Jump on the rooftops all the way to the top to collect the red balloon. Be sure to pop all the green balloons on the way.” While you’re jumping, cannons will be shooting at you, slowly lowering your “life” bar. The trick is that you can destroy the cannons by hitting them and you can smash the army men by landing on top of them. There’s one level that’s the toughest because it has three army men. Try to jump on all three of them at once. When you get the red balloon, you win.
POST PRODUCTIONOnce you are done filming, exit the soundstage and go to the Post Production building which is the one across the street to the left.
Film Editor
Talk to the old guy and then head to the film editing computer to the left. You will have to cut some shots out. “Can you find the mistake? Scrub through each scene and locate the frame with the error, then splice it out with the razor.”
You’ll see three rolls of film. In each roll is something that is off. The first one has a yellow banana, the second one has a boom mic in shot, and the third one has stuffing coming out of the bear.
Use the bar at the bottom of each roll to move it forward or backward one frame at a time. When you see the mistake, click on the razor blade at the right. Then left click and hold to cut between the green lines. Cut above the film cell and below it to splice it out. Do it three times to finish.
Foley Sound
Click on the director, who will tell you it’s time to add sound. Follow him into the sound editing (foley) bay to the right. Click on one of the sound effect props.
“Each of the scenes needs four sounds added at the right time. Click on the correct sound when you see the indicator flash on screen.” There are 16 sound effect (SFX) buttons along the bottom. In the middle is a rolling film. At the top is a digital screen which will flash and tell you which SFX button to hit.
First clip:
- Rain (rustling paper)
- Thunder (metal sheet)
- Balloon popping (balloon)
- Balloon hitting water (cup of water)
- Fireplace (match and can)
- Plates rattling (plates)
- Bear growling (bear)
- Ghost moaning (ghost)
- Buffalo (buffalo)
- Horses galloping (coconuts)
- Train (brushes and whistle)
- Punch (paddle and meat)
- Airplane (fan)
- Kong landing on building (anvil hitting box)
- Gorilla howl (gorilla)
- Kong falling (bottle)
The Many-Splendored Zephyr
Now head all the way back to the beginning of the island and go to the theater. Talk to the lady standing outside of it and say “He’s a strange guy, what’s his deal?”
Enter the theater and run to the right. Now jump up and use the seats to go all the way to the left to the projector room. Use the film reels to add the movie to the projector. Enjoy the show!
Once the movie is over, exit the theater and talk to the lady (Sofia) once again. She will give you your gold medallion and credits for the Store! Congratulations, you’ve completed Back Lot Island!
THE BONUS QUEST (MEMBERS ONLY)
But wait…there’s a bonus quest to be had. Sofia tells you that a camera was left on in Soundstage 1. The bonus quest description: “Sneak into the studio and evade security to win a new prize in this island’s bonus quest! Plus, get a bonus prize pack of costumes and items.”
Enter the studio and go to Soundstage 1. Jump up to the camera to grab it. Just as you do, the Warren sisters, the owners of Grand Majestic Studios, will catch you and accuse you of trespassing. You hightail it out of there.
Avoid Back lot Security
“Avoid and outlast the Back Lot security. Collect (rockets) for speed boosts. Collect (green balls) for extra protection.”
You’ll be in your cart and need to dodge the security carts that come after you. The trick is to just stay to the outside roads as much as possible. Don’t try grabbing the rockets or green balls, just keep moving. It’s a little challenging, but not super difficult.
Another tactic for finishing the bonus quest is to get a maximum of two carts after you and go to Soundstage 4. Make sure that the two boxes at the end get piled up on top of each other so that even if security pushes them over, they can’t get to you. Make sure you do this AFTER you push yourself in there. They can surround you for about 15 seconds without them catching you, so you’ll have enough time to move the non-mobile cart. Voila!
The reward is a cool hand-held camera! Congrats!
Night Watch ISLAND (WALK THROUGH)
ARRIVING AT THE MALL
1) There is a line of customers who are waiting overnight for a gizmo due to be sold the next day, but this does not have any bearing on the quest. The doors and security entrance are locked. Continue past them and go right to the Parking Lot.
2) Talk to Gus the security guard, who has been let go because he reported too many unconfirmed alerts. Go farther right and a store owner will suggest you apply for the watchman job.
IN THE MALL
3) Go to the security door and enter to talk to the mall manager, who will give you a memory test. The 5 things that change in the photo are 1) Dr. Hare image on board 2) color of first belt changes 3) red shirt loses star 4) pants on floor moved 5) disco ball becomes normal light.
4) The mall manager will escort you on a brief test of your suitability. You ride on a Segway Transporter. Interact with the robots and chase down the robot thief. You will receive a Security Badge.
5) Head left to the security office in the food court.
*There is no map item provided except in the security office, but most of the quest involves going door-to-door or to specific stores. You can see store lists in the West (left) and East (right) wings. You can investigate the stores, but most of the time you will receive an alert when you go back into the center atrium area.
Left wing : Printfax, Giuseppe (3rd floor) In the Now, No Pain No Gain (2nd), Crawl Mart, Jolly Gifts (1st)
Atrium : Security office (1st floor), Manager's office (2nd)
Right wing : MacGuffin's, Good Deals, Carnival Costumes (3rd floor), Slugger's Keepsakes, Slumber Town (2nd) empty store, Sizzle (1st)
RIGHT WING
6) Respond to an alert at MacGuffin's (3rd floor right). Enter and jump onto the chair where the ringing sound is coming from. You recover Gus's lost Smart Phone, which is linked to security cameras in the mall. He will walk you through its use. Pan the camera view to the right to see the Quick Charger, which was the new Mystery Device.
7) As you leave, the phone icon (upper right) signals another alert. Use the camera to viewSlugger's Keepsakes (one floor below you). Go there and enter.
8) Click the fallen helmet and you are prompted to call the store owner on your phone. He asks you to check on a valuable card in his hidden safe (behind the "champ" stand). The combination is 6723. Click to take the card out, then put it back after you talk to the owner again.
9) As you leave the right wing, you receive a phone alert from Giuseppe's Toys in the left wing (3rd floor). Cross the atrium and go there.
LEFT WING
10) In the toy store, you will pick up a toy bird, and then a toy robot, which was likely causing the alarm as it walked around.
11) As you leave to enter the atrium, you receive an alert from the Sizzle Tanning Salon (right wing, first floor).
RIGHT WING
12) At the closed salon, you find that a customer is still in a tanning bed, but you leave her to finish her tan (she is in their earlier but you can't look inside).
13) As you leave, an alert comes in from Good Deals, but as you view the store on your phone, the camera goes dark. Go to the third floor to check on it.
14) There is nothing there except some movement in the shadows. The lights are turning on and off in response to your movement near the video camera at the register.
15) As you head back into the atrium, an alert comes in from Crawl Mart (the pet store). On the security feed, you can see the coral snake is missing from his glass case. Call the store owner and he asks you to see if the snake is just hiding.
LEFT WING
16) At Crawl Mart, the snake is actually loose, and the owner advises you to find him and lure him with his favorite snack, a bird. Fortunately you can fool the snake with the robot bird, if you can catch him.
17) Leave the store and you will see the snake. Follow him across the atrium to the right wing.
RIGHT WING
18) The first place to find the snake is MacGuffin's (3rd floor). You see him through the door. Inside, you find him in a "pocket-sized porta-potty" but he escapes.
19) Go to Sizzle on the ground floor, where he is hiding in a tanning bed.
20) He escapes again, into the atrium where you find him at the Chinese Food stand. Use the robot bird. He will swallow it and slither off. The pet store owner calls and says he will find him in the morning.
21) Leave the atrium and an alert comes in from Carnival Costumes. But, as with Good Deals earlier (right next door), the camera signal is lost. When you go to investigate, a masked thief knocks you down and runs out. Gus calls and says you should go to MacGuffin's on the opposite side and wait for the thief there.
22) In MacGuffin's hide next to the Quick Charger device (right side) and wait for the thief to show up. When he does, he makes a break but drops some keys labeled "back room." But it does not fit the door at the far left.
23) Go next door to Good Deals. Set down the toy robot to keep the lights up while you try the door. The key fits.
24) Inside, you find a rental application for the empty store that is under construction on the ground floor. Gus calls and says that the odd noises started shortly after the PrintFax owner began work on the new store. Head to Printfax (3rd floor, left) to investigate.
LEFT WING
25) As you arrive, the thief runs you down in a Security cart and escapes. Gus suggests you go to the Mall Manager's office and get the spare scooter. He sends you a list of possible security codes.
26) Cross atrium and enter the manager's office. The password is "frost." (You could spend a few tries trying to guess it.) But the scooter isn't charged. Leave the office and go to MacGuffin's to get a Quick Charger.
27) Ride over to the left side of the atrium and up the escalator. The thief will drive past you going down. Chase him and he crashes at the fountain. But the driver is just one of the test dummies that the mall uses.
28) Meanwhile, Eddie the coral snake pops up and rides off on your scooter!
29) Head back to PrintFax to see if there are more clues. On the copy machine, you can call up the last scan done, which turns out to be a copy of a Honus Wagner baseball card identical to the one at Slugger's. Go back there.
RIGHT WING
30) Inside Slugger's, you find that the safe has been removed from below. But you can't enter the locked empty store. Gus suggests a blowtorch that is hidden in the manager's office behind the painting.
31) Go to the manager's office, retrieve the blowtorch, and use it to cut the padlock on the door.
MACHINERY SPACES
32) You surprise the thief who is switching the cards, but he flees up a ladder into the vents around the machinery room of the mall, beneath the escalators.
*There is no exit from the game now except to catch the thief.
33) When you follow, he shuts the red bars to block you. Equip the blowtorch again to cut through them, then follow him up the ladder and right through "Ventilation B" ducts . When he traps you under the escalator, cut your way through again.
34) You catch him in the fan room, but he knocks you away. To bump him from his perch, go right into the Vent B ducts (the way you just came up) and cut through the brown bars into the machinery spaces. Use the blowtorch to disable the Vent A "A/C" control. Climb back up, over the escalator gears again, and down into the fan room. Now ride the updraft on the left side and enter the duct there. You will catch him before he blocks your path again with some containers.
35) Detour left through the brown bars to the adjacent dark ladder marked Vent B. [You are supposed to torch the Vent A "A/C" control in the passage, but you may not have to. It was designed to keep you out of the shaft.] Climb up to him again. He flees, but falls and drops the card. You grab it, and you both plunge through the vent cover into the atrium fountain.
36) Just as it appears he will escape with the card, he is run down by Eddie the snake riding your scooter. Gus arrives with the police and the card store owner gives you the Island Medallion.
BONUS QUEST
The quest is to recover 9 missing Sports Cards with Olympics athletes of the 1960s. In order to get the one that is in the atrium where you are, you have to leave and come back.
Cards:
The reward is an "Old Time Baseball Uniform."
----
Notes
- As in "Mystery Train" there is *no way* to leave the vents without winning!
- Error in Bonus Quest: the cards are mostly US Olympians or athletes, not Canadian, and shown wearing the wrong types of sports gear. You can play the card swap game in Slugger's.
- Odd and unwelcome inclusion: the stupid "lights off, lights on" effects
- A plethora of costumes in two stores (Carnival Costumes and In the Now) actually overtax the graphics to the point of not functioning. Avatars may appear in their underwear.
- [Glitch] : after winning, you can "go up" from the card store and play the same chase over again! Although it ends the same, with you and the thief falling out into the atrium, only you land.
1) There is a line of customers who are waiting overnight for a gizmo due to be sold the next day, but this does not have any bearing on the quest. The doors and security entrance are locked. Continue past them and go right to the Parking Lot.
2) Talk to Gus the security guard, who has been let go because he reported too many unconfirmed alerts. Go farther right and a store owner will suggest you apply for the watchman job.
IN THE MALL
3) Go to the security door and enter to talk to the mall manager, who will give you a memory test. The 5 things that change in the photo are 1) Dr. Hare image on board 2) color of first belt changes 3) red shirt loses star 4) pants on floor moved 5) disco ball becomes normal light.
4) The mall manager will escort you on a brief test of your suitability. You ride on a Segway Transporter. Interact with the robots and chase down the robot thief. You will receive a Security Badge.
5) Head left to the security office in the food court.
*There is no map item provided except in the security office, but most of the quest involves going door-to-door or to specific stores. You can see store lists in the West (left) and East (right) wings. You can investigate the stores, but most of the time you will receive an alert when you go back into the center atrium area.
Left wing : Printfax, Giuseppe (3rd floor) In the Now, No Pain No Gain (2nd), Crawl Mart, Jolly Gifts (1st)
Atrium : Security office (1st floor), Manager's office (2nd)
Right wing : MacGuffin's, Good Deals, Carnival Costumes (3rd floor), Slugger's Keepsakes, Slumber Town (2nd) empty store, Sizzle (1st)
RIGHT WING
6) Respond to an alert at MacGuffin's (3rd floor right). Enter and jump onto the chair where the ringing sound is coming from. You recover Gus's lost Smart Phone, which is linked to security cameras in the mall. He will walk you through its use. Pan the camera view to the right to see the Quick Charger, which was the new Mystery Device.
7) As you leave, the phone icon (upper right) signals another alert. Use the camera to viewSlugger's Keepsakes (one floor below you). Go there and enter.
8) Click the fallen helmet and you are prompted to call the store owner on your phone. He asks you to check on a valuable card in his hidden safe (behind the "champ" stand). The combination is 6723. Click to take the card out, then put it back after you talk to the owner again.
9) As you leave the right wing, you receive a phone alert from Giuseppe's Toys in the left wing (3rd floor). Cross the atrium and go there.
LEFT WING
10) In the toy store, you will pick up a toy bird, and then a toy robot, which was likely causing the alarm as it walked around.
11) As you leave to enter the atrium, you receive an alert from the Sizzle Tanning Salon (right wing, first floor).
RIGHT WING
12) At the closed salon, you find that a customer is still in a tanning bed, but you leave her to finish her tan (she is in their earlier but you can't look inside).
13) As you leave, an alert comes in from Good Deals, but as you view the store on your phone, the camera goes dark. Go to the third floor to check on it.
14) There is nothing there except some movement in the shadows. The lights are turning on and off in response to your movement near the video camera at the register.
15) As you head back into the atrium, an alert comes in from Crawl Mart (the pet store). On the security feed, you can see the coral snake is missing from his glass case. Call the store owner and he asks you to see if the snake is just hiding.
LEFT WING
16) At Crawl Mart, the snake is actually loose, and the owner advises you to find him and lure him with his favorite snack, a bird. Fortunately you can fool the snake with the robot bird, if you can catch him.
17) Leave the store and you will see the snake. Follow him across the atrium to the right wing.
RIGHT WING
18) The first place to find the snake is MacGuffin's (3rd floor). You see him through the door. Inside, you find him in a "pocket-sized porta-potty" but he escapes.
19) Go to Sizzle on the ground floor, where he is hiding in a tanning bed.
20) He escapes again, into the atrium where you find him at the Chinese Food stand. Use the robot bird. He will swallow it and slither off. The pet store owner calls and says he will find him in the morning.
21) Leave the atrium and an alert comes in from Carnival Costumes. But, as with Good Deals earlier (right next door), the camera signal is lost. When you go to investigate, a masked thief knocks you down and runs out. Gus calls and says you should go to MacGuffin's on the opposite side and wait for the thief there.
22) In MacGuffin's hide next to the Quick Charger device (right side) and wait for the thief to show up. When he does, he makes a break but drops some keys labeled "back room." But it does not fit the door at the far left.
23) Go next door to Good Deals. Set down the toy robot to keep the lights up while you try the door. The key fits.
24) Inside, you find a rental application for the empty store that is under construction on the ground floor. Gus calls and says that the odd noises started shortly after the PrintFax owner began work on the new store. Head to Printfax (3rd floor, left) to investigate.
LEFT WING
25) As you arrive, the thief runs you down in a Security cart and escapes. Gus suggests you go to the Mall Manager's office and get the spare scooter. He sends you a list of possible security codes.
26) Cross atrium and enter the manager's office. The password is "frost." (You could spend a few tries trying to guess it.) But the scooter isn't charged. Leave the office and go to MacGuffin's to get a Quick Charger.
27) Ride over to the left side of the atrium and up the escalator. The thief will drive past you going down. Chase him and he crashes at the fountain. But the driver is just one of the test dummies that the mall uses.
28) Meanwhile, Eddie the coral snake pops up and rides off on your scooter!
29) Head back to PrintFax to see if there are more clues. On the copy machine, you can call up the last scan done, which turns out to be a copy of a Honus Wagner baseball card identical to the one at Slugger's. Go back there.
RIGHT WING
30) Inside Slugger's, you find that the safe has been removed from below. But you can't enter the locked empty store. Gus suggests a blowtorch that is hidden in the manager's office behind the painting.
31) Go to the manager's office, retrieve the blowtorch, and use it to cut the padlock on the door.
MACHINERY SPACES
32) You surprise the thief who is switching the cards, but he flees up a ladder into the vents around the machinery room of the mall, beneath the escalators.
*There is no exit from the game now except to catch the thief.
33) When you follow, he shuts the red bars to block you. Equip the blowtorch again to cut through them, then follow him up the ladder and right through "Ventilation B" ducts . When he traps you under the escalator, cut your way through again.
34) You catch him in the fan room, but he knocks you away. To bump him from his perch, go right into the Vent B ducts (the way you just came up) and cut through the brown bars into the machinery spaces. Use the blowtorch to disable the Vent A "A/C" control. Climb back up, over the escalator gears again, and down into the fan room. Now ride the updraft on the left side and enter the duct there. You will catch him before he blocks your path again with some containers.
35) Detour left through the brown bars to the adjacent dark ladder marked Vent B. [You are supposed to torch the Vent A "A/C" control in the passage, but you may not have to. It was designed to keep you out of the shaft.] Climb up to him again. He flees, but falls and drops the card. You grab it, and you both plunge through the vent cover into the atrium fountain.
36) Just as it appears he will escape with the card, he is run down by Eddie the snake riding your scooter. Gus arrives with the police and the card store owner gives you the Island Medallion.
BONUS QUEST
The quest is to recover 9 missing Sports Cards with Olympics athletes of the 1960s. In order to get the one that is in the atrium where you are, you have to leave and come back.
Cards:
- Slumber Town - Card is next to the sign above the Sleeping Masks display
- Sizzle - On the first pod, click the adjustment lever to a lower heat and click the bed and the card will emerge.
- Atrium sculpture - Card is up on the giant Saturn.
- Space Time Pizza - Click the piles of dough. Card is behind the right side pile, click quickly when it is in the air.
- In The Now - Release card by clicking on large center speaker just right of stage.
- No Pain No Gain - Card is above the clothes at far right. To knock it down, load the baseball thrower and get a bat from the rack. Stand by the price sign ($7999) and press the space bar to swing.
- Jolly Gifts - Card is inside an exploding confetti can by the register.
- Crawl Mart - Card is in the piranha tank. Click so that it rises to the top between fish.
- Outside Mall - on the mall dome
The reward is an "Old Time Baseball Uniform."
----
Notes
- As in "Mystery Train" there is *no way* to leave the vents without winning!
- Error in Bonus Quest: the cards are mostly US Olympians or athletes, not Canadian, and shown wearing the wrong types of sports gear. You can play the card swap game in Slugger's.
- Odd and unwelcome inclusion: the stupid "lights off, lights on" effects
- A plethora of costumes in two stores (Carnival Costumes and In the Now) actually overtax the graphics to the point of not functioning. Avatars may appear in their underwear.
- [Glitch] : after winning, you can "go up" from the card store and play the same chase over again! Although it ends the same, with you and the thief falling out into the atrium, only you land.
Zomberry ISLAND (WALK THROUGH)
The city center of Eastman has been overrun by a mysterious outbreak. Some, but not all, of the everyday citizens are now wandering purple zombies. The area has been quarantined while the authorities try to find the cause, and a cure. Talk to the police captain near the tunnel entrance.
1) The captain tells you to look for Doctor Romero, who was researching the situation but has gone silent. You get a notebook to record information, and a flashlight since the power is out in many areas. Jump into the tunnel.
2) Cross the school bus and make your way left. Equip your flashlight to see where you are going. The flashlight is not bright enough to repel the zombies. If one touches you, you will run away screaming in either direction.
3) Continue left to the wrecker truck. Pick up the car keys. You cannot get past the mob of zombies at the tunnel end. Tilt the wrecker bed and use the car keys to enter the car it is carrying. Turn on the lights to scatter the zombies.
Financial District
4) Go left to the construction site. Avoid the zombie and jump on the small sign to climb into the girders. Climb to the top left and enter the crane that is there.
Click the controls and use the crane to move the girders: either lift the one with the lunchbox (lower right) to the top middle, or move the one that is blocking you from the lunchbox. The zombie worker stumbles around.
5) Open the lunchbox to find a subway pass. Go left and go down into the subway.
Subway
6) Dodge the zombies and use the subway pass to reach the tracks. Go left.
7) At the end of the platform, jump up to grab the Light Bulb. Go left again to the stranded subway train.
8) There is no way to climb up except at the other platform, and there is a pipe blocking you. At the front of the train, a rock is stuck in front of the wheels. Click it to break the rock and let the train roll slightly to the right. You still cannot get on top. Leave the subway the way you came.
Smoothie Shop (optional?)
9) Enter the shop and take a flier that shows where their fruit originates. Exit and go left.
Shady Side Apartments
10) At the apartments, click on the fuse box to turn on enough lights (green) to light a path to reach the roof (upper left). One way is to push all the switches to UP and then switches 2, 4, and 7 down. Climb up and enter the door there.
11) Enter apartment 7 (Doctor Romero's). You can click the computer to get his phone info. Apparently it is not here.
12) On the next floor down, enter apartment 5 (Joe Puddy's). Pick up the bolt cutters on top of the shelf to the right of the door. Go left and click the note on the fridge to get his info.
13) At the bottom floor, enter apartment 1 (Gamer Guy). He has not turned into a zombie and is enjoying himself playing games. Click the trash can and dig through it to get the Valley Rain soda label. Jump on his speaker to get the Digital Camera there. You can play the video game (Terror from the Garden) which is good practice for the final scene of the island.
14) Equip the camera to help you stun zombies with its flash. Go back upstairs, leave the building, and go left across the sinkhole, to Chinatown.
Chinatown
15) Jump past the group of zombies to enter the Sing-Sing Karaoke bar. (There is a manhole cover that leads to the subway, but you will need additional information first.)
16) Jump onto the stage and cross to the right. Shining your flashlight on the Disco Balls will create light to scatter the zombie dancers. Aim at the one at upper right to move the zombie away from the switches there. Turn on the lights to scatter all the zombies from the club.
17) Talk to the KJ who is named "DJ Saturday Night" and is another person who has somehow not turned into a zombie. She is grateful but unhelpful. She leaves, but you can get her info from atop the mixer board, and she leaves her laptop computer.
18) Click the computer and start the Find My Phone program. Enter the name and password for Doctor Romero's phone (Doctor, Awesome) to see its location. Click on UNLOCK to remotely unlock the door to the hidden bunker. Click at upper left to take a screen shot of the computer, to provide a schematic map showing the city.
19) Go outside and right to the manhole, which leads to the subway train. But you have to get rid of the zombie crowd.
20) Jump up on the wire that holds a string of paper lanterns. Use the light bulb to make them shine again. This scatters the zombies from the pipe cover. Go down the hole.
Subway / Secret Bunker
21) Land atop the subway train and go inside. Start it up with the controls to move it a little ways down the track to the bunker under the Financial District.
22) Exit and go up the ladder, and enter the door there.
23) The bunker is Doctor Romero's automated lab, but Doctor Romero is now a zombie, and has locked himself into a cage.
24) Use the desk phone to dial 555-3946 (Romero's phone). When it rings, he drops the phone and a note. Pick them up and go left to the whiteboard.
25) Review the videos on his phone. He suspects pesticide contamination has turned folks into zombies, and was collecting data on the fruit being eaten by the various people in the city.
26) Use your notebook to fill in the data for the 4 subjects on the whiteboard. For each person, check off the fruits that they have eaten. This reveals that those who ate blueberries were the ones affected. (According to the flier from the smoothie shop, their latest batch came from Cleveland.) You will need to find the affected blueberries at the Wharf.
27) Get a cup of coffee from the coffee maker. You will need it later.
28) Go to the upper left of the bunker and exit through the Quarantine Door. It exits in the sinkhole, and you can go to the far left, past Chinatown to the Wharf.
Wharf / Dock Crane
29) At the wharf, use the bolt cutters to cut the lock on the gate.
30) Go right and jump past the zombies until you see the container marked "Do Not Open Until 2000." (This has obviously been here a long time.)
31) Enter the container, which is the refuge of a survivalist. He has been there since the Y2K scare at the end of 1999.
32) He decides to help you get past the zombies on the container stacks.
33) Go outside and give him the cup of coffee. He is grateful and provides you with the Security Keycard for the docks.
34) As the spotlight keeps the zombies away, climb the containers using the handles, and jump up and right to the Dock Crane. Jump across the three disk-like platforms to reach the Control Cab.
35) Use the dock keycard to open the manifest list and search it for a container containing blueberries that arrived on October 22. (Use the center scroll button to go down the list.) Click on the shipment of blueberries from Cleveland.
36) As the automated crane moves through the stacks, move left or right to avoid the stacks that are too tall (3-high).
37) Click on the target crate (73-G) and it is lowered to the dock.
38) Climb down to enter the container, which unfortunately contains a huge guy who is now a zombie. Use your camera flash to drive him off, and get to the pile of spilled blueberries. Take a sample and leave.
Subway / Secret Bunker
39) Go far left on the dock to access the subway entrance there. Use the pass again to reach the tunnel.
40) Go right to the train, and jump from the right side platform to the train, and climb back up into the bunker.
41) Add the blueberries to the automated processor and turn the crank to create an antidote which is loaded into a spray gun. Click it, and select it from your items.
42) Spray Doctor Romero and he is cured. But you hear zombies coming.
43) Climb up to the right and click the boards to cover the door to the bunker.
44) Climb down to turn the crank as fast as you can to make the antidote. When the antidote batch is finished, the zombies break into the bunker and you have to cure them as they attack you. (This is the same type of action as the Gamer Guy's video game). Spray them all before you succumb.
45) When you have won, the Smoothie Shop owner Samuel Brains arrives and offers free smoothies as compensation for the zombie outbreak his shop caused. He is chased off by Puddy and Gamer Guy, but he drops the Island Medallion and Romero gives it to you. You can leave through the subway, which for some reason still has some straggler zombies.
Bonus Quest for Paid Members Only
1) This short quest has the survivalist carried away by zombie rats. You must take a beaker of concentrated antidote to 3 pipes that supply the city water.
2) Exit the quarantine door (upper left) and go down the sewer entrance in the sinkhole near the apartments. Go right, jump over the rat and push the crate left to reach the path.
3) There are two pipes to the right and one to the left. Go right until you reach the rat blocking the pipe. Click the valve and you are thrown to the upper level (pipe #1). Once you use the beaker, click the valve to spray the zombie attacking you.
4) Go down the hole at right to pipe #3, again using the beaker and spraying the zombie.
5) Climb back up to the fork and go left to reach pipe #2. Use the beaker, and spray the zombie, who is your friend, the survivalist, who had been zombie-fied by the rats.
--
Notes:
-- Even once the populace is "cured" there are zombies in the subway.
-- Professor Romero is named for legendary zombie director George Romero, and the Fort Savini Tunnel is named for makeup artist and actor Tom Savini. The city of Eastman is named for Kevin Eastman, artist for Teenage Mutant Ninja Turtles and co-executive producer of the upcoming UK film "Zombie Apocalypse."
1) The captain tells you to look for Doctor Romero, who was researching the situation but has gone silent. You get a notebook to record information, and a flashlight since the power is out in many areas. Jump into the tunnel.
2) Cross the school bus and make your way left. Equip your flashlight to see where you are going. The flashlight is not bright enough to repel the zombies. If one touches you, you will run away screaming in either direction.
3) Continue left to the wrecker truck. Pick up the car keys. You cannot get past the mob of zombies at the tunnel end. Tilt the wrecker bed and use the car keys to enter the car it is carrying. Turn on the lights to scatter the zombies.
Financial District
4) Go left to the construction site. Avoid the zombie and jump on the small sign to climb into the girders. Climb to the top left and enter the crane that is there.
Click the controls and use the crane to move the girders: either lift the one with the lunchbox (lower right) to the top middle, or move the one that is blocking you from the lunchbox. The zombie worker stumbles around.
5) Open the lunchbox to find a subway pass. Go left and go down into the subway.
Subway
6) Dodge the zombies and use the subway pass to reach the tracks. Go left.
7) At the end of the platform, jump up to grab the Light Bulb. Go left again to the stranded subway train.
8) There is no way to climb up except at the other platform, and there is a pipe blocking you. At the front of the train, a rock is stuck in front of the wheels. Click it to break the rock and let the train roll slightly to the right. You still cannot get on top. Leave the subway the way you came.
Smoothie Shop (optional?)
9) Enter the shop and take a flier that shows where their fruit originates. Exit and go left.
Shady Side Apartments
10) At the apartments, click on the fuse box to turn on enough lights (green) to light a path to reach the roof (upper left). One way is to push all the switches to UP and then switches 2, 4, and 7 down. Climb up and enter the door there.
11) Enter apartment 7 (Doctor Romero's). You can click the computer to get his phone info. Apparently it is not here.
12) On the next floor down, enter apartment 5 (Joe Puddy's). Pick up the bolt cutters on top of the shelf to the right of the door. Go left and click the note on the fridge to get his info.
13) At the bottom floor, enter apartment 1 (Gamer Guy). He has not turned into a zombie and is enjoying himself playing games. Click the trash can and dig through it to get the Valley Rain soda label. Jump on his speaker to get the Digital Camera there. You can play the video game (Terror from the Garden) which is good practice for the final scene of the island.
14) Equip the camera to help you stun zombies with its flash. Go back upstairs, leave the building, and go left across the sinkhole, to Chinatown.
Chinatown
15) Jump past the group of zombies to enter the Sing-Sing Karaoke bar. (There is a manhole cover that leads to the subway, but you will need additional information first.)
16) Jump onto the stage and cross to the right. Shining your flashlight on the Disco Balls will create light to scatter the zombie dancers. Aim at the one at upper right to move the zombie away from the switches there. Turn on the lights to scatter all the zombies from the club.
17) Talk to the KJ who is named "DJ Saturday Night" and is another person who has somehow not turned into a zombie. She is grateful but unhelpful. She leaves, but you can get her info from atop the mixer board, and she leaves her laptop computer.
18) Click the computer and start the Find My Phone program. Enter the name and password for Doctor Romero's phone (Doctor, Awesome) to see its location. Click on UNLOCK to remotely unlock the door to the hidden bunker. Click at upper left to take a screen shot of the computer, to provide a schematic map showing the city.
19) Go outside and right to the manhole, which leads to the subway train. But you have to get rid of the zombie crowd.
20) Jump up on the wire that holds a string of paper lanterns. Use the light bulb to make them shine again. This scatters the zombies from the pipe cover. Go down the hole.
Subway / Secret Bunker
21) Land atop the subway train and go inside. Start it up with the controls to move it a little ways down the track to the bunker under the Financial District.
22) Exit and go up the ladder, and enter the door there.
23) The bunker is Doctor Romero's automated lab, but Doctor Romero is now a zombie, and has locked himself into a cage.
24) Use the desk phone to dial 555-3946 (Romero's phone). When it rings, he drops the phone and a note. Pick them up and go left to the whiteboard.
25) Review the videos on his phone. He suspects pesticide contamination has turned folks into zombies, and was collecting data on the fruit being eaten by the various people in the city.
26) Use your notebook to fill in the data for the 4 subjects on the whiteboard. For each person, check off the fruits that they have eaten. This reveals that those who ate blueberries were the ones affected. (According to the flier from the smoothie shop, their latest batch came from Cleveland.) You will need to find the affected blueberries at the Wharf.
27) Get a cup of coffee from the coffee maker. You will need it later.
28) Go to the upper left of the bunker and exit through the Quarantine Door. It exits in the sinkhole, and you can go to the far left, past Chinatown to the Wharf.
Wharf / Dock Crane
29) At the wharf, use the bolt cutters to cut the lock on the gate.
30) Go right and jump past the zombies until you see the container marked "Do Not Open Until 2000." (This has obviously been here a long time.)
31) Enter the container, which is the refuge of a survivalist. He has been there since the Y2K scare at the end of 1999.
32) He decides to help you get past the zombies on the container stacks.
33) Go outside and give him the cup of coffee. He is grateful and provides you with the Security Keycard for the docks.
34) As the spotlight keeps the zombies away, climb the containers using the handles, and jump up and right to the Dock Crane. Jump across the three disk-like platforms to reach the Control Cab.
35) Use the dock keycard to open the manifest list and search it for a container containing blueberries that arrived on October 22. (Use the center scroll button to go down the list.) Click on the shipment of blueberries from Cleveland.
36) As the automated crane moves through the stacks, move left or right to avoid the stacks that are too tall (3-high).
37) Click on the target crate (73-G) and it is lowered to the dock.
38) Climb down to enter the container, which unfortunately contains a huge guy who is now a zombie. Use your camera flash to drive him off, and get to the pile of spilled blueberries. Take a sample and leave.
Subway / Secret Bunker
39) Go far left on the dock to access the subway entrance there. Use the pass again to reach the tunnel.
40) Go right to the train, and jump from the right side platform to the train, and climb back up into the bunker.
41) Add the blueberries to the automated processor and turn the crank to create an antidote which is loaded into a spray gun. Click it, and select it from your items.
42) Spray Doctor Romero and he is cured. But you hear zombies coming.
43) Climb up to the right and click the boards to cover the door to the bunker.
44) Climb down to turn the crank as fast as you can to make the antidote. When the antidote batch is finished, the zombies break into the bunker and you have to cure them as they attack you. (This is the same type of action as the Gamer Guy's video game). Spray them all before you succumb.
45) When you have won, the Smoothie Shop owner Samuel Brains arrives and offers free smoothies as compensation for the zombie outbreak his shop caused. He is chased off by Puddy and Gamer Guy, but he drops the Island Medallion and Romero gives it to you. You can leave through the subway, which for some reason still has some straggler zombies.
Bonus Quest for Paid Members Only
1) This short quest has the survivalist carried away by zombie rats. You must take a beaker of concentrated antidote to 3 pipes that supply the city water.
2) Exit the quarantine door (upper left) and go down the sewer entrance in the sinkhole near the apartments. Go right, jump over the rat and push the crate left to reach the path.
3) There are two pipes to the right and one to the left. Go right until you reach the rat blocking the pipe. Click the valve and you are thrown to the upper level (pipe #1). Once you use the beaker, click the valve to spray the zombie attacking you.
4) Go down the hole at right to pipe #3, again using the beaker and spraying the zombie.
5) Climb back up to the fork and go left to reach pipe #2. Use the beaker, and spray the zombie, who is your friend, the survivalist, who had been zombie-fied by the rats.
--
Notes:
-- Even once the populace is "cured" there are zombies in the subway.
-- Professor Romero is named for legendary zombie director George Romero, and the Fort Savini Tunnel is named for makeup artist and actor Tom Savini. The city of Eastman is named for Kevin Eastman, artist for Teenage Mutant Ninja Turtles and co-executive producer of the upcoming UK film "Zombie Apocalypse."
Vampire's Curse ISLAND (WALK THROUGH)
The Village, and the Wolf on the Path
1) Enter the village, where family and friends believe that the young couple Christopher and Katya have foolishly gone to see the castle of Count Bram, a known vampire. They seem to have been inspired by the Teen Vampire movie showing at the theater.
2) Exit right and you will find Christopher on the path. He says Count Bram took Katya, but he seems unwilling to help you rescue her. Follow the empty snack wrappers and lighted green torches to the right and up.
3) As you pass a cave, a red-eyed wolf charges from the cave. You can jump it or it knocks you down. Continue over the hill to the right. Drop down between the patches of thorns where the wolf will attack again.
4) To defend yourself, click on the loose branch to the left of the hollow tree-- it will whack the wolf and he goes away. Jump the thorns, continue up the stone steps that go up and right and then over to the left.
5) As you reach a large branch, the wolf jumps you for a third time and the branch breaks, dropping you both back onto the path below. But you can save the branch as a "log" to use later. Repeat your climb up the steps.
6) Climb on the vines to continue left, then climb up, and head back right to the rope bridge, where the wolf is waiting (again?). There is a way to slip past him, but an easier way is available.
7) Click on the support to hit the bridge rope. The rope will break, collapsing the bridge, and that is the last you will see of the wolf. Jump across to the right and climb up the bridge, past a boarded door that you can't enter, and go right.
(*You say "I would have to be tiny to get through there" -- this is part of a members-only bonus quest)
The Castle Cemetery, Moat, and Wall
8) Walk up the angled hill and enter the open crypt there. Inside you can pick up the Teen Vampire Novel and the Crowbar.
9) Continue right to the second crypt.
(*It has one of those "you'd have to be tiny" holes, and some nearby blue vampire bats.) This crypt has a gutter and downspout attached to it.
10) Farther right is a dried-up castle moat, and you can't climb out of it on the far side. So you will have to flood it using the Well Pump with its large handle.
11) Go to the second crypt and break loose the downspout from its right side. Place it on the ground a little to the right, between the crypt and the pump handle. You can now use the pump to fill up the dry moat.
12) Jump up on the pump handle, and the stream of water should enter the downspout and then flow into the moat. Repeat this process twice and you can swim across the moat.
13) Enter the castle grounds. (You will come back to the tall wall at the right.)
14) At the front of the castle on the right, the large entrance door is locked, but there is an open window higher up. You will need to use the flowing water geysers to reach it. You can do this by blocking some of the geysers with boulders, so that more water flows through the others.
15) Go left and get the first rock, and roll it right to the geysers. Go back for the one at the far left, and use the crowbar to pry it out. Roll it onto the second geyser.
16) Climb the stone steps at the right side to find a third big rock. Push it down to finish blocking the water flow. The third geyser will now lift you to the broken window, and you can enter the castle. (This was the end of the island demo.)
The Castle Library
14) The dark room you are in is the Library, and coals are smoldering in the fireplace, which has a bellows at left that you might use to fan a fire. But first you will need to have something to burn. Place the Log on the fireplace, then some pages from the Teen Vampire Novel (strangely, the game makes you put the log first). Jump onto the bellows three times to fan the flames, partially lighting the room. You will see some candles on the right.
15) There are four large candle chandeliers near the ceiling, out of your view. The only way to reach them is to roll the ladder over to climb the bookcase at the left side, then jump up to the ledge. Take one of the Candles at the right side of the fireplace and light it. If you can climb up quickly enough, you can light the first chandelier.
16) To light the remaining chandeliers, carry a candle (unlit) to the first chandelier, and click to light the candle there. Jump hard to the right to reach the second chandelier, and light it. Repeat this process by going back for two more candles, until all 4 chandeliers are lit.
17) Jump down at the right side, where you can use the crowbar to break the chains on the door. This is the entrance that you see from outside the castle.
18) Cross the Library to the left and you should find a Glass Eye on the floor near the left bookcase. Climb up the bookcase and place it in the stuffed tiger head. This will reveal the key to the locked Armory door at the left side of the Library.
The Castle Armory
19) Use the key to open the Armory door. Inside, you will find the Crossbow and a large supply of arrows. At the far left of the room is a large cannon and three cannonballs. You can use them to blast a way out of the room.
20) Click on one cannonball and it will be loaded into the cannon.
21) To light the fuse, go back to the library and get yet *another* candle, and rush it to the cannon before it goes out. The cannon will fire out the window. More importantly, it will flip over and point to the right, into the room.
22) Click another cannonball to reload, and again get a candle to set off the fuse. This time the ball rolls into the Library (don't lose track of it), and the cannon is now pointing straight up.
23) Click the last cannonball and again set it off with a candle from the fireplace. It will blast a hole into the Armory attic, which has a boarded up window and some odd plants.
24) Climb up the cannon and pick up the Water Bucket at the right side. Take it back through the Library, and outside to the water geysers where you can fill the bucket up. Bring it back to the attic room.
25) Select the crossbow from your items. Point it at the wall on the left side and press the spacebar to fire several arrows into the wall. They may fall out, but you can climb on them if you hurry. Use them to reach the small plant next to the boarded window.
26) Put away the crossbow and use the crowbar to pry away the boards on the window.
27) Use the water bucket to water the plant, which is some sort of a giant beanstalk. It grows out of the window and all the way to the castle tower above.
28) Exit through the window and climb the stalk to the tower above. Enter the window of the Laboratory.
The Laboratory and the Cage Room
29) In the lab, there are several ingredients being used by the Count, apparently in an attempt to cure the his vampirism (which seems to be based on tomato juice, not blood).
30) Jump up to the shelf to get the container of Garlic, then go to the desk with the microscope. The Count's notebook is on the desk, which describes his experiments, and the three ingredients: garlic, wolfsbane, and mandrake root.
31) Look through the microscope. You can use the dropper to measure out garlic extract to use on the vampire cells. (Each click picks up more garlic.)
Adding garlic to vampire cells reverts them only temporarily to human cells, and adding too much destroys the cells (can't do that).
32) In a flask at the right is some untreated wolfsbane. According to the notebook, you will need to find some mandrake root, and a way to wilt the wolfsbane, and add both of these to the garlic to make an effective mixture.
*NOTE* If you let the Vampire Tomato juice drip on you, you will temporarily become a flying Tomato Vampire. This is harmless.
33) Exit through the middle door and go right into the second tower, where Katya is being held in a high cage. Apparently she resembles the Count's long-deceased wife Annabelle, which is why the delusional Count is keeping her prisoner. You cannot reach the key to free her (it is in the barred pigeonhole at right).
34). Katya tells you about a book in the library. Go back there to find it.
The Library and The Mandrake Root
35) In the library, on the bookshelf to the right, there is now a book called "Root Causes" that provides a clue to finding the mandrake, which is shown growing outside the castle.
36) Leave the castle and exit through the portal at the left.
37) Outside the castle, there is a tall wall to the right, like the one in the Armory. Shoot arrows into it with the crossbow, and then climb up them before they fall out, to reach the mandrake plant. (If you can jump into the tree, you only need one or two arrows to reach the top of the wall.) Put away the crossbow. Now you only need to heat the wolfsbane in the lab to wilt it.
38) Go back to the Library and find the second cannonball that you fired, which rolled into the room. Roll it next to the fireplace, where it will become red-hot.
39) Pick up the fireplace poker (stoking rod) next to the fireplace to push the ball left into the small "dumbwaiter" -- it is controlled by the red wall switch that you can throw, and connects directly to the laboratory. (You can put the poker back or it will go back by itself.)
The Cure and the Count
40) Go to the laboratory and pull the red switch to release the red-hot cannonball and it will wilt the wolfsbane.
41) Go to the microscope and mix the ingredients to test. There does not seem to be any clue to the proper mixture. As it turns out, it is three parts garlic (click bulb three times), three parts wolfsbane (three clicks), and one part mandrake (fill dropper). This makes the anti-vampirism serum.
42) Take the syringe into the cage room next door and free Katya. (There is now a silver canein the cane stand that you can use to hook the loop of the key in the closet.)
43) When the delusional Count Bram arrives, you will jump through the rear window to the wall outside.
44) Follow Katya as she jumps from stone to stone. Use the Garlic to give yourself garlic breath, and stay close to Katya to repel the Count.
45) When you reach the top, he takes the form of a bat. Use the crossbow to shoot serum darts at him. When you hit him, he jumps you and you both plunge through the roof into the Library.
46) His vampirism cured, the Count crumbles away, happy to finally be reunited with his lost Annabelle. In his cape you will find the Island Medallion.
47) Belatedly, Christopher has gained the courage to come to Katya's aid.
--
Bonus Quest for Members Only
Unbeknownst to you, Christopher is now a vampire, and his bite changes you into a small blue bat. You are being pursued by the vampire hunter Cactus Von Garlic. You need to find the three ingredients to make more Anti-Vampirism serum.
1) The ingredients are located in three areas where you were previously too large to enter: the boarded door by the rope bridge (mandrake), the small hole in the second crypt (wolfsbane), and the hole in the wall between the middle chandeliers in the library (garlic).
2) When Katya distracts Von Garlic, fly up to the hole between the chandeliers and get the garlic (avoid the red spiders more easily by going right, up, and across).
3) Fly back to the rope bridge and enter through the boarded door, where you can get the mandrake at lower right. Dodge the shots by Von Garlic.
4) Enter the second crypt in the cemetery and work your way between the thorns to reach the wolfsbane.
5) Return to the laboratory, and fly to the microscope table, where you are cured. The quest will end and Von Garlic decides to try saving the vampires instead of shooting them.
---
NOTES on the island:
1) The wolf will not permanently harm you no matter how many times he hits you. The same seems to be true of Von Garlic's shots on the bonus quest.
you go to the treasure chest and eat the cheerios
1) Enter the village, where family and friends believe that the young couple Christopher and Katya have foolishly gone to see the castle of Count Bram, a known vampire. They seem to have been inspired by the Teen Vampire movie showing at the theater.
2) Exit right and you will find Christopher on the path. He says Count Bram took Katya, but he seems unwilling to help you rescue her. Follow the empty snack wrappers and lighted green torches to the right and up.
3) As you pass a cave, a red-eyed wolf charges from the cave. You can jump it or it knocks you down. Continue over the hill to the right. Drop down between the patches of thorns where the wolf will attack again.
4) To defend yourself, click on the loose branch to the left of the hollow tree-- it will whack the wolf and he goes away. Jump the thorns, continue up the stone steps that go up and right and then over to the left.
5) As you reach a large branch, the wolf jumps you for a third time and the branch breaks, dropping you both back onto the path below. But you can save the branch as a "log" to use later. Repeat your climb up the steps.
6) Climb on the vines to continue left, then climb up, and head back right to the rope bridge, where the wolf is waiting (again?). There is a way to slip past him, but an easier way is available.
7) Click on the support to hit the bridge rope. The rope will break, collapsing the bridge, and that is the last you will see of the wolf. Jump across to the right and climb up the bridge, past a boarded door that you can't enter, and go right.
(*You say "I would have to be tiny to get through there" -- this is part of a members-only bonus quest)
The Castle Cemetery, Moat, and Wall
8) Walk up the angled hill and enter the open crypt there. Inside you can pick up the Teen Vampire Novel and the Crowbar.
9) Continue right to the second crypt.
(*It has one of those "you'd have to be tiny" holes, and some nearby blue vampire bats.) This crypt has a gutter and downspout attached to it.
10) Farther right is a dried-up castle moat, and you can't climb out of it on the far side. So you will have to flood it using the Well Pump with its large handle.
11) Go to the second crypt and break loose the downspout from its right side. Place it on the ground a little to the right, between the crypt and the pump handle. You can now use the pump to fill up the dry moat.
12) Jump up on the pump handle, and the stream of water should enter the downspout and then flow into the moat. Repeat this process twice and you can swim across the moat.
13) Enter the castle grounds. (You will come back to the tall wall at the right.)
14) At the front of the castle on the right, the large entrance door is locked, but there is an open window higher up. You will need to use the flowing water geysers to reach it. You can do this by blocking some of the geysers with boulders, so that more water flows through the others.
15) Go left and get the first rock, and roll it right to the geysers. Go back for the one at the far left, and use the crowbar to pry it out. Roll it onto the second geyser.
16) Climb the stone steps at the right side to find a third big rock. Push it down to finish blocking the water flow. The third geyser will now lift you to the broken window, and you can enter the castle. (This was the end of the island demo.)
The Castle Library
14) The dark room you are in is the Library, and coals are smoldering in the fireplace, which has a bellows at left that you might use to fan a fire. But first you will need to have something to burn. Place the Log on the fireplace, then some pages from the Teen Vampire Novel (strangely, the game makes you put the log first). Jump onto the bellows three times to fan the flames, partially lighting the room. You will see some candles on the right.
15) There are four large candle chandeliers near the ceiling, out of your view. The only way to reach them is to roll the ladder over to climb the bookcase at the left side, then jump up to the ledge. Take one of the Candles at the right side of the fireplace and light it. If you can climb up quickly enough, you can light the first chandelier.
16) To light the remaining chandeliers, carry a candle (unlit) to the first chandelier, and click to light the candle there. Jump hard to the right to reach the second chandelier, and light it. Repeat this process by going back for two more candles, until all 4 chandeliers are lit.
17) Jump down at the right side, where you can use the crowbar to break the chains on the door. This is the entrance that you see from outside the castle.
18) Cross the Library to the left and you should find a Glass Eye on the floor near the left bookcase. Climb up the bookcase and place it in the stuffed tiger head. This will reveal the key to the locked Armory door at the left side of the Library.
The Castle Armory
19) Use the key to open the Armory door. Inside, you will find the Crossbow and a large supply of arrows. At the far left of the room is a large cannon and three cannonballs. You can use them to blast a way out of the room.
20) Click on one cannonball and it will be loaded into the cannon.
21) To light the fuse, go back to the library and get yet *another* candle, and rush it to the cannon before it goes out. The cannon will fire out the window. More importantly, it will flip over and point to the right, into the room.
22) Click another cannonball to reload, and again get a candle to set off the fuse. This time the ball rolls into the Library (don't lose track of it), and the cannon is now pointing straight up.
23) Click the last cannonball and again set it off with a candle from the fireplace. It will blast a hole into the Armory attic, which has a boarded up window and some odd plants.
24) Climb up the cannon and pick up the Water Bucket at the right side. Take it back through the Library, and outside to the water geysers where you can fill the bucket up. Bring it back to the attic room.
25) Select the crossbow from your items. Point it at the wall on the left side and press the spacebar to fire several arrows into the wall. They may fall out, but you can climb on them if you hurry. Use them to reach the small plant next to the boarded window.
26) Put away the crossbow and use the crowbar to pry away the boards on the window.
27) Use the water bucket to water the plant, which is some sort of a giant beanstalk. It grows out of the window and all the way to the castle tower above.
28) Exit through the window and climb the stalk to the tower above. Enter the window of the Laboratory.
The Laboratory and the Cage Room
29) In the lab, there are several ingredients being used by the Count, apparently in an attempt to cure the his vampirism (which seems to be based on tomato juice, not blood).
30) Jump up to the shelf to get the container of Garlic, then go to the desk with the microscope. The Count's notebook is on the desk, which describes his experiments, and the three ingredients: garlic, wolfsbane, and mandrake root.
31) Look through the microscope. You can use the dropper to measure out garlic extract to use on the vampire cells. (Each click picks up more garlic.)
Adding garlic to vampire cells reverts them only temporarily to human cells, and adding too much destroys the cells (can't do that).
32) In a flask at the right is some untreated wolfsbane. According to the notebook, you will need to find some mandrake root, and a way to wilt the wolfsbane, and add both of these to the garlic to make an effective mixture.
*NOTE* If you let the Vampire Tomato juice drip on you, you will temporarily become a flying Tomato Vampire. This is harmless.
33) Exit through the middle door and go right into the second tower, where Katya is being held in a high cage. Apparently she resembles the Count's long-deceased wife Annabelle, which is why the delusional Count is keeping her prisoner. You cannot reach the key to free her (it is in the barred pigeonhole at right).
34). Katya tells you about a book in the library. Go back there to find it.
The Library and The Mandrake Root
35) In the library, on the bookshelf to the right, there is now a book called "Root Causes" that provides a clue to finding the mandrake, which is shown growing outside the castle.
36) Leave the castle and exit through the portal at the left.
37) Outside the castle, there is a tall wall to the right, like the one in the Armory. Shoot arrows into it with the crossbow, and then climb up them before they fall out, to reach the mandrake plant. (If you can jump into the tree, you only need one or two arrows to reach the top of the wall.) Put away the crossbow. Now you only need to heat the wolfsbane in the lab to wilt it.
38) Go back to the Library and find the second cannonball that you fired, which rolled into the room. Roll it next to the fireplace, where it will become red-hot.
39) Pick up the fireplace poker (stoking rod) next to the fireplace to push the ball left into the small "dumbwaiter" -- it is controlled by the red wall switch that you can throw, and connects directly to the laboratory. (You can put the poker back or it will go back by itself.)
The Cure and the Count
40) Go to the laboratory and pull the red switch to release the red-hot cannonball and it will wilt the wolfsbane.
41) Go to the microscope and mix the ingredients to test. There does not seem to be any clue to the proper mixture. As it turns out, it is three parts garlic (click bulb three times), three parts wolfsbane (three clicks), and one part mandrake (fill dropper). This makes the anti-vampirism serum.
42) Take the syringe into the cage room next door and free Katya. (There is now a silver canein the cane stand that you can use to hook the loop of the key in the closet.)
43) When the delusional Count Bram arrives, you will jump through the rear window to the wall outside.
44) Follow Katya as she jumps from stone to stone. Use the Garlic to give yourself garlic breath, and stay close to Katya to repel the Count.
45) When you reach the top, he takes the form of a bat. Use the crossbow to shoot serum darts at him. When you hit him, he jumps you and you both plunge through the roof into the Library.
46) His vampirism cured, the Count crumbles away, happy to finally be reunited with his lost Annabelle. In his cape you will find the Island Medallion.
47) Belatedly, Christopher has gained the courage to come to Katya's aid.
--
Bonus Quest for Members Only
Unbeknownst to you, Christopher is now a vampire, and his bite changes you into a small blue bat. You are being pursued by the vampire hunter Cactus Von Garlic. You need to find the three ingredients to make more Anti-Vampirism serum.
1) The ingredients are located in three areas where you were previously too large to enter: the boarded door by the rope bridge (mandrake), the small hole in the second crypt (wolfsbane), and the hole in the wall between the middle chandeliers in the library (garlic).
2) When Katya distracts Von Garlic, fly up to the hole between the chandeliers and get the garlic (avoid the red spiders more easily by going right, up, and across).
3) Fly back to the rope bridge and enter through the boarded door, where you can get the mandrake at lower right. Dodge the shots by Von Garlic.
4) Enter the second crypt in the cemetery and work your way between the thorns to reach the wolfsbane.
5) Return to the laboratory, and fly to the microscope table, where you are cured. The quest will end and Von Garlic decides to try saving the vampires instead of shooting them.
---
NOTES on the island:
1) The wolf will not permanently harm you no matter how many times he hits you. The same seems to be true of Von Garlic's shots on the bonus quest.
you go to the treasure chest and eat the cheerios
24 Carrots ISLAND (WALK THROUGH)
- 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.)
Big Nate ISLAND (WALK THROUGH)
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.
S.O.S. ISLAND (WALK THROUGH)
Arriving on the scene
1. One of the officers will tell you that there are people left on the ship. You will have 5 to save:
- a young Whale Fan (his cabin)
- the ship's Tour Director (the ballroom)
- an Engineer (boiler room)
- the Chef (the galley)
- the Captain, Captain Boomer (still on the bridge)
You will save them one at a time and take them out of the ship.
First rescue
2. Enter the ship by breaking the ice block at the forward door. To do this, swim over and climb up the lifeboats at the left side, cross the top deck, and shove the round ice chunk down to break the block.
3. Enter the hallway, then go up to the next deck, the bridge, where the Captain will tell you how to unlock the automatic doors. Turn the lever he indicates.
4. Go back down to the hallway, and to cabin 6, which is now unlocked. Go inside and pull the debris off the Whale Fan kid. Taking him out brings you both to the rescue Camp on the ice nearby (right of the ship). He gives you his Whale Song device, which creates sounds to call various types of whales.
(*end of temporary demo version for non-members)
Second Rescue
5. Leave the rescue camp and go left, and swim to enter the ship again. Go down the hallway, push the floating crate aside and enter the Ballroom. The Tour Director is dangling from a chandelier above the water.
6. Swim right and pick up the floating champagne bottle. By clicking the bottle icon (lower left) you can fire the cork with great velocity.
7. Climb onto a floating chair at the right side, and look for the weak point in the large glass pane. Fire the champagne cork by clicking the bottle then clicking again to aim, holding your mouse button down until the maximum power is reached, then releasing it. Water will enter through the broken window and raise the water level.
8. Repeat this process on the glass pane on the left side. This will float the liferaft up to the director.
9. Swim behind the raft to push it left, all the way to the exit door.
Third Rescue
10. The ship is sinking deeper, and you cannot enter the previous door.
11. Rather than the lifeboats, jump onto the ice to the right of the ship, then up onto the ship's antenna, and use the ropes, porthole covers, and umbrellas to climb up to the top of the ship (which was the stern or rear of the boat). There is a large hole there that you will use to enter from this point.
12. In the hallway, fall into the water at the bottom (this used to be the right side of the hall). Just under the water at the right is a valve that can let more water enter.
13. When the crate floats up at left, it reveals an open vent to the Ballroom.
14. In the ballroom, swim up to the surface for air, avoiding the stinging jellyfish. Climb the columns, rails, and bar to reach the collection pipes at upper left. The bulkhead has partly broken between the Ballroom and the Boiler Room.
15. Beginning from the first pipe that is open and venting steam, turn each swivel valve to direct the steam through the pipes that are still closed. When the steam reaches the expansion joint at the upper left, it will explode and blast a hole in the wall.
16. Enter the Boiler Room through the hole.
17. Climb up through the center section (floor) to the upper right, and avoid the steam there.
18. The Engineer is trapped there. She will show you how to stop the steam by turning the wheels at both ends of the steam lines. She turns the Green valve, which is connected by a green pipe to another green valve at the far left. Go there and turn the green valve.
19. You will repeat this process, turning the colored wheels at each end for each of the 3 remaining steam lines.
Blue : turn the blue wheel at middle right and then the blue wheel at lower left
Orange : the wheel at bottom right and then at middle left
Red : the wheel at bottom left and then at middle left
20. Climb up and convince the Engineer to leave the ship.
21. At the rescue camp, she gives you her Pipe Wrench. (It can only be used with the Whale Song Device, and clicking either card will show both.)
Fourth Rescue
22. The ship is sinking farther, going down by the bow. Climb to the hole at the top as before.
23. In the Boiler Room, avoid the steam as you move right, and up to the platform, where you will push the large pile of broken machinery off the end. Push it again from the lower platform and it plummets down into the water. Follow it down.
24. Now one of the propellers from the hole will fall into the water at the lower left. Swim left and shove the propeller through the hole into the ballroom.
25. In the ballroom, cross to the door on the right and exit into the hallway.
26. Use the hallway lights to climb to the top of the hallway (which used to be the left end) and climb into the open vent there. You will be in the galley (ship's kitchen).
27. Enter the freezer and break open the boxes of frozen food. You will find the Chef frozen in a large block of ice! Push the big block out into the passageway.
28. At the bottom of the galley is a heater. The object is to push the chef's ice block down to it. But you have to make sure you fall level with the passageways. If you don't, or get stuck, click restart to try again. You can climb up and down using the pipes at either side.
-- When you reach the first crate, shove it left ahead of you, so that when the ice block falls, you can push it right again.
-- On the way to the second large drop, there are 2 crates. Only one can go into the gap, so you will need to either pass by one crate or go down and shove it all the way down, out of your way. On top of the one crate you push a single Lettuce box, to make your landing even with the floor to the right.
29. When the block reaches the heater at the bottom, it thaws the chef and you both exit.
Fifth Rescue
30. As you make your final trip, the ship capsizes and is upside down. This makes it very easy to get aboard this time! But the interior is almost all underwater.
31. The Boiler Room has some big fish in it, so avoid them. Go down and right, then left across the bottom, then up again.
32. In the Ballroom, swim across the middle of the ballroom to reach the vent at the upper left. You must avoid the streams of steam bubbles and the stinging jellyfish. The path across is easier if you go along the top (floor) part of the way, getting behind the bubble-spewing steam pipes.
33. In the Hallway, just swim to the right to the other vent.
34. There is a new, twisted passageway to get to the bridge. As you go left, hermit crabs will pop out and hit you (they have crawled into pots with utensils sticking out). The easiest path is to stay at the top twice, then go down and back up to the exit at upper left. There are air bubbles available along the way.
35. On the bridge, you have to reach the Captain without hitting any sparks or either of the two giant crabs. The proper way is to wait and slip past the first crab directly below you -- the other path at far left is blocked by sparks.
36. The Captain admits that it was not the white whale that hit the ship -- he ran into an iceberg while chasing it. Use the Wrench to turn the Whale Song device 1/4 turn to the right, to the White Whale setting.
37. The song plays and the White Whale appears. It breaks the window into the bridge and swallows you and the Captain. (!)
38. No, its not the end. The whale swims to the surface and pops you both out through his blowhole. At the camp. the Captain awards you the Island Medallion.
Shrink Ray ISLAND (WALK THROUGH)
On Shrink Ray Island
1) The introductory sequence in River City has only two locations: the school science fair and Avenue A, where the story's main character (student CJ) lives with her family. Go right to the school, P.S. 101, where it is the night of the school Science Fair. Inside you will see the student exhibits, but CJ is missing. Talk to her science teacher, Mr. Silva, and to her parents. Leave the school and go right again, to Avenue A.
2) Enter the apartment, which has an orange cat outside. Follow the cat into the kitchen, and the bathroom, until it vanishes. Look in the microscope in CJ's bedroom. There is a warning from her.
3) A masked stranger will appear and shoot you with a ray gun, and you will shrink, becoming only about 2 or 3 inches tall (5-7 cm).
Layout of the Apartment:
CJ's Room Left Side = CJ's Room Computer = Living Room = Bathroom = Kitchen = Stove-Dining Room
Shrunken in CJ's Bedroom
4) Climb the telescope to the bulletin board, where you will find coordinates for the school (87, 16). You will use these later. The only thing you need right away is the fan. Make your way across the room and climb onto the fan, which will move lower on its post.
5) Push the red button to turn on the fan, which will blow the dust from under the bed, exposing the Thumb Drive for CJ's computer. Pick it up and continue right.
6) Go past the book shelf and computer desk. Above you is a desk lamp, a wall thermostat, a microscope, a diary on a shelf, and a computer. You can put the Thumb Drive into the computer, but the password "Marie Curie" doesn't work. So continue right into the apartment entrance and Living Room.
In the Apartment
7) Jump over the cat's paw at the apartment door. There is an aquarium, a TV, and a remote control toy truck. There is a door leading to the bathroom, which has a sink, tub, and toilet. Continue right to the Kitchen, which has a refrigerator, a countertop, cabinets, and a trash can. Farther right is the stove and the Dining Room table. You cannot immediately get to the truck's remote control, which is atop the refrigerator.
In the Kitchen
8) Climb the drawers to get the Screwdriver. Continue up to the counter, and go right to the stove.
9) Push the Rolling Pin in its holder to the right, which will shove the Tea Kettle to the right on the stove. You can ride the steam from the kettle to reach the shelf, where you will knock over a bottle of oil.
10) Jump down and slide the cat's food dish left across the puddle of oil. It should go just to the right side of the counter. Climb back up and jump onto the bag of cat food (4 or 5 times), which will spill down into the dish, filling it and forming a large clump.
11) Climb down and push the cat dish right so that you can climb onto the table.
12) Pick up a grape and grab the piece of paper. It appears blank but smells like lemon.
13) Head left and climb back onto the counter, where you will use the toaster. Click on the plug to plug it into the socket. With the grape you picked up, you are now heavy enough to push the lever down. When it pops up, you drop the grape and are thrown up to the top of the cabinet.
14) Push the salt shaker left, onto the left side of the spatula. When you jump on the right side of the spatula, you toss the salt into the air. When it comes down, you are thrown left onto the top of the refrigerator, where you can retrieve the remote control for the toy truck.
15) Climb back down to the Trash Can. Push the sponge over, and jump to the top of the spray bottle, then into the trash can.
Inside the Kitchen Trash Can
16) Your object is to move the garbage around so that you can go right to where a torn page is visible. This is from CJ's diary. Slide the cans, or cheese, in the stacks so that you can move right and climb up to it. Pressing "restart" will let you try again. Do not push where a stack might fall on you.
17) Once you have it, go left and climb out. (You can choose Restart to get back to the left.) Leave the kitchen and go left to the Living Room.
In the Living Room
18) Find the toy truck and back it up. Use the screwdriver to remove its battery.
19) Put the battery in the TV's remote control and press the green button.
20) The TV will turn on. Climb to the top, where the "rabbit ears" antenna is getting a static charge. Stand on it and you start to sparkle from the charge.
21) Jump to the TV , then left onto the green balloon. The static charge will make you stick to it, and you will land on one of the picture frames. Jump down to the shelf above the aquarium.
22) Knock over the fish food into the tank. The fish will start to eat. Jump down, turn off the filter (aerator) and swim to the bottom of the tank, where you will find the hidden key to CJ's diary. Go back to her room and to her computer.
CJ's Room (Computer and Telescope)
23) Climb onto the desk and up onto the diary shelf. Use the key to open the diary and match up the torn page. The diary gives you a clue about the piece of lemon-covered paper from the table. You can bring out "secret writing" done in lemon juice by heating the paper over a warm incandescent light bulb.
24) Jump left and onto the lamp, and turn it on. Place the lemon paper on the desk and lower the lamp close to it, so that the writing appears. It says to look for her in the telescope.
25) Climb up to the thermostat, and rotate it to the red zone which will turn on the heater in the room. You need this to get back past the fan. Go left to the bed.
26) Push over the trash can, so that pieces of paper get caught in the updraft from the heater. These allow you to climb to the bed. Pick up the book on Morse Code as you cross the bed, and jump over the fan to the telescope.
27) Turn the dials on the telescope by running on them. The left should be 87 and the right 16. Looking through the telescope, you see a tiny CJ in the Science Room window at the school. She is sending messages in Morse Code.
28) Decipher the dots and dashes to read "FLUSH THE THUMB DRIVE," which you will go to the bathroom to do. Go there through the living room.
(*See step 32 if you want to take a shortcut by using the computer now.)
In the Bathroom
29) You have to cross past the tub to the toilet, and almost everything in the bathroom is just a distraction. Climb onto the sink, and then onto the Hair Dryer that is hanging on the left.
30) Push both buttons on the dryer to turn it on, them tip it back so it aims up. The air flow will push you over the curtain into the tub.
31) Shove the soap off into the tub, then climb to the faucets and turn on the water. The soap will float, and as the tub fills, you can jump from the soap to the Rubber Ducky, and then over to the toilet. However, you will realize that the Thumb Drive has not been backed up. There is a clue in the magazines that will let you figure out CJ's password to use the computer. Leave the bathroom and go back to the computer.
At the Computer and Back to the Bathroom
32) The password "Marie Curie" doesn't work because CJ is being tricky. Replace some of the letters with numbers, making it "M4R13 CUR13" and you can back up the Thumb Drive.
*There is a trick to knowing which letters to change: in the bathroom, if you turn off the ventilation fan (the second switch right of the counter), you can turn on the hot water in the sink and the steam will show the letters written in the mirror (a=4, i=1, c=3).
Now you can return to the bathroom and flush the drive. Not a moment too soon because someone (the bad guy) is still looking for it. Go back to the telescope.
CJ's Room
33) CJ sends another message, telling you the thief is Mr. Silva, the science teacher. You need to get to her at the school. You will need to use the toy truck. As you leave the room, climb to the top of the bookcase next to her desk and shove the book "Tess's Tree" down onto the floor, creating a jump ramp!
In the Living Room
34) Take the battery back out of the TV remote and put it in the truck. Drive full speed across the living room, into CJ's room, up the book ramp, and out the window!
On the Street
35) Drive the toy truck past the various obstacles, through the culverts, and across the streets to the school. The only danger is two open drains.
In the Science Room
36) Enter the school and find CJ in the Science Room. Unfortunately, Mr. Silva is trying to eliminate her, and you, in his plan to claim the Shrink Ray as his invention. Run away.
37) In the final chase scene, you must avoid being hit by the Shrink Ray again, which will make you too tiny to do anything. Make your way across the room as he regularly shoots at you. Hide behind any object before he shoots you. You should quickly cross the room to the left. After he shoots near the far left, you can jump onto the yearbook and then to the lab desk. Hide behind the world globe at the right side and he will shrink it, sending the globe onto the floor.
Using leftover objects for cover, push the globe slightly right so that you can climb onto the chair, and then up to the right to the lab shelf, where there are more items to hide behind (including an apple). Farther right, you will find a round mirror. Hide behind it. When Silva shoots at you, the beam will be reflected back and shrink him instead! He falls into an ant farm jar.
38) Climb down to the Shrink Ray with CJ and turn the switch to "Grow" which will restore both of you to normal size again.
At the Science Fair
39) You will find yourself at the Science Fair, where CJ's entry wins first place, featuring the still-tiny Mr. Silva as "The Incredible Shrunken Man."
40) You receive the Island Medallion, and you can check out any exhibits that you hadn't looked at on your first visit.
41) Unlike most other islands, the quest is essentially closed once completed. Only the Science Fair and multiplayer room will remain functional for users who finish the island.
NOTES:
*The shortcut at #28 is included. Besides the magazine, there is no other clue that would tell you what CJ's password was, so that you can back up the drive before you go to the bathroom to flush it. But if you want to do #32 before #28, you save yourself a long trip that earlier players had to take.
* Caution! Once you have the grape at step 12, go to the toaster. If you leave the kitchen, you may lose the grape and have to begin the island over using "restart" on the small map.
1) The introductory sequence in River City has only two locations: the school science fair and Avenue A, where the story's main character (student CJ) lives with her family. Go right to the school, P.S. 101, where it is the night of the school Science Fair. Inside you will see the student exhibits, but CJ is missing. Talk to her science teacher, Mr. Silva, and to her parents. Leave the school and go right again, to Avenue A.
2) Enter the apartment, which has an orange cat outside. Follow the cat into the kitchen, and the bathroom, until it vanishes. Look in the microscope in CJ's bedroom. There is a warning from her.
3) A masked stranger will appear and shoot you with a ray gun, and you will shrink, becoming only about 2 or 3 inches tall (5-7 cm).
Layout of the Apartment:
CJ's Room Left Side = CJ's Room Computer = Living Room = Bathroom = Kitchen = Stove-Dining Room
Shrunken in CJ's Bedroom
4) Climb the telescope to the bulletin board, where you will find coordinates for the school (87, 16). You will use these later. The only thing you need right away is the fan. Make your way across the room and climb onto the fan, which will move lower on its post.
5) Push the red button to turn on the fan, which will blow the dust from under the bed, exposing the Thumb Drive for CJ's computer. Pick it up and continue right.
6) Go past the book shelf and computer desk. Above you is a desk lamp, a wall thermostat, a microscope, a diary on a shelf, and a computer. You can put the Thumb Drive into the computer, but the password "Marie Curie" doesn't work. So continue right into the apartment entrance and Living Room.
In the Apartment
7) Jump over the cat's paw at the apartment door. There is an aquarium, a TV, and a remote control toy truck. There is a door leading to the bathroom, which has a sink, tub, and toilet. Continue right to the Kitchen, which has a refrigerator, a countertop, cabinets, and a trash can. Farther right is the stove and the Dining Room table. You cannot immediately get to the truck's remote control, which is atop the refrigerator.
In the Kitchen
8) Climb the drawers to get the Screwdriver. Continue up to the counter, and go right to the stove.
9) Push the Rolling Pin in its holder to the right, which will shove the Tea Kettle to the right on the stove. You can ride the steam from the kettle to reach the shelf, where you will knock over a bottle of oil.
10) Jump down and slide the cat's food dish left across the puddle of oil. It should go just to the right side of the counter. Climb back up and jump onto the bag of cat food (4 or 5 times), which will spill down into the dish, filling it and forming a large clump.
11) Climb down and push the cat dish right so that you can climb onto the table.
12) Pick up a grape and grab the piece of paper. It appears blank but smells like lemon.
13) Head left and climb back onto the counter, where you will use the toaster. Click on the plug to plug it into the socket. With the grape you picked up, you are now heavy enough to push the lever down. When it pops up, you drop the grape and are thrown up to the top of the cabinet.
14) Push the salt shaker left, onto the left side of the spatula. When you jump on the right side of the spatula, you toss the salt into the air. When it comes down, you are thrown left onto the top of the refrigerator, where you can retrieve the remote control for the toy truck.
15) Climb back down to the Trash Can. Push the sponge over, and jump to the top of the spray bottle, then into the trash can.
Inside the Kitchen Trash Can
16) Your object is to move the garbage around so that you can go right to where a torn page is visible. This is from CJ's diary. Slide the cans, or cheese, in the stacks so that you can move right and climb up to it. Pressing "restart" will let you try again. Do not push where a stack might fall on you.
17) Once you have it, go left and climb out. (You can choose Restart to get back to the left.) Leave the kitchen and go left to the Living Room.
In the Living Room
18) Find the toy truck and back it up. Use the screwdriver to remove its battery.
19) Put the battery in the TV's remote control and press the green button.
20) The TV will turn on. Climb to the top, where the "rabbit ears" antenna is getting a static charge. Stand on it and you start to sparkle from the charge.
21) Jump to the TV , then left onto the green balloon. The static charge will make you stick to it, and you will land on one of the picture frames. Jump down to the shelf above the aquarium.
22) Knock over the fish food into the tank. The fish will start to eat. Jump down, turn off the filter (aerator) and swim to the bottom of the tank, where you will find the hidden key to CJ's diary. Go back to her room and to her computer.
CJ's Room (Computer and Telescope)
23) Climb onto the desk and up onto the diary shelf. Use the key to open the diary and match up the torn page. The diary gives you a clue about the piece of lemon-covered paper from the table. You can bring out "secret writing" done in lemon juice by heating the paper over a warm incandescent light bulb.
24) Jump left and onto the lamp, and turn it on. Place the lemon paper on the desk and lower the lamp close to it, so that the writing appears. It says to look for her in the telescope.
25) Climb up to the thermostat, and rotate it to the red zone which will turn on the heater in the room. You need this to get back past the fan. Go left to the bed.
26) Push over the trash can, so that pieces of paper get caught in the updraft from the heater. These allow you to climb to the bed. Pick up the book on Morse Code as you cross the bed, and jump over the fan to the telescope.
27) Turn the dials on the telescope by running on them. The left should be 87 and the right 16. Looking through the telescope, you see a tiny CJ in the Science Room window at the school. She is sending messages in Morse Code.
28) Decipher the dots and dashes to read "FLUSH THE THUMB DRIVE," which you will go to the bathroom to do. Go there through the living room.
(*See step 32 if you want to take a shortcut by using the computer now.)
In the Bathroom
29) You have to cross past the tub to the toilet, and almost everything in the bathroom is just a distraction. Climb onto the sink, and then onto the Hair Dryer that is hanging on the left.
30) Push both buttons on the dryer to turn it on, them tip it back so it aims up. The air flow will push you over the curtain into the tub.
31) Shove the soap off into the tub, then climb to the faucets and turn on the water. The soap will float, and as the tub fills, you can jump from the soap to the Rubber Ducky, and then over to the toilet. However, you will realize that the Thumb Drive has not been backed up. There is a clue in the magazines that will let you figure out CJ's password to use the computer. Leave the bathroom and go back to the computer.
At the Computer and Back to the Bathroom
32) The password "Marie Curie" doesn't work because CJ is being tricky. Replace some of the letters with numbers, making it "M4R13 CUR13" and you can back up the Thumb Drive.
*There is a trick to knowing which letters to change: in the bathroom, if you turn off the ventilation fan (the second switch right of the counter), you can turn on the hot water in the sink and the steam will show the letters written in the mirror (a=4, i=1, c=3).
Now you can return to the bathroom and flush the drive. Not a moment too soon because someone (the bad guy) is still looking for it. Go back to the telescope.
CJ's Room
33) CJ sends another message, telling you the thief is Mr. Silva, the science teacher. You need to get to her at the school. You will need to use the toy truck. As you leave the room, climb to the top of the bookcase next to her desk and shove the book "Tess's Tree" down onto the floor, creating a jump ramp!
In the Living Room
34) Take the battery back out of the TV remote and put it in the truck. Drive full speed across the living room, into CJ's room, up the book ramp, and out the window!
On the Street
35) Drive the toy truck past the various obstacles, through the culverts, and across the streets to the school. The only danger is two open drains.
In the Science Room
36) Enter the school and find CJ in the Science Room. Unfortunately, Mr. Silva is trying to eliminate her, and you, in his plan to claim the Shrink Ray as his invention. Run away.
37) In the final chase scene, you must avoid being hit by the Shrink Ray again, which will make you too tiny to do anything. Make your way across the room as he regularly shoots at you. Hide behind any object before he shoots you. You should quickly cross the room to the left. After he shoots near the far left, you can jump onto the yearbook and then to the lab desk. Hide behind the world globe at the right side and he will shrink it, sending the globe onto the floor.
Using leftover objects for cover, push the globe slightly right so that you can climb onto the chair, and then up to the right to the lab shelf, where there are more items to hide behind (including an apple). Farther right, you will find a round mirror. Hide behind it. When Silva shoots at you, the beam will be reflected back and shrink him instead! He falls into an ant farm jar.
38) Climb down to the Shrink Ray with CJ and turn the switch to "Grow" which will restore both of you to normal size again.
At the Science Fair
39) You will find yourself at the Science Fair, where CJ's entry wins first place, featuring the still-tiny Mr. Silva as "The Incredible Shrunken Man."
40) You receive the Island Medallion, and you can check out any exhibits that you hadn't looked at on your first visit.
41) Unlike most other islands, the quest is essentially closed once completed. Only the Science Fair and multiplayer room will remain functional for users who finish the island.
NOTES:
*The shortcut at #28 is included. Besides the magazine, there is no other clue that would tell you what CJ's password was, so that you can back up the drive before you go to the bathroom to flush it. But if you want to do #32 before #28, you save yourself a long trip that earlier players had to take.
* Caution! Once you have the grape at step 12, go to the toaster. If you leave the kitchen, you may lose the grape and have to begin the island over using "restart" on the small map.
AstroKnight ISLAND (WALK THROUGH)
Solution #1
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
In the Kingdom of Arturus
On the Pewter Moon
Traveling 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.
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 the robot 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 the Ice 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
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.
Traveling 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.
Ghost Story ISLAND (WALK THROUGH)
Hemlock Harbor
Cemetery / Main Street / Inn and Haunted House
(Main street includes the Gingerbread House Bakery, the Bank, and the Hemlock Herald paper)
1. If you go right, you will find that there are no rooms available at the Inn.
2. Go left past the Visitor Center (multi-player room). If you stop at the newspaper, the Hemlock Herald, you find that the editor is offering a reward for ghost sightings (there are some spooky things going on at the paper itself). In the Bank, they are closing up, and the Vault is closed except for deposits. At the Gingerbread House, a man with salt will give you some "to chase away spirits." Go left to the Cemetery.
Cemetery and Herald and back
3. Meet a tour guide offering tours of the "Celebrity Spirits." The Magistrate has prohibited ghost hunting in the town, and when he appears, the tour guide leaves. She drops a pamphlet that lists information on the 5 historic ghosts in the town.
-- The Tireless Thief (the bank)
-- The Cemetery Specter (the cemetery)
-- The Woman in the Window (haunted house)
-- The Restless Lighthouse Keeper (lighthouse)
-- The Warden's Sweet Tooth (island prison)
(You cannot pursue any of them until you have the proper equipment.)
4. Near the cemetery gate is a young man trying to find his uncle's burial plot. He asks you to research the archives at the newspaper. Go there and go down into the basement to open the Archives. The uncle, Silas Moon, is on page 4 and is listed as Lot C, plot 84. Take this information back to the man at the Cemetery and he gives you his room key at the Inn.
Discomfort Inn - *The Woman in the Window
5. Go right to the Haunted (Discomfort) Inn and check in at the desk. Go up to room 2-B. You will lie down and fall asleep. But you will soon wake up to discover that things in the room are moving!
6. Go to the cabinet and open it, to reveal that the two Inn owners are playing a trick on you. But they insist that the Woman in the Window is real, and that she will appear if music is played.
7. Go downstairs and now you can pick up the Violin next to the piano.
8. Go out and right to where a ghost hunter has set up his tent. Use it to bounce up to the Haunted House and use the violin. Slide the bow back and forth until the entire song is played. You will see some faint activity at the upper window.
9. Climb down to see the ghost hunter. The Magistrate will arrive and take him away. Use his binoculars to look up at the house. You will see a figure in the attic window.
10. Bounce up again and enter the house through the metal basement door.
11. Go left, but the stairs collapse. Push one or both of the wooden crates under the stairs so you can jump up.
12. Cross the room, go up the interior stairs, and enter the door to the second floor.
13. Use the telescope to see the bay (turn the ring on the outside to focus). You can see the island prison and the lighthouse. Suddenly a voice behind you says "Looking for Someone?" (This is spoken dialogue, not a speech balloon, so it may spook you! Sound is rare on Poptropica.)
14. It isn't a ghost, just an old woman who offers you information. She says to tell the bakery owner, Jane, that "Fiona sent you." Exit the house and go there.
Gingerbread House Bakery
15. The baker, Jane, is actually a secret ghost hunter. She will provide you with a thermal scanner, an EMF detector, a thermometer, and a camera. Each piece of the equipment will flash at the lower left of your screen when it is time to use it.
16. Look on the table to the right and click on the plate to get some Hot Cross Buns. Exit the Gingerbread House and go left, all the way to the Cemetery again.
Cemetery - *The Cemetery Specter
17. Click on the gates to enter the cemetery. This entrance is marked with the letter H on the "maze view." You will have to navigate through the maze by clicking the "ahead" arrow or the "turn" arrows to change direction.
18. Make your way to the upper right of the map and you will find a gate labeled "B" and then to the upper left where there is gate marked "A" (from this point on, you can go there just by clicking the letters A, B, or H on the map).
19. Go through gate A and go to the right. Jump on top of the large grave and get up on the hill. A woman ghost hunter will appear and tell you to hide, and soon a robed figure will appear carrying a rose. Use your camera to get his picture.
20. Leave Lot A and go across to Lot B. There is a weird ghost hunter who is trying to detect the sounds of ghosts. Leave him and enter the Engraver's shed. He has little to say at this point.
21. Exit the gate and click on the H to leave the cemetery, and go back to the Herald.
The Herald and the Bank - *The Tireless Thief
22. Talk to the editor at the herald and she will give you 50 dollars for the photo of the Specter. Take it to the bank to deposit it.
23. As the bank is closed, go down to the vault and see the guard and his dog Rusty.
24. When the guard enters the vault, Rusty begins to bark. Use the thermal imager to examine the vault and you will see a glowing form beneath the vault floor.
25. Exit the bank and go to the Herald, where a special edition of the paper features your photograph. Click on the stack of papers to see the headline. A group of the ghost hunters has gathered. The Magistrate arrives and disperses them.
26. At the same time, near the Haunted House, a small boat, the Kestrel, has come ashore. Go right to the beach to meet the boat pilot.
27. Give him the key to your inn room, and he will let you use his boat to travel into the bay. Click on "enter" to begin the boat view.
The Prison Island - *The Warden's Sweet Tooth (the Tireless Thief, part 2)
(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, and then a return to the Lighthouse when you try to go back to town)
28. Steer the boat across the bay (up and right) to the deserted prison. Climb up and enter through the doorway marked "repent."
29. Equip your EMF meter and search the prison using the elevator. As you go higher, the readings seem stronger, and you will reach level H, where the Warden's office is located.
30. Enter the office and you will see the desk chair rocking back and forth. Use the hot cross buns at the table and the warden's ghost will appear.
31. After eating the buns, the warden explains that he wants you to locate a prisoner who escaped long ago, leading to his disgrace. The prisoner was a forger sentenced to life in prison. His number was 24601 and his cell was on level D.
32. Go to level D, cell 8, and enter the cell. You will find a book that had a tool hidden in it, allowing the prisoner to dig his way out. When the warden locks you in, slide the bed to the right to reveal an escape tunnel.
33. Follow the tunnel. If you use the thermal imager, there is some sort of energy at the top right. Pick up the can of sardines, the pickaxe, and the note. The ghost of the prisoner will explain some of how he came to be there. For some reason, he was asked by a man named Henry Flatbottom to forge a note to a man named Valiant, who sailed from Hemlock Harbor and was lost in a shipwreck. When he escaped his cell, the tunneler could not dig through the metal vault floor and was trapped there.
34. Go back out of the tunnel, and use the pickaxe to escape from the cell.
35. Use the elevator to go back to section A, and leave the prison. Travel in the boat, across to the lighthouse (middle left side).
The Lighthouse - *The Restless Lighthouse Keeper
(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, but you can go to either, with only a little confusion, since the Lighthouse seems to send you back to the mainland)
36. Sail slightly up and left to reach the Lighthouse and dock there at the right side. As you enter, you acquire a torch to see through the darkness inside.
37. Light your torch at the burning one at the foot of the staircase.
38. (The Windy Staircase) You will have some difficulty going up because a strong wind blows down the stairs at regular intervals. You can see it blowing leaves as you go up. You have to duck down for the entire time that the leaves are moving. If you stand in the wind, the torch is blown out and you are tossed to the bottom of the stairs. The easiest way is to move one bit at a time, no more than a dozen steps, then quickly duck (crouch down) until all of the leaves have passed. Then quickly make your next move and duck again.
39. At the top, jump to the rope and climb to the room below the searchlight.
40. To detect any ghosts, use the thermometer sensor by placing it on the wall. Now if any ghosts come, it will alert you to the colder temperature.
41. Climb the broken ladder at right to reach the outside of the tower.
42. Turn on the searchlight and examine the bay. There are reefs at the upper left, and a large building (the prison) at the far right. You can now leave the lighthouse, and the fastest way is to jump down to the water or onto your boat. Sail the boat up back to the beach at right and dock there.
43. As you land, the thermometer goes off, and you return to the lighthouse.
44. As you enter, an invisible ghost carries a torch up the stairs. You can follow because there is no wind.
45. In the room, you meet the ghost of the Lighthouse Keeper, who fell asleep and allowed a ship to crash into the reefs. Exit the lighthouse and travel in the boat to the reef.
46. You will find a locket bearing a note supposedly from Fiona, who was the woman you met in the Haunted House. Travel back to the island and go to the House.
The Haunted House
47. Enter the house and find Fiona on the 2nd floor. Give her the locket and she tells how the man she loved, Valiant, was tricked by the forged note and died in the shipwreck. She says she threw a ring into the town fountain.
48. Pick up the scrapbook she drops to examine the old photos in it. Leave and go to the fountain on Main Street to look for the ring.
Main Street and the Cemetery
49. At the fountain, a seagull guards its nest on the fountain. Use the can of sardines to lure it away, and find the shiny ring in the top of the fountain. The engraving suggests a visit to the Engraver in the cemetery.
50. Go to the cemetery, and click the B to reach the B gate and talk to the Engraver. He suggests you look up the date August 18, 1929 in the newspaper archives.
51. Exit the cemetery (click on the H gate) and go to the Herald.
52. Downstairs, you can now use the microfiche viewer to look at old stories in the archives. Turn the right handle clockwise until it reaches 1929, then zoom in to read. Henry Flatbottom is the town magistrate, dedicating a memorial to his "friend" Valiant Lovejoy, who died with the sailors aboard the ship Mermaid when it hit the reef. You go back to investigate Lot A of the cemetery.
53. At lot A, go left to find a tomb unsealed. Push the lid off and climb down into the chamber below.
54. There is a complex maze of tunnels, which you can go through by watching for the pinkflower petals that blow in from the correct door. Go up, up, right, up, left, left, down, left, down, down, left, up, left, up, and right to reach the ladder in the left side of the maze.
55. The tunnel exits through the stump outside the cemetery gate, which is hollow. Hide at the left until the Cemetery Specter approaches, and sneezes (?). Chase the Specter down through the stump, and to the right across lot A.
56. When you reach the gravestone at the upper right, the Specter is revealed to be the Magistrate, who has been bringing roses to the grave of...Fiona. (Yes, you were talking to a ghost in the Haunted House.) Rather than marrying the Magistrate, she remained faithful to her lost love, Valiant. The 4 ghosts (Fiona, the Thief, the Warden, and the Keeper) arrive to forgive the Magistrate for his crimes. The ghost of Valiant Lovejoy appears and he and Fiona are together at last. All of the ghosts disappear and the Magistrate gives you the Island Medallion.
---
Notes:
1) The one disparity of the island (playing the prison before the lighthouse) should have been avoided. Apparently you play the lighthouse first, then the prison, and then when you finish the prison and go to shore, you are summoned back to the lighthouse and meet the Keeper. This eliminates the "go right back" shown above for the Lighthouse.
2) An odd glitch can occur at the Inn. Instead of explaining about the old woman ghost, the Inn owners will sometimes act as multiplayer avatars (Chat/ Battle).
Cemetery / Main Street / Inn and Haunted House
(Main street includes the Gingerbread House Bakery, the Bank, and the Hemlock Herald paper)
1. If you go right, you will find that there are no rooms available at the Inn.
2. Go left past the Visitor Center (multi-player room). If you stop at the newspaper, the Hemlock Herald, you find that the editor is offering a reward for ghost sightings (there are some spooky things going on at the paper itself). In the Bank, they are closing up, and the Vault is closed except for deposits. At the Gingerbread House, a man with salt will give you some "to chase away spirits." Go left to the Cemetery.
Cemetery and Herald and back
3. Meet a tour guide offering tours of the "Celebrity Spirits." The Magistrate has prohibited ghost hunting in the town, and when he appears, the tour guide leaves. She drops a pamphlet that lists information on the 5 historic ghosts in the town.
-- The Tireless Thief (the bank)
-- The Cemetery Specter (the cemetery)
-- The Woman in the Window (haunted house)
-- The Restless Lighthouse Keeper (lighthouse)
-- The Warden's Sweet Tooth (island prison)
(You cannot pursue any of them until you have the proper equipment.)
4. Near the cemetery gate is a young man trying to find his uncle's burial plot. He asks you to research the archives at the newspaper. Go there and go down into the basement to open the Archives. The uncle, Silas Moon, is on page 4 and is listed as Lot C, plot 84. Take this information back to the man at the Cemetery and he gives you his room key at the Inn.
Discomfort Inn - *The Woman in the Window
5. Go right to the Haunted (Discomfort) Inn and check in at the desk. Go up to room 2-B. You will lie down and fall asleep. But you will soon wake up to discover that things in the room are moving!
6. Go to the cabinet and open it, to reveal that the two Inn owners are playing a trick on you. But they insist that the Woman in the Window is real, and that she will appear if music is played.
7. Go downstairs and now you can pick up the Violin next to the piano.
8. Go out and right to where a ghost hunter has set up his tent. Use it to bounce up to the Haunted House and use the violin. Slide the bow back and forth until the entire song is played. You will see some faint activity at the upper window.
9. Climb down to see the ghost hunter. The Magistrate will arrive and take him away. Use his binoculars to look up at the house. You will see a figure in the attic window.
10. Bounce up again and enter the house through the metal basement door.
11. Go left, but the stairs collapse. Push one or both of the wooden crates under the stairs so you can jump up.
12. Cross the room, go up the interior stairs, and enter the door to the second floor.
13. Use the telescope to see the bay (turn the ring on the outside to focus). You can see the island prison and the lighthouse. Suddenly a voice behind you says "Looking for Someone?" (This is spoken dialogue, not a speech balloon, so it may spook you! Sound is rare on Poptropica.)
14. It isn't a ghost, just an old woman who offers you information. She says to tell the bakery owner, Jane, that "Fiona sent you." Exit the house and go there.
Gingerbread House Bakery
15. The baker, Jane, is actually a secret ghost hunter. She will provide you with a thermal scanner, an EMF detector, a thermometer, and a camera. Each piece of the equipment will flash at the lower left of your screen when it is time to use it.
16. Look on the table to the right and click on the plate to get some Hot Cross Buns. Exit the Gingerbread House and go left, all the way to the Cemetery again.
Cemetery - *The Cemetery Specter
17. Click on the gates to enter the cemetery. This entrance is marked with the letter H on the "maze view." You will have to navigate through the maze by clicking the "ahead" arrow or the "turn" arrows to change direction.
18. Make your way to the upper right of the map and you will find a gate labeled "B" and then to the upper left where there is gate marked "A" (from this point on, you can go there just by clicking the letters A, B, or H on the map).
19. Go through gate A and go to the right. Jump on top of the large grave and get up on the hill. A woman ghost hunter will appear and tell you to hide, and soon a robed figure will appear carrying a rose. Use your camera to get his picture.
20. Leave Lot A and go across to Lot B. There is a weird ghost hunter who is trying to detect the sounds of ghosts. Leave him and enter the Engraver's shed. He has little to say at this point.
21. Exit the gate and click on the H to leave the cemetery, and go back to the Herald.
The Herald and the Bank - *The Tireless Thief
22. Talk to the editor at the herald and she will give you 50 dollars for the photo of the Specter. Take it to the bank to deposit it.
23. As the bank is closed, go down to the vault and see the guard and his dog Rusty.
24. When the guard enters the vault, Rusty begins to bark. Use the thermal imager to examine the vault and you will see a glowing form beneath the vault floor.
25. Exit the bank and go to the Herald, where a special edition of the paper features your photograph. Click on the stack of papers to see the headline. A group of the ghost hunters has gathered. The Magistrate arrives and disperses them.
26. At the same time, near the Haunted House, a small boat, the Kestrel, has come ashore. Go right to the beach to meet the boat pilot.
27. Give him the key to your inn room, and he will let you use his boat to travel into the bay. Click on "enter" to begin the boat view.
The Prison Island - *The Warden's Sweet Tooth (the Tireless Thief, part 2)
(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, and then a return to the Lighthouse when you try to go back to town)
28. Steer the boat across the bay (up and right) to the deserted prison. Climb up and enter through the doorway marked "repent."
29. Equip your EMF meter and search the prison using the elevator. As you go higher, the readings seem stronger, and you will reach level H, where the Warden's office is located.
30. Enter the office and you will see the desk chair rocking back and forth. Use the hot cross buns at the table and the warden's ghost will appear.
31. After eating the buns, the warden explains that he wants you to locate a prisoner who escaped long ago, leading to his disgrace. The prisoner was a forger sentenced to life in prison. His number was 24601 and his cell was on level D.
32. Go to level D, cell 8, and enter the cell. You will find a book that had a tool hidden in it, allowing the prisoner to dig his way out. When the warden locks you in, slide the bed to the right to reveal an escape tunnel.
33. Follow the tunnel. If you use the thermal imager, there is some sort of energy at the top right. Pick up the can of sardines, the pickaxe, and the note. The ghost of the prisoner will explain some of how he came to be there. For some reason, he was asked by a man named Henry Flatbottom to forge a note to a man named Valiant, who sailed from Hemlock Harbor and was lost in a shipwreck. When he escaped his cell, the tunneler could not dig through the metal vault floor and was trapped there.
34. Go back out of the tunnel, and use the pickaxe to escape from the cell.
35. Use the elevator to go back to section A, and leave the prison. Travel in the boat, across to the lighthouse (middle left side).
The Lighthouse - *The Restless Lighthouse Keeper
(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, but you can go to either, with only a little confusion, since the Lighthouse seems to send you back to the mainland)
36. Sail slightly up and left to reach the Lighthouse and dock there at the right side. As you enter, you acquire a torch to see through the darkness inside.
37. Light your torch at the burning one at the foot of the staircase.
38. (The Windy Staircase) You will have some difficulty going up because a strong wind blows down the stairs at regular intervals. You can see it blowing leaves as you go up. You have to duck down for the entire time that the leaves are moving. If you stand in the wind, the torch is blown out and you are tossed to the bottom of the stairs. The easiest way is to move one bit at a time, no more than a dozen steps, then quickly duck (crouch down) until all of the leaves have passed. Then quickly make your next move and duck again.
39. At the top, jump to the rope and climb to the room below the searchlight.
40. To detect any ghosts, use the thermometer sensor by placing it on the wall. Now if any ghosts come, it will alert you to the colder temperature.
41. Climb the broken ladder at right to reach the outside of the tower.
42. Turn on the searchlight and examine the bay. There are reefs at the upper left, and a large building (the prison) at the far right. You can now leave the lighthouse, and the fastest way is to jump down to the water or onto your boat. Sail the boat up back to the beach at right and dock there.
43. As you land, the thermometer goes off, and you return to the lighthouse.
44. As you enter, an invisible ghost carries a torch up the stairs. You can follow because there is no wind.
45. In the room, you meet the ghost of the Lighthouse Keeper, who fell asleep and allowed a ship to crash into the reefs. Exit the lighthouse and travel in the boat to the reef.
46. You will find a locket bearing a note supposedly from Fiona, who was the woman you met in the Haunted House. Travel back to the island and go to the House.
The Haunted House
47. Enter the house and find Fiona on the 2nd floor. Give her the locket and she tells how the man she loved, Valiant, was tricked by the forged note and died in the shipwreck. She says she threw a ring into the town fountain.
48. Pick up the scrapbook she drops to examine the old photos in it. Leave and go to the fountain on Main Street to look for the ring.
Main Street and the Cemetery
49. At the fountain, a seagull guards its nest on the fountain. Use the can of sardines to lure it away, and find the shiny ring in the top of the fountain. The engraving suggests a visit to the Engraver in the cemetery.
50. Go to the cemetery, and click the B to reach the B gate and talk to the Engraver. He suggests you look up the date August 18, 1929 in the newspaper archives.
51. Exit the cemetery (click on the H gate) and go to the Herald.
52. Downstairs, you can now use the microfiche viewer to look at old stories in the archives. Turn the right handle clockwise until it reaches 1929, then zoom in to read. Henry Flatbottom is the town magistrate, dedicating a memorial to his "friend" Valiant Lovejoy, who died with the sailors aboard the ship Mermaid when it hit the reef. You go back to investigate Lot A of the cemetery.
53. At lot A, go left to find a tomb unsealed. Push the lid off and climb down into the chamber below.
54. There is a complex maze of tunnels, which you can go through by watching for the pinkflower petals that blow in from the correct door. Go up, up, right, up, left, left, down, left, down, down, left, up, left, up, and right to reach the ladder in the left side of the maze.
55. The tunnel exits through the stump outside the cemetery gate, which is hollow. Hide at the left until the Cemetery Specter approaches, and sneezes (?). Chase the Specter down through the stump, and to the right across lot A.
56. When you reach the gravestone at the upper right, the Specter is revealed to be the Magistrate, who has been bringing roses to the grave of...Fiona. (Yes, you were talking to a ghost in the Haunted House.) Rather than marrying the Magistrate, she remained faithful to her lost love, Valiant. The 4 ghosts (Fiona, the Thief, the Warden, and the Keeper) arrive to forgive the Magistrate for his crimes. The ghost of Valiant Lovejoy appears and he and Fiona are together at last. All of the ghosts disappear and the Magistrate gives you the Island Medallion.
---
Notes:
1) The one disparity of the island (playing the prison before the lighthouse) should have been avoided. Apparently you play the lighthouse first, then the prison, and then when you finish the prison and go to shore, you are summoned back to the lighthouse and meet the Keeper. This eliminates the "go right back" shown above for the Lighthouse.
2) An odd glitch can occur at the Inn. Instead of explaining about the old woman ghost, the Inn owners will sometimes act as multiplayer avatars (Chat/ Battle).
Spy ISLAND (WALK THROUGH)
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.
Notes :
- 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.
Notes :
- 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.
Nabooti ISLAND (WALK THROUGH)
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 the cell 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 the cell 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...
Charlie and the CHOCOLATE Factory ISLAND (WALK THROUGH)
Beginning the Quest
Main Street has three buildings: the Wonka store, the Post Office (multiplayer room), and the Corner Store. To the left are the Tenements, where Charlie Bucket and his family live. To the right is the Willy Wonka Chocolate factory.
1) The characters all tell the story of the coming tour of the Chocolate Factory, to be available only to the holders of 5 Golden Tickets. Charlie, outside the store, has no money to buy candy.
2) Go to the far left, and past the tenements to the Pay Phones. There is a Silver Coin in one of the phones. Bring it back to the Corner Store and go inside.
3) Give the coin to Charlie, who buys a Wonka bar. Open it to reveal a Golden Ticket.
4) Shove aside the people offering to buy the ticket so that Charlie can leave. Go out and run behind him. Click all of the crates and trash bins to keep anyone from catching him. (This is a long and repetitive chase scene.)
5) When Charlie leaves, it is the next day. A 6th Golden Ticket floats down outside the factory. Follow it left to the Tenements, and climb the building at far left to follow it. Bounce on the wire to cross to the upper right, where you will catch the ticket.
The Chocolate Factory
6) Go right to the factory and enter the gate. The parents of the kids are outside. Talk to all 5 kids, and Willy Wonka will appear to usher Charlie and the others inside. They are Augustus Gloop, Veruca Salt, Violet Beauregarde, and Mike Teavee.
7) When the kids run off, Willy asks you to get his cane. When you go left to pick it up, he disappears along with Charlie.
8) Go right and enter the work rooms. Each time you enter the hallway, the "room selector" will appear. Select a room and then follow the blue hands down until you fall into the room.
The Chocolate Room and the Fudge Room
9) Augustus is swimming in the chocolate and gets sucked up into the pipeline. Turn all three green wheels to send him off to the Fudge Room (at right).
10) In the fudge room, you have to rescue Augustus from the smasher and the fiery ovens. Turn the green wheel to send him to the smasher. Cross quickly to the left and press the green button on the computer to stop the smasher.
11) As he heads back to the right, wait at the oven and press the blue flame control to tighten the flame. Then press the flame-reducer red button on the computer control (at right) to let him safely pass.
12) As he goes left again through the main ovens, press any of the flame alternator buttons to switch the flames from the one he's under to the ones he's not under, until he exits at the left side. (* the key here is to reduce the first flame, then stand at the middle orange button -- if you try to move from button to button, you may lose). Enter the hallway and choose TV Room.
The TV Room and the Bubblegum Room
13) After Willy Wonka sends the candy bar, Mike goes under the camera and is sent to the TV at far left. Adjust the antenna on the set until he's clear.
14) In the Bubblegum Room, use the stretchers to restore him to "normal" (almost) by selecting a mid-range between Less and More for both the vertical and horizontal stretching. Enter the hallway and go to the Inventing Room.
The Inventing Room and the Juicing Room
15) Willy Wonka is at right explaining his "three-course meal gum" and Violet wants to try the prototype. (Jump on the large button at right to release a gumball.) Unfortunately, the gum is not perfected and she swells into a purple blueberry from the dessert. She goes into the Juicing Room.
16) There are 4 operating machines, and all you need to do is match the order of the fruits to the order of the machines so that Violet goes to the squeezer. Slide the four color blocks to the proper positions (on the square, not the holes). The orange goes next to the number 1, the yellow next to 2, the purple next to 4, and the red next to 3. Violet gets shrunken and you take the hallway at right and go to the Nut Room.
The Nut Room and the Incinerator
17) In the Nut Room, both Veruca and her dad are tossed in the trash and you follow. (You pick up a Walnut in passing.)
18) In the Incinerator, you have to stop all three generators and the backup to stop the conveyor belt taking them into the furnace.
19) Jump to the next level and pull the handle that drops a huge wad of old gum. Roll it right to gum up generator #1. Pull to get another ball and roll it right to block the squirrel door -- so that one cannot come out when you throw the switch on generator #2. Quickly go to the bottom and slide the trash can to the right, blocking the other doorway. Now you can shut off generator #3.
20) When the squirrel starts running in the backup cage, place the Walnut on the platform to his left. He will stop running and get the nut. You have saved the Salts.
21) In the process, you picked up a can of Whipped Cream that turns out to be useless because a different version is used in the final challenge. You also picked up some Fizzy Drink, which you use to exit through the vent in the ceiling. Take the hallway back to the Chocolate Room again, where Charlie is waiting with Wonka.
Chocolate Room and the Chocolate River
22) Before Wonka can finish his speech, Charlie is swept away down the river of chocolate and you have to follow to rescue him.
23) As you jump to floating objects, some will rapidly sink, so you have to jump quickly. For wide distances, there is a can of whipped cream that solidifies in the air, creating temporary walkways. You need to use these to cross the rocks (no place to stand) and in one place there is no time to use it if you jump onto the sinking candy grass first -- just use the whipped cream exclusively at this point. Since you only have seconds to use it, you may want to spray a second line beneath the one you are on, in case you have trouble.
* The main problem is that if you don't click directly on the can at upper right, your character will move that way, into the chocolate! Don't miss the click!
24) Reach Charlie and rescue him, but he gets the keys to the Factory anyway. You get the Island Medallion. To leave, use the hallway exit to the main entrance.
---
Bonus Quest for Paid Monthly Members
1) Three of Wonka's competitors have stolen three valuable recipes. You have to fly after them in the Glass Elevator to recover the recipes.
2) This is a much shorter timed version of the Red Dragon battle (though somewhat easier). Collect candies from the clouds and spray them in front of the airplanes to gum up their engines (which explode). You face each of the three planes separately and you have 40 seconds to blow each one up. This can be hard if they hide offscreen or if you cannot find a candy refill right away.
3) As each plane is defeated, you recover its recipe as the pilot bails out. You must do all three in the same try to win. The reward is the Helio-Gum (typo for Heli-Gum), a bubblegum that lifts you a short distance above the ground. It apparently will not help beat any quests, because you drop back to your original level.
Main Street has three buildings: the Wonka store, the Post Office (multiplayer room), and the Corner Store. To the left are the Tenements, where Charlie Bucket and his family live. To the right is the Willy Wonka Chocolate factory.
1) The characters all tell the story of the coming tour of the Chocolate Factory, to be available only to the holders of 5 Golden Tickets. Charlie, outside the store, has no money to buy candy.
2) Go to the far left, and past the tenements to the Pay Phones. There is a Silver Coin in one of the phones. Bring it back to the Corner Store and go inside.
3) Give the coin to Charlie, who buys a Wonka bar. Open it to reveal a Golden Ticket.
4) Shove aside the people offering to buy the ticket so that Charlie can leave. Go out and run behind him. Click all of the crates and trash bins to keep anyone from catching him. (This is a long and repetitive chase scene.)
5) When Charlie leaves, it is the next day. A 6th Golden Ticket floats down outside the factory. Follow it left to the Tenements, and climb the building at far left to follow it. Bounce on the wire to cross to the upper right, where you will catch the ticket.
The Chocolate Factory
6) Go right to the factory and enter the gate. The parents of the kids are outside. Talk to all 5 kids, and Willy Wonka will appear to usher Charlie and the others inside. They are Augustus Gloop, Veruca Salt, Violet Beauregarde, and Mike Teavee.
7) When the kids run off, Willy asks you to get his cane. When you go left to pick it up, he disappears along with Charlie.
8) Go right and enter the work rooms. Each time you enter the hallway, the "room selector" will appear. Select a room and then follow the blue hands down until you fall into the room.
The Chocolate Room and the Fudge Room
9) Augustus is swimming in the chocolate and gets sucked up into the pipeline. Turn all three green wheels to send him off to the Fudge Room (at right).
10) In the fudge room, you have to rescue Augustus from the smasher and the fiery ovens. Turn the green wheel to send him to the smasher. Cross quickly to the left and press the green button on the computer to stop the smasher.
11) As he heads back to the right, wait at the oven and press the blue flame control to tighten the flame. Then press the flame-reducer red button on the computer control (at right) to let him safely pass.
12) As he goes left again through the main ovens, press any of the flame alternator buttons to switch the flames from the one he's under to the ones he's not under, until he exits at the left side. (* the key here is to reduce the first flame, then stand at the middle orange button -- if you try to move from button to button, you may lose). Enter the hallway and choose TV Room.
The TV Room and the Bubblegum Room
13) After Willy Wonka sends the candy bar, Mike goes under the camera and is sent to the TV at far left. Adjust the antenna on the set until he's clear.
14) In the Bubblegum Room, use the stretchers to restore him to "normal" (almost) by selecting a mid-range between Less and More for both the vertical and horizontal stretching. Enter the hallway and go to the Inventing Room.
The Inventing Room and the Juicing Room
15) Willy Wonka is at right explaining his "three-course meal gum" and Violet wants to try the prototype. (Jump on the large button at right to release a gumball.) Unfortunately, the gum is not perfected and she swells into a purple blueberry from the dessert. She goes into the Juicing Room.
16) There are 4 operating machines, and all you need to do is match the order of the fruits to the order of the machines so that Violet goes to the squeezer. Slide the four color blocks to the proper positions (on the square, not the holes). The orange goes next to the number 1, the yellow next to 2, the purple next to 4, and the red next to 3. Violet gets shrunken and you take the hallway at right and go to the Nut Room.
The Nut Room and the Incinerator
17) In the Nut Room, both Veruca and her dad are tossed in the trash and you follow. (You pick up a Walnut in passing.)
18) In the Incinerator, you have to stop all three generators and the backup to stop the conveyor belt taking them into the furnace.
19) Jump to the next level and pull the handle that drops a huge wad of old gum. Roll it right to gum up generator #1. Pull to get another ball and roll it right to block the squirrel door -- so that one cannot come out when you throw the switch on generator #2. Quickly go to the bottom and slide the trash can to the right, blocking the other doorway. Now you can shut off generator #3.
20) When the squirrel starts running in the backup cage, place the Walnut on the platform to his left. He will stop running and get the nut. You have saved the Salts.
21) In the process, you picked up a can of Whipped Cream that turns out to be useless because a different version is used in the final challenge. You also picked up some Fizzy Drink, which you use to exit through the vent in the ceiling. Take the hallway back to the Chocolate Room again, where Charlie is waiting with Wonka.
Chocolate Room and the Chocolate River
22) Before Wonka can finish his speech, Charlie is swept away down the river of chocolate and you have to follow to rescue him.
23) As you jump to floating objects, some will rapidly sink, so you have to jump quickly. For wide distances, there is a can of whipped cream that solidifies in the air, creating temporary walkways. You need to use these to cross the rocks (no place to stand) and in one place there is no time to use it if you jump onto the sinking candy grass first -- just use the whipped cream exclusively at this point. Since you only have seconds to use it, you may want to spray a second line beneath the one you are on, in case you have trouble.
* The main problem is that if you don't click directly on the can at upper right, your character will move that way, into the chocolate! Don't miss the click!
24) Reach Charlie and rescue him, but he gets the keys to the Factory anyway. You get the Island Medallion. To leave, use the hallway exit to the main entrance.
---
Bonus Quest for Paid Monthly Members
1) Three of Wonka's competitors have stolen three valuable recipes. You have to fly after them in the Glass Elevator to recover the recipes.
2) This is a much shorter timed version of the Red Dragon battle (though somewhat easier). Collect candies from the clouds and spray them in front of the airplanes to gum up their engines (which explode). You face each of the three planes separately and you have 40 seconds to blow each one up. This can be hard if they hide offscreen or if you cannot find a candy refill right away.
3) As each plane is defeated, you recover its recipe as the pilot bails out. You must do all three in the same try to win. The reward is the Helio-Gum (typo for Heli-Gum), a bubblegum that lifts you a short distance above the ground. It apparently will not help beat any quests, because you drop back to your original level.
Super VILLAIN ISLAND (WALK THROUGH)
1) When you arrive, you are on an oil rig in the middle of the ocean. Go to the Control Room and speak to the supervisor in the office, who is getting a call from a Dr. Jupiter on a secret nearby island. She is wary of sending anyone to help him, but she is curious about what is going on, Agree to go there and board the helicopter outside.
2) The helicopter cannot land due to a storm, so you have to jump down to the island by parachute. You jump and float down through the thunderstorm. When you see a lightning bolt about to strike, steer away from it (it can set your parachute on fire). Eventually you will fall into the ocean near the island. Avoid the clouds to minimize your falling time.
3) Swim to the right and climb up the rocks to the top surface, where there appears to be nothing but a security camera. Jump on top of the rock next to the camera. When you're up in the air, the camera will point up, which signals the rock wall to open. You can enter. The signpost says Erewhon Prison (anagram of nowhere). It is designed for imprisoned super-villains. Talk to the guards who will take you through a scanning and decontamination procedure. Enter the Guard Room and call the elevator which will take you into the prison complex.
4) In the Dream Lab, Dr. Jupiter explains that he is seeking to cure criminals of their compulsions by removing "totems of evil" from their subconscious minds. Inside sealed chambers are the Binary Bard, Captain Crawfish, the Black Widow, and Dr. Hare, all fast asleep. The doctor wants you to go inside their dreams to retrieve the hidden totems, potentially curing them of their criminal ways.
5) You enter the dreams through the Dream Machine. Stand on the platform and click on the up-down buttons to select the villain whose dream you are going to enter. Then press the start button to enter a dream.
- The Binary Bard (Mordred) is in a mechanical maze, with swinging doors, robots, and flying spike plants
- Captain Crawfish is asleep within his own dream, appearing as multiple versions of himself
- Black Widow is dreaming she still has her treasure trove of stolen art
- Dr. Hare is having a nightmare in which he is tiny and is carried away into an underground anthill
[NOTE] You will have to go back and forth to the 4 dreams to get the items you need to obtain each totem.
- The paint cleaner for dream 3 is in dream 2, and the sprayer in dream 4.
- The crystal key for dream 1 is in dream 3.
- The shrinking potion for dream 2 is in dream 3.
- The drill for dream 4 (part 2) is in dream 1.
So the most efficient path is dreams 2, 4, 3, 2, 1, and 4 : you get the turpentine in 2, the sprayer in 4, the shrinking potion and crystal key in 3, and the diamond drill in 1. As soon as you complete 3, you can finish 2 and 1, and then 4.
In the Dreams
6) There is nothing to do yet in dream 1. The Bard, as Mordred, is trapped in a room because the door is banging open and shut. You can't get through, and he says "If only there was a way to slow it down . . ."
7) In Captain Crawfish's dream (dream 2), the pirate versions of him are all sleeping as their beds roll back and forth on the deck. Avoid the sliding beds by jumping onto the lights. You cannot touch any of the sleeping pirates, or they will wake up and you must restart the dream.
8) Jump to get the red key in the box over the door. It opens a chest on the lower deck. Go to the lower deck. Beware of the swinging anchors that will whack you if you get too near. Open the chest to reveal a Stopwatch (a rather specialized device that stops time temporarily). Jump up and get the green key from the bottom cabinet. This opens the chest at the upper left on the top deck, containing some grog-based Turpentine. There is a bottle at the upper right that has a ship in it, but you cannot get to it at the moment. Leave the dream.
9) There is nothing you can do yet in dream 3. In the Black Widow's dream, you are in an art room with famous paintings that the Black Widow has vandalized using paint. Although the turpentine could clean them, you have nothing to apply it with.
10) In dream 4, Dr. Hare is having a nightmare in which he is tiny and being carried down into the ground by red ants. You are equally tiny and carrying a pick-axe with which you can (with a few clicks) dig away the rock to go deeper into the ground. You have to avoid the red ants, which can sting you, as too many stings will force you to start over. Fortunately, you can use your axe to kill them if you use it right. After digging past several levels, you will reach a drop to another level. [NOTE: There should be no need to climb back out of the hole. You need to reach the bottom or you cannot complete the quest.]
11) As you tunnel down, some of the blocks are metal and cannot be dug through. At the bottom of the second level is a metal blocking row and you can go no further. At the metal barrier, you will find a Paint Sprayer.
12) Leave dream 4 and enter the Black Widow's dream. She is defacing the art with paint. She will call down spiders on their webs to attack you. Click on the turpentine, then click the sprayer to equip it. Click on each painting and you will shrink down and land on the painting. When you are close enough, you can click to spray turpentine on the paint to remove it. You have to spray all of the letters and symbols on all three paintings. To complicate things, the same spiders that were dangling in the art room are also moving up and down on weblines and will sting you.
13) On the first painting (Picasso's Three Musicians), you can bounce on the guitar strings or just climb around past the spiders to remove UGLY. Go to the upper left and you will find a bottle of Shrinking Potion. Clean the painting and exit at the upper right.
14) On the second painting (Van Gogh's Starry Night), remove the letters TRASH as above. On the upper right, you will find the Crystal Key hanging. Complete the cleaning and exit at the glowing star, along the left side.
15) On the third painting (Monet's Water Lilies), erase the letters NOT ART and the hourglass symbols. Exit at the middle near the top.
16) When all the paintings are clean, the Black Widow attacks you. Dodge her and spray her self-portrait with the sprayer. This will dissolve the painting, stopping her and revealing thePaint Brush totem. You wake up.
17) At this point, you can complete two more of the three remaining dreams. Enter Captain Crawfish's dream again and go to the Ship in a Bottle. Use the shrinking potion to enter the bottle. To break the bottle, you will need to fire one of the cannons.
There are two cannons sliding around on the spars. Go behind each of them as they roll and click the wooden boxes to close them when they are inside. Then go to the cannon in the dinghy near the bottom and fire it. The cannonball will shatter the glass bottle. You receive the Ship Totem and wake up.
18) Enter the Binary Bard's dream. Equip the Stopwatch and press the spacebar to freeze time when the door is as wide open as it gets. Mordred will flee. Chase him through the door and into the chamber with Merlin the Owl. Merlin will attack and grab you, so elude him and click the door as before. In the next room, you are attacked by the Mechanical Mouse. Freeze it when it is near the right side and you can use it to jump over the high wall. Click on the vault door to enter the Workshop.
19) In order to get across the room, you have to use the stopwatch to freeze the tossed spike plants, allowing you to jump on their safe unspiky bottoms. Use the plants to move all the way to the right along the bottom. At the right side, use them to jump upward. (*Where there are 3 plants, freeze them when the closest one is moving left and almost back in the dock.)
Go back left to the middle, where you will find the Diamond Drill. Jump to the keyhole platform and open the clock chamber with the Crystal Key.
20) The Binary Bard will attack you with spinner blades as his clock mechanism powers up. You can short out the giant clock by using the stopwatch to freeze it when the hands are exactly connected to any two of the power connections at the numbers 12, 3, or 9 (i.e. when the clock reads 3 or 9 o'clock). After three freezes, the clock shorts out and you receive theAstrolabe Totem. You wake up.
21) Enter Dr. Hare's dream again. You dig down through the anthill again, but you can equip the Diamond Drill to dig through the unbreakable metal squares as well. In the lower section of the dig, you encounter blue ants that can break the ground, too. Dig down quickly and find Dr. Hare. Drilling out the top squares in the block to his right reveals the Golden Carrot Totem.
Dr. Jupiter Revealed
22) When you wake up and have all 4 totems, they are taken by Dr. Jupiter, who is revealed to actually be the Greek god Zeus from Mythology Island. He plans to conquer all of Poptropica with the power of the totems. He wastes no time in a destructive rampage across the islands of Poptropica.
23) You find yourself in the water with the 4 villains, who swim away. Suddenly the god Poseidon (Zeus's brother) rises on an island under you. He gives you his lightning-firing trident to use to fight Zeus. (This is very similar to the fight on Mythology Island).
Battle with Zeus
23) You appear at the Statue of Liberty, which has been altered by Zeus into his own image. The 4 totems are attached to it and providing power to Zeus. Flying on clouds of pink energy, use the lightning bolts from the trident to shoot the 4 totems to knock them loose and deactivate them. This takes from 8 to 12 hits on each. Meanwhile, Zeus will be firing bolts at you, and the totems will manifest flaming meteors and phantom cloud cannons to shoot at you.
* Collect the pink clouds that float near you to maintain your power. Hits will knock them loose. If you lose them all, you will fall and have to start the battle over.
24) Once you knock the 4 totems from the statue, you have to duel with Zeus. You can tell when Zeus is weakening because the number of clouds under him grows smaller.
25) After you remove all his clouds (you have to hit him with a couple of dozen bolts), he will attack you using giant thunderbolts from the statue's eyes. Shoot the eyes until he is defeated (again).
16) Back at the Prison island, Zeus is locked into the Dream Machine, and you receive the Island Medallion. Exit the prison through the elevator and the guard room, and call the helicopter with your walkie-talkie.
You have to return to the oil rig to leave Super Villain Island on the blimp.
---
Notes:
1) The meteors and cannonballs in the Zeus fight were added after the initial release in early access.
2) Due to a glitch, your parachute may only appear if you are hit by lightning which will set it on fire, more for each hit.
Bonus Quest for Paid Monthly Members Only
The prisoners from Super Power Island have broken loose and are holding a hostage. The security override is only known by "Dr. Jupiter" (the sleeping Zeus). You will have to enter his dream and recover the 12 letters of the system password.
For each of three color-inverted, upside-down scenes from Mythology Island, you will recover 4 password letters. Because the scenes are upside-down, you will tend to "fall" upward. The letters are Z3US in the inverted Minotaur Maze, TH3G at the inverted Tree of Immortality, and R34T at the inverted Mount Olympus -- it spells "Zeus the great." Zeus appears in the dream's outdoor scenes and tries to stop you from finishing.
Recovering the password awards you the "Dream Guardian" hooded costume.
2) The helicopter cannot land due to a storm, so you have to jump down to the island by parachute. You jump and float down through the thunderstorm. When you see a lightning bolt about to strike, steer away from it (it can set your parachute on fire). Eventually you will fall into the ocean near the island. Avoid the clouds to minimize your falling time.
3) Swim to the right and climb up the rocks to the top surface, where there appears to be nothing but a security camera. Jump on top of the rock next to the camera. When you're up in the air, the camera will point up, which signals the rock wall to open. You can enter. The signpost says Erewhon Prison (anagram of nowhere). It is designed for imprisoned super-villains. Talk to the guards who will take you through a scanning and decontamination procedure. Enter the Guard Room and call the elevator which will take you into the prison complex.
4) In the Dream Lab, Dr. Jupiter explains that he is seeking to cure criminals of their compulsions by removing "totems of evil" from their subconscious minds. Inside sealed chambers are the Binary Bard, Captain Crawfish, the Black Widow, and Dr. Hare, all fast asleep. The doctor wants you to go inside their dreams to retrieve the hidden totems, potentially curing them of their criminal ways.
5) You enter the dreams through the Dream Machine. Stand on the platform and click on the up-down buttons to select the villain whose dream you are going to enter. Then press the start button to enter a dream.
- The Binary Bard (Mordred) is in a mechanical maze, with swinging doors, robots, and flying spike plants
- Captain Crawfish is asleep within his own dream, appearing as multiple versions of himself
- Black Widow is dreaming she still has her treasure trove of stolen art
- Dr. Hare is having a nightmare in which he is tiny and is carried away into an underground anthill
[NOTE] You will have to go back and forth to the 4 dreams to get the items you need to obtain each totem.
- The paint cleaner for dream 3 is in dream 2, and the sprayer in dream 4.
- The crystal key for dream 1 is in dream 3.
- The shrinking potion for dream 2 is in dream 3.
- The drill for dream 4 (part 2) is in dream 1.
So the most efficient path is dreams 2, 4, 3, 2, 1, and 4 : you get the turpentine in 2, the sprayer in 4, the shrinking potion and crystal key in 3, and the diamond drill in 1. As soon as you complete 3, you can finish 2 and 1, and then 4.
In the Dreams
6) There is nothing to do yet in dream 1. The Bard, as Mordred, is trapped in a room because the door is banging open and shut. You can't get through, and he says "If only there was a way to slow it down . . ."
7) In Captain Crawfish's dream (dream 2), the pirate versions of him are all sleeping as their beds roll back and forth on the deck. Avoid the sliding beds by jumping onto the lights. You cannot touch any of the sleeping pirates, or they will wake up and you must restart the dream.
8) Jump to get the red key in the box over the door. It opens a chest on the lower deck. Go to the lower deck. Beware of the swinging anchors that will whack you if you get too near. Open the chest to reveal a Stopwatch (a rather specialized device that stops time temporarily). Jump up and get the green key from the bottom cabinet. This opens the chest at the upper left on the top deck, containing some grog-based Turpentine. There is a bottle at the upper right that has a ship in it, but you cannot get to it at the moment. Leave the dream.
9) There is nothing you can do yet in dream 3. In the Black Widow's dream, you are in an art room with famous paintings that the Black Widow has vandalized using paint. Although the turpentine could clean them, you have nothing to apply it with.
10) In dream 4, Dr. Hare is having a nightmare in which he is tiny and being carried down into the ground by red ants. You are equally tiny and carrying a pick-axe with which you can (with a few clicks) dig away the rock to go deeper into the ground. You have to avoid the red ants, which can sting you, as too many stings will force you to start over. Fortunately, you can use your axe to kill them if you use it right. After digging past several levels, you will reach a drop to another level. [NOTE: There should be no need to climb back out of the hole. You need to reach the bottom or you cannot complete the quest.]
11) As you tunnel down, some of the blocks are metal and cannot be dug through. At the bottom of the second level is a metal blocking row and you can go no further. At the metal barrier, you will find a Paint Sprayer.
12) Leave dream 4 and enter the Black Widow's dream. She is defacing the art with paint. She will call down spiders on their webs to attack you. Click on the turpentine, then click the sprayer to equip it. Click on each painting and you will shrink down and land on the painting. When you are close enough, you can click to spray turpentine on the paint to remove it. You have to spray all of the letters and symbols on all three paintings. To complicate things, the same spiders that were dangling in the art room are also moving up and down on weblines and will sting you.
13) On the first painting (Picasso's Three Musicians), you can bounce on the guitar strings or just climb around past the spiders to remove UGLY. Go to the upper left and you will find a bottle of Shrinking Potion. Clean the painting and exit at the upper right.
14) On the second painting (Van Gogh's Starry Night), remove the letters TRASH as above. On the upper right, you will find the Crystal Key hanging. Complete the cleaning and exit at the glowing star, along the left side.
15) On the third painting (Monet's Water Lilies), erase the letters NOT ART and the hourglass symbols. Exit at the middle near the top.
16) When all the paintings are clean, the Black Widow attacks you. Dodge her and spray her self-portrait with the sprayer. This will dissolve the painting, stopping her and revealing thePaint Brush totem. You wake up.
17) At this point, you can complete two more of the three remaining dreams. Enter Captain Crawfish's dream again and go to the Ship in a Bottle. Use the shrinking potion to enter the bottle. To break the bottle, you will need to fire one of the cannons.
There are two cannons sliding around on the spars. Go behind each of them as they roll and click the wooden boxes to close them when they are inside. Then go to the cannon in the dinghy near the bottom and fire it. The cannonball will shatter the glass bottle. You receive the Ship Totem and wake up.
18) Enter the Binary Bard's dream. Equip the Stopwatch and press the spacebar to freeze time when the door is as wide open as it gets. Mordred will flee. Chase him through the door and into the chamber with Merlin the Owl. Merlin will attack and grab you, so elude him and click the door as before. In the next room, you are attacked by the Mechanical Mouse. Freeze it when it is near the right side and you can use it to jump over the high wall. Click on the vault door to enter the Workshop.
19) In order to get across the room, you have to use the stopwatch to freeze the tossed spike plants, allowing you to jump on their safe unspiky bottoms. Use the plants to move all the way to the right along the bottom. At the right side, use them to jump upward. (*Where there are 3 plants, freeze them when the closest one is moving left and almost back in the dock.)
Go back left to the middle, where you will find the Diamond Drill. Jump to the keyhole platform and open the clock chamber with the Crystal Key.
20) The Binary Bard will attack you with spinner blades as his clock mechanism powers up. You can short out the giant clock by using the stopwatch to freeze it when the hands are exactly connected to any two of the power connections at the numbers 12, 3, or 9 (i.e. when the clock reads 3 or 9 o'clock). After three freezes, the clock shorts out and you receive theAstrolabe Totem. You wake up.
21) Enter Dr. Hare's dream again. You dig down through the anthill again, but you can equip the Diamond Drill to dig through the unbreakable metal squares as well. In the lower section of the dig, you encounter blue ants that can break the ground, too. Dig down quickly and find Dr. Hare. Drilling out the top squares in the block to his right reveals the Golden Carrot Totem.
Dr. Jupiter Revealed
22) When you wake up and have all 4 totems, they are taken by Dr. Jupiter, who is revealed to actually be the Greek god Zeus from Mythology Island. He plans to conquer all of Poptropica with the power of the totems. He wastes no time in a destructive rampage across the islands of Poptropica.
23) You find yourself in the water with the 4 villains, who swim away. Suddenly the god Poseidon (Zeus's brother) rises on an island under you. He gives you his lightning-firing trident to use to fight Zeus. (This is very similar to the fight on Mythology Island).
Battle with Zeus
23) You appear at the Statue of Liberty, which has been altered by Zeus into his own image. The 4 totems are attached to it and providing power to Zeus. Flying on clouds of pink energy, use the lightning bolts from the trident to shoot the 4 totems to knock them loose and deactivate them. This takes from 8 to 12 hits on each. Meanwhile, Zeus will be firing bolts at you, and the totems will manifest flaming meteors and phantom cloud cannons to shoot at you.
* Collect the pink clouds that float near you to maintain your power. Hits will knock them loose. If you lose them all, you will fall and have to start the battle over.
24) Once you knock the 4 totems from the statue, you have to duel with Zeus. You can tell when Zeus is weakening because the number of clouds under him grows smaller.
25) After you remove all his clouds (you have to hit him with a couple of dozen bolts), he will attack you using giant thunderbolts from the statue's eyes. Shoot the eyes until he is defeated (again).
16) Back at the Prison island, Zeus is locked into the Dream Machine, and you receive the Island Medallion. Exit the prison through the elevator and the guard room, and call the helicopter with your walkie-talkie.
You have to return to the oil rig to leave Super Villain Island on the blimp.
---
Notes:
1) The meteors and cannonballs in the Zeus fight were added after the initial release in early access.
2) Due to a glitch, your parachute may only appear if you are hit by lightning which will set it on fire, more for each hit.
Bonus Quest for Paid Monthly Members Only
The prisoners from Super Power Island have broken loose and are holding a hostage. The security override is only known by "Dr. Jupiter" (the sleeping Zeus). You will have to enter his dream and recover the 12 letters of the system password.
For each of three color-inverted, upside-down scenes from Mythology Island, you will recover 4 password letters. Because the scenes are upside-down, you will tend to "fall" upward. The letters are Z3US in the inverted Minotaur Maze, TH3G at the inverted Tree of Immortality, and R34T at the inverted Mount Olympus -- it spells "Zeus the great." Zeus appears in the dream's outdoor scenes and tries to stop you from finishing.
Recovering the password awards you the "Dream Guardian" hooded costume.
Super Power ISLAND (WALK THROUGH)
- 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 Massive Hawk, 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 you special 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 Massive Hawk "saves the day", and gets your Medallion!
- Go to confront Massive at the comic book store. He might be hungry. Offer him your Hot Dog.
_______________________________________________________________________________________________________
NOTES : You cannot catch crooks without getting an ID and the handcuffs/files. You cannot get a costume without an ID, but you can get an ID and not a costume. If you turn the water wheel right next to the Sewer Door, it will get too deep, so don't do that. The game seems to have gotten a bit mixed up, because you can answer the phone without ever talking to the Superhero.
Shark TOOTH ISLAND (WALK THROUGH)
When you arrive on the island, head immediately all the way to the right and follow the sign to the Ancient Ruins. You can stop by and visit some of the buildings like the Shark Museum on the way, but they’re not necessary for completing the mission. Go through the next short room and head to the right. You’ll arrive in the ancient ruins. Go all the way to the right and watch out for the dropping coconuts as you go. Go to the end and you’ll see a sign for Booga Bay. Go right again and head for the bay.
Go right through this short room and then you’ll arrive in lovely Booga Bay. Talk to the first guy you see at the Grass Skirts stand. He’ll give you a grass skirt so that you will look like a native islander. Put on the grass skirt and then head back left to the ancient ruins. When you arrive in the ruins, jump over the big stone in the middle so that you are standing on the left side of it and then push it to the right until it is underneath the vine right next to the palm tree. Now jump up on the top of the block. Watch out for falling coconuts and then jump up again to catch the vine.
Continue climbing up the vine and jumping up on the platforms on the tree until you get to the very top, where you’ll find a medicine man. He will talk to you because you look like an islander in your grass skirt. Click on him and ask him, “What else can you tell me?” He will tell you that deep in the temple there is a wall carving that will show you what you need to bring to him so that he can make a potion that will put the big shark to sleep.
Jump off the platform and keep going down until you reach the ground. Walk a short distance to the left and you’ll see the entrance to the temple. It is in the mouth of the big statue and has spider webs in it. Go inside and then jump down the platforms in the first area.
Soon, you’ll be standing on a platform and there will be a swinging platform to your left. Time your jump so that you land on it and then keep moving to the left. You’ll reach a wall and then will need to go all the way to the bottom. Watch out for the purple bats, who will knock you over. Once you get to the bottom, go left and then jump all the way up again. Soon you’ll see a big green control panel in the upper left corner. Jump up onto that platform and click on the panel.
This panel will open the door to the left, but only if you press the correct teeth in the mouth. Counting from the left, you need to click on the 3rd, 4th, 6th and 7th teeth. Then press the big triangle above the teeth and between the two eyes. The door will open and you can go through it to the left. Keep going through the next passage and you’ll arrive inside a large chamber with a green vine hanging down. This one works a lot like the chamber before. Just jump onto the vine and drop all the way down to the bottom. Go left some more and you’ll come up to a big golden statue of the shark. Jump up on top of that statue and then over it. At this point, you can either jump up onto the swinging panel above you and keep going left, or just head straight across. If you jump up, you’ll get to a small pit with spikes in the walls. Jump down here and you’ll land next to an old skeleton with a bone in its mouth. Walk over to the bone to pick it up.
Now head right and go back to the shark statue. Climb back up to the top and jump on the swinging platform and go left until you get to the pit with the spikes in the walls. Wait here for the sliding platform to come close and then jump on it. Ride it to the other side of the pit and then jump off and exit to the left. Go through the passageway and you’ll arrive in another chamber with a green vine. Just jump down here and run across the floor until you get to a giant pedestal with an urn holding some green stuff in it. Jump up on top of that and you will get the Key Ingredient. There’s a vine here. Jump up onto it and climb up to leave the chamber. You’ll be in a small room with platforms. Keep jumping up to the top and then exit.
You’ll appear out of a hole in the sand right at the beginning part of the island next to the guy selling shark fins. You can get one from him if you like, but you don’t need it to solve the mission. Now walk to the right a little and talk to the guy standing next to the booth outside the Coconut Cafe. He will give you some carbonated coconut milk, which is the 3rd and final ingredient you need to bring to the Medicine Man.
Now go to the right and head for the ancient ruins. Push the stone in the middle back underneath the vine next to the tree and go back up to visit the Medicine Man. He will take all of the ingredients and create a potion for you. You’ll get the Calming Potion from him, which can be used to calm the Great Booga Shark. Jump off the tree to the right and head to Booga Bay.
After you arrive in Booga Bay, go to the right until you pass a fisherman and arrive at a cannon with a sign next to it that says, “Feed the Shark.” Click on the cannon and point it up in the air and then click again to launch the coconut with the potion in it into the bay. As soon as it lands in the water, the great Booga shark will appear and eat it. He’ll turn green and then fall asleep below the water. Click on the “Back” button in the upper-right corner of the game to return to the main screen. Now you can safely cross the water while the shark is sleeping. Cross the island and you will come to a small island. Go right at the end and you will then arrive next to Professor Hammerhead.
Talk to Professor Hammerhead and he will thank you for rescuing him and the boy and ask you to lead them back to the mainland. Head to the left again and back across the water. Both the professor and the boy will follow you. When you arrive back to where the crying woman is standing, she will thank you for rescuing her son. Professor Hammerhead will then give you a gold medallion and you have completed the adventure. Congratulations!
Go right through this short room and then you’ll arrive in lovely Booga Bay. Talk to the first guy you see at the Grass Skirts stand. He’ll give you a grass skirt so that you will look like a native islander. Put on the grass skirt and then head back left to the ancient ruins. When you arrive in the ruins, jump over the big stone in the middle so that you are standing on the left side of it and then push it to the right until it is underneath the vine right next to the palm tree. Now jump up on the top of the block. Watch out for falling coconuts and then jump up again to catch the vine.
Continue climbing up the vine and jumping up on the platforms on the tree until you get to the very top, where you’ll find a medicine man. He will talk to you because you look like an islander in your grass skirt. Click on him and ask him, “What else can you tell me?” He will tell you that deep in the temple there is a wall carving that will show you what you need to bring to him so that he can make a potion that will put the big shark to sleep.
Jump off the platform and keep going down until you reach the ground. Walk a short distance to the left and you’ll see the entrance to the temple. It is in the mouth of the big statue and has spider webs in it. Go inside and then jump down the platforms in the first area.
Soon, you’ll be standing on a platform and there will be a swinging platform to your left. Time your jump so that you land on it and then keep moving to the left. You’ll reach a wall and then will need to go all the way to the bottom. Watch out for the purple bats, who will knock you over. Once you get to the bottom, go left and then jump all the way up again. Soon you’ll see a big green control panel in the upper left corner. Jump up onto that platform and click on the panel.
This panel will open the door to the left, but only if you press the correct teeth in the mouth. Counting from the left, you need to click on the 3rd, 4th, 6th and 7th teeth. Then press the big triangle above the teeth and between the two eyes. The door will open and you can go through it to the left. Keep going through the next passage and you’ll arrive inside a large chamber with a green vine hanging down. This one works a lot like the chamber before. Just jump onto the vine and drop all the way down to the bottom. Go left some more and you’ll come up to a big golden statue of the shark. Jump up on top of that statue and then over it. At this point, you can either jump up onto the swinging panel above you and keep going left, or just head straight across. If you jump up, you’ll get to a small pit with spikes in the walls. Jump down here and you’ll land next to an old skeleton with a bone in its mouth. Walk over to the bone to pick it up.
Now head right and go back to the shark statue. Climb back up to the top and jump on the swinging platform and go left until you get to the pit with the spikes in the walls. Wait here for the sliding platform to come close and then jump on it. Ride it to the other side of the pit and then jump off and exit to the left. Go through the passageway and you’ll arrive in another chamber with a green vine. Just jump down here and run across the floor until you get to a giant pedestal with an urn holding some green stuff in it. Jump up on top of that and you will get the Key Ingredient. There’s a vine here. Jump up onto it and climb up to leave the chamber. You’ll be in a small room with platforms. Keep jumping up to the top and then exit.
You’ll appear out of a hole in the sand right at the beginning part of the island next to the guy selling shark fins. You can get one from him if you like, but you don’t need it to solve the mission. Now walk to the right a little and talk to the guy standing next to the booth outside the Coconut Cafe. He will give you some carbonated coconut milk, which is the 3rd and final ingredient you need to bring to the Medicine Man.
Now go to the right and head for the ancient ruins. Push the stone in the middle back underneath the vine next to the tree and go back up to visit the Medicine Man. He will take all of the ingredients and create a potion for you. You’ll get the Calming Potion from him, which can be used to calm the Great Booga Shark. Jump off the tree to the right and head to Booga Bay.
After you arrive in Booga Bay, go to the right until you pass a fisherman and arrive at a cannon with a sign next to it that says, “Feed the Shark.” Click on the cannon and point it up in the air and then click again to launch the coconut with the potion in it into the bay. As soon as it lands in the water, the great Booga shark will appear and eat it. He’ll turn green and then fall asleep below the water. Click on the “Back” button in the upper-right corner of the game to return to the main screen. Now you can safely cross the water while the shark is sleeping. Cross the island and you will come to a small island. Go right at the end and you will then arrive next to Professor Hammerhead.
Talk to Professor Hammerhead and he will thank you for rescuing him and the boy and ask you to lead them back to the mainland. Head to the left again and back across the water. Both the professor and the boy will follow you. When you arrive back to where the crying woman is standing, she will thank you for rescuing her son. Professor Hammerhead will then give you a gold medallion and you have completed the adventure. Congratulations!
Early POPTROPICA ISLAND (WALK THROUGH)
- Go all the way to the right until you arrive in Early Poptropica.
- Talk to the settlers. One of them says he is missing his pig and that a spider stole it.
- Another settler complains about a stolen bucket for the well.
- There is one more settler on top of the tower. He says they have lost their flag and need it back.
- Go all the way back to the beginning and you will see an open sewer grate by a fire hydrant.
- Go down inside the sewer and get the pig in the bottom right corner.
- Go back out of the sewer and get back onto the street.
- Find the guy who was missing his pig and click on him. He will take his pig back.
- Go down the well.
- Find the glow stick. It is in the upper-left corner.
- Go back up and get out of the well.
- Go left back to the start.
- Now you need to keep going left and get to Poptropica Towers.
- Find another pothole and go down.
- Explore the sewer maze below the street until you find a golden egg
- Get the egg.
- Work your way up the buildings until you get to the last one.
- Get to the top of the last one and go up the vine.
- Click on the giant.
- Keep on going right until you find a bucket and a jetpack.
- Once you find those items go back down to the street.
- Go back to Main Street and with the jetpack fly to the top of the water tower and retrieve the flag.
- Go back to Early Poptropica and give the man by the wall his water bucket.
- Go up to the tall wooden tower and give the man his flag.
- A ship will come to shore and you need to click on the man on the ship to get your medal.
Wimpy Wonderland ISLAND (WALK THROUGH)
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. (You can also jump from the tree after getting the combination, if you already moved the can.)
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. (see glitch below)
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. Click "examine" on the game guide to show him how to win. Then click on the TV monitor he's using and you will play the game.
**Beating Twisted Wizard - on the game Start screen, click the Wizard to enter easy Mode. Use the blocks to surround your Wizard, which can be roated with the spacebar. Then click once on the mouse to zap each attacking Ogre before it reaches you. Repair the wall and beat the next two waves of ogres. (see related question)
Exit and go left to Rowley's house to return the CD.
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 and rumble bike, 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 (Fredrick). 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. As the numbers roll out, quickly mark the numbers on all three of your cards. 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 in the player by the door (you may have to turn the volume up). The teens will all leave and 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. You need to measure exactly 4 liters, using the 10 liter bottle, the 5 liter cup, and the 3 liter dog dish. (Fill the dog dish, then pour into the cup; fill the dog dish again, leaving 4 liters in the bottle). 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 ("Tingy"). Exit Greg's house.
28) Follow Manny, who is driving the snowplow 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 (point the cursor and click to jump the bullies). You arruve just in time as Greg's mom comes home. Greg gives you the Island Medallion for all your help.
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. (You can also jump from the tree after getting the combination, if you already moved the can.)
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. (see glitch below)
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. Click "examine" on the game guide to show him how to win. Then click on the TV monitor he's using and you will play the game.
**Beating Twisted Wizard - on the game Start screen, click the Wizard to enter easy Mode. Use the blocks to surround your Wizard, which can be roated with the spacebar. Then click once on the mouse to zap each attacking Ogre before it reaches you. Repair the wall and beat the next two waves of ogres. (see related question)
Exit and go left to Rowley's house to return the CD.
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 and rumble bike, 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 (Fredrick). 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. As the numbers roll out, quickly mark the numbers on all three of your cards. 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 in the player by the door (you may have to turn the volume up). The teens will all leave and 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. You need to measure exactly 4 liters, using the 10 liter bottle, the 5 liter cup, and the 3 liter dog dish. (Fill the dog dish, then pour into the cup; fill the dog dish again, leaving 4 liters in the bottle). 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 ("Tingy"). Exit Greg's house.
28) Follow Manny, who is driving the snowplow 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 (point the cursor and click to jump the bullies). You arruve just in time as Greg's mom comes home. Greg gives you the Island Medallion for all your help.
Wimpy Boardwalk ISLAND (WALK THROUGH)
1. Greg Heffley and Rowley Jefferson are with Rowley's parents at the Boardwalk. Greg's $20 bill blows away and is picked up by two teens, who run off with it. If you follow them, they get away. To play the games, you would need tokens and you cannot get any in this area.
2. Head left to the Ride Area. There are a few scattered tokens to be found, including at the Popcorn Vendor and Fun House (you can get more by repeatedly entering and leaving). There is a trash can with stinging flies that you have to jump over. In the parking lot, talk to the woman who has lost her car keys.
3. Climb the Cranium Shaker ride and bring down the Trash Can lid. Go past the Bumper Cars and put it on the open can. Push the can *all the way to the right* until you reach the Cotton Candy. Open the lid and the flies go to the candy.
4. Sort through the trash until you uncover the Empty Popcorn Bag at the bottom. You can get a free refill from the popcorn vendor.
5. Head all the way right to the beach. Although you have a few tokens, you do not have to play any games right now.
6. On the beach, get some free sunblock from the man taking photos. Take it to the large sunburned guy near the water and give it to him. He will give you some oily lotion that he doesn't want.
7. Go to the woman under her umbrella and use the popcorn, which spills and attracts small seagulls. The birds chase the woman away.
8. Talk to the man with the metal detector, who is looking for something lost in the sand (you cannot help with this right away).
9. There is a walkway under the Boardwalk which is not used until the end. Climb the stairs back up onto the Boardwalk, where the teens are tricking people, and taunting Greg, by sticking his $20 bill up through the boards.
10. Go right to the beach again. There will be a seagull carrying something as he flies over. Jump up from the trash can to grab it. It is a keychain that has a photo of the man with the metal detector.
11. Return the keychain and he will give you the metal detector. Using it reveals a patch of sand near the umbrella. The detector flashes when it is near metal, and under the blanket you will find the missing car keys.
12. Use the detector again to find some tokens for the boardwalk games. You can find as many as you want, but you will probably only need about 15 or 20. As you pass near one, the detector blinks, then turns green when you find it. Click the green spot to pick up a token.
13. Go back to the boardwalk and *all the way left* to return the keys to the woman, and she will give you some flip flops. You will need these for the hot roof of the Arcade. Go back there.
14. At the arcade, the kid has lost his Flying Disk (frisbee) on the arcade roof. Put on the flip flops and climb up to get it for him. Give him the frisbee and he tells you how to get a free game at the broken Volcano Claw Machine.
15. Go to the claw machine and wiggle the handle, then use the claw to pick through the items. You just position the claw and drop it to pick up the items. The only thing that you eventually get (4th thing you pick up) is the Fake Vomit.
16. Take the Fake Vomit back left to the Bumper Cars, and use it there to get rid of the line of kids waiting to ride. You should see Rowley on the cars.
17. Drive the bumper car to run into Rowley in the red car. After you hit his car a few times, he drops his Lucky Rabbit's Foot. Pick it up and exit.
18. Go left to the Fun House, where you again find Rowley, who is stuck in the little kids' slide. Use the Oily Suntan Lotion to get him unstuck. He will slide down into the ball pit and uncover Fregley, whose mom gives you some leftover Fish Sticks.
19. Head back right to play all 5 of the Boardwalk games on Main Street.
Himalayan Hurl : now that you have Rowley's lucky rabbit's foot, you will win every time. In fact, you can never beat it without the rabbit's foot.
Fastball Fury : throw two balls fairly fast (above 80), then the third ball faster, near the top of the slider. The correct choice for your guess should be really fast (above 90).
Circus Soaker : aim the water bursts to hit the small hole in the clown's mouth, filling the water balloon above it. It will expand and then burst. The trick is to aim ahead of the movement of the face. Progress too slowly and you will lose.
Space Fling : Click and hold on a ring, then lift (move up with your mouse) and release. The ring will fly through the air and hopefully land on one of the 4 bottles. This takes only a little practice, as you only need to score one ring to win.
Pirate Panic : Click and hold on a baseball, then lift (slide mouse upward) and then release to hit the bottles. This can be done in one throw if you are accurate.
20. Winning all 5 games gives you the Bonus Prize, a large plush caterpillar.
21. Go left to the Cranium Shaker and swap the Bonus Prize to the man for the Remote Control Helicopter. Take it back to the Beach at far right.
22. Use the Fish Sticks to add one to the hook on the helicopter. Fly the helicopter to the shore and hook the Crab that comes out of the water.
23. Go back to the boardwalk where the teens are still using the $20 bill. Use the helicopter to drop the crab onto the $20 bill, so the teens cannot pull it back down through the boards.
24. Go with Greg below the boardwalk to chase the teens. Greg gets his $20 back and rewards you with the Island Medallion.
BONUS QUEST (Members Only) - Play Thunder Volt
Someone has put a 2nd place score on the Thunder Volt game, where Greg had scored 10,000,000 points. The score table reads "Greg Heffley" and then "Is an Idiot." Play the game to get a score above 800,000 and save his reputation. To win the game, shoot as many complete sets of attackers as you can to build your firepower, and kill the bosses as they appear. The problem is that you cannot move at the same time you are shooting, so shoot and move quickly. The game puts a great premium on NOT GETTING HIT because hits reduce your firepower and can (eventually) kill you. The final (5th) boss is a giant spider who is actually the easier of all of them to kill. It is better to stay on the lower half of the screen when fighting him, as rocks fall through from the top. You can
get a score of between 1,000,000 and 3,000,000 points or more.
*Note: if you need tokens here, go to the Bumper Car game (lots of tokens in about a minute)
2. Head left to the Ride Area. There are a few scattered tokens to be found, including at the Popcorn Vendor and Fun House (you can get more by repeatedly entering and leaving). There is a trash can with stinging flies that you have to jump over. In the parking lot, talk to the woman who has lost her car keys.
3. Climb the Cranium Shaker ride and bring down the Trash Can lid. Go past the Bumper Cars and put it on the open can. Push the can *all the way to the right* until you reach the Cotton Candy. Open the lid and the flies go to the candy.
4. Sort through the trash until you uncover the Empty Popcorn Bag at the bottom. You can get a free refill from the popcorn vendor.
5. Head all the way right to the beach. Although you have a few tokens, you do not have to play any games right now.
6. On the beach, get some free sunblock from the man taking photos. Take it to the large sunburned guy near the water and give it to him. He will give you some oily lotion that he doesn't want.
7. Go to the woman under her umbrella and use the popcorn, which spills and attracts small seagulls. The birds chase the woman away.
8. Talk to the man with the metal detector, who is looking for something lost in the sand (you cannot help with this right away).
9. There is a walkway under the Boardwalk which is not used until the end. Climb the stairs back up onto the Boardwalk, where the teens are tricking people, and taunting Greg, by sticking his $20 bill up through the boards.
10. Go right to the beach again. There will be a seagull carrying something as he flies over. Jump up from the trash can to grab it. It is a keychain that has a photo of the man with the metal detector.
11. Return the keychain and he will give you the metal detector. Using it reveals a patch of sand near the umbrella. The detector flashes when it is near metal, and under the blanket you will find the missing car keys.
12. Use the detector again to find some tokens for the boardwalk games. You can find as many as you want, but you will probably only need about 15 or 20. As you pass near one, the detector blinks, then turns green when you find it. Click the green spot to pick up a token.
13. Go back to the boardwalk and *all the way left* to return the keys to the woman, and she will give you some flip flops. You will need these for the hot roof of the Arcade. Go back there.
14. At the arcade, the kid has lost his Flying Disk (frisbee) on the arcade roof. Put on the flip flops and climb up to get it for him. Give him the frisbee and he tells you how to get a free game at the broken Volcano Claw Machine.
15. Go to the claw machine and wiggle the handle, then use the claw to pick through the items. You just position the claw and drop it to pick up the items. The only thing that you eventually get (4th thing you pick up) is the Fake Vomit.
16. Take the Fake Vomit back left to the Bumper Cars, and use it there to get rid of the line of kids waiting to ride. You should see Rowley on the cars.
17. Drive the bumper car to run into Rowley in the red car. After you hit his car a few times, he drops his Lucky Rabbit's Foot. Pick it up and exit.
18. Go left to the Fun House, where you again find Rowley, who is stuck in the little kids' slide. Use the Oily Suntan Lotion to get him unstuck. He will slide down into the ball pit and uncover Fregley, whose mom gives you some leftover Fish Sticks.
19. Head back right to play all 5 of the Boardwalk games on Main Street.
Himalayan Hurl : now that you have Rowley's lucky rabbit's foot, you will win every time. In fact, you can never beat it without the rabbit's foot.
Fastball Fury : throw two balls fairly fast (above 80), then the third ball faster, near the top of the slider. The correct choice for your guess should be really fast (above 90).
Circus Soaker : aim the water bursts to hit the small hole in the clown's mouth, filling the water balloon above it. It will expand and then burst. The trick is to aim ahead of the movement of the face. Progress too slowly and you will lose.
Space Fling : Click and hold on a ring, then lift (move up with your mouse) and release. The ring will fly through the air and hopefully land on one of the 4 bottles. This takes only a little practice, as you only need to score one ring to win.
Pirate Panic : Click and hold on a baseball, then lift (slide mouse upward) and then release to hit the bottles. This can be done in one throw if you are accurate.
20. Winning all 5 games gives you the Bonus Prize, a large plush caterpillar.
21. Go left to the Cranium Shaker and swap the Bonus Prize to the man for the Remote Control Helicopter. Take it back to the Beach at far right.
22. Use the Fish Sticks to add one to the hook on the helicopter. Fly the helicopter to the shore and hook the Crab that comes out of the water.
23. Go back to the boardwalk where the teens are still using the $20 bill. Use the helicopter to drop the crab onto the $20 bill, so the teens cannot pull it back down through the boards.
24. Go with Greg below the boardwalk to chase the teens. Greg gets his $20 back and rewards you with the Island Medallion.
BONUS QUEST (Members Only) - Play Thunder Volt
Someone has put a 2nd place score on the Thunder Volt game, where Greg had scored 10,000,000 points. The score table reads "Greg Heffley" and then "Is an Idiot." Play the game to get a score above 800,000 and save his reputation. To win the game, shoot as many complete sets of attackers as you can to build your firepower, and kill the bosses as they appear. The problem is that you cannot move at the same time you are shooting, so shoot and move quickly. The game puts a great premium on NOT GETTING HIT because hits reduce your firepower and can (eventually) kill you. The final (5th) boss is a giant spider who is actually the easier of all of them to kill. It is better to stay on the lower half of the screen when fighting him, as rocks fall through from the top. You can
get a score of between 1,000,000 and 3,000,000 points or more.
*Note: if you need tokens here, go to the Bumper Car game (lots of tokens in about a minute)
Game Show ISLAND (WALK THROUGH)
Arriving on Main Street - Layout: Factory/ Boutique/ Museum/ Club
1) Land on the island. Humans are apparently servants of the robots here. You will see reward signs for "the Inventor." Go left to enter the Museum. Go left inside and play the video to get more info on the island. The museum guide tells you of a toolbox hidden on the rooftops. Exit the museum.
2) Go left, and climb to the top of the Robo-Bling Boutique (multiplayer room) where you will find the toolkit.
3) Go right to the Club Noveau Riche, where the robot bouncer will think you are the A/C repairman and let you in. The pool game inside is not part of the quest. The robot owner offers you a reward if you can cool him off.
Back and Forth between the Club and the Factory
4) Exit and go left all the way to the Factory. Go inside and talk to the workers. They have a conveyor belt that is not working.
5) Climb up and use the crane. Jump off to the left halfway up, and use the computer control to lift the wall at the upper right.
6) Finish going up, and go right to the breaker box. Use the screwdriver to remove the screws (place on each of the four screws and turn counterclockwise). Reset the breaker for the factory and you will automatically return to the workmen below. The foreman will give you a small but very powerful fan. Pointed downward, it will fly you through the air! (Click bottom left to turn it off.)
7) There is a homeless guy to the left of the Factory who is completely broke.
8) Go all the way back right to the Club and use the fan to cool off the owner, and the owner gives you a nickel (cheapskate).
9) Go all the way back left to the homeless guy near the Factory, and give him the nickel. He will give you a pair of thermal goggles that sees only human body heat.
10) Go all the way back right to the Club again and go upstairs to the bar at the upper left inside. When you use the goggles, you will see something move in the air vent.
11) Go outside and use the fan to reach the small platform and doorway at the upper right of the Club. Use the toolkit to open the door panel (unscrew the cover as before).
12) Go inside to find the Inventor, who blocks your path and runs. Roll the Victrola phonograph into the elevator to crash it and get past, then climb up.
13) The Inventor will drop a ball that wrecks the floor. Climb back up the right side to reach the locked door as the Inventor escapes.
14) Use the thermal goggles on the keypad. The numbers the Inventor pressed will appear warmer : blue is the first number, green the second, yellow the third, and red the fourth and latest. Press the numbers (2014 and enter) and follow the Inventor up to the roof.
15) He will show you his side of the history that brought the robots to power, led by Holmes (his invention). You do not have to watch the whole video. He gives you the remote control for his VTOL jet airplane. You use this to call the jet to travel between the cities that host the 5 quiz shows you will play. You can play them in any order, but you must get the most points and win ALL FIVE GAMES. You can try as many times as you need.First Game Show - Istanbul
16) Go far right and climb up to where the workman is working on the Hagia Sophia towers. Relocate the minaret from the second to the fourth pedestal. The process: consider the tower pieces A, B, C, D (smallest to largest) and the three open pedestals as locations 2, 3, and 4. The fastest relocation is fifteen moves - A3, B4, A4, C3, A2, B3, A3, D4, A4, B2, A2, C4, A3, B4, A4. You get the ticket to compete on Scaredy Pants. Use the ticket to start the show. There are three challenges against the robots Ironhead V-2 and Dan-E Dictionot.
- Darkness Dive - swim down, right, down, left, down, and then right to reach the glow stick. The secret here is to *wait* for the octopus creatures to move away. Trying to rush through will get you shocked.
- Creeper Keepers - Grab the rats, spiders, and snakes as fast as you can. You only have to raise them a tiny bit above the bin openings to get them in. If you can't pick the last one up, move a little to the side of it.
- Tightrope Terror - tilt to the right to roll across, but don't let the color bar go all the way to the right or you will fall.
17) If you win the game, call the jet and continue on to the second city.
Second Game Show - Miami
18) Go right to the Seashell Motel where the robot hosts of Spin For Riches are squabbling. Ventana will be throwing each of the three prize disks off a balcony. Tilt the awnings to provide short drops for the three, all the way to the ground. You will win the ticket to compete on the show.
19) The show is similar to "Wheel of Fortune" in that you try to solve the puzzle by revealing some of the letters. However, you may land on the Lose A Turn (Rad symbol) or on a single-letter section where you have no choice what to play. When you land on a Question Mark space, you can choose any letters, even vowels. You can keep playing as long as you continue to add correct letters. But the key is to solve the puzzles as soon as you know them! It is difficult to win otherwise, even if you get a lot of 100 point letters. Play all three puzzles and get a higher score than Albertron and Punkbot.
20) If you win, call the jet and continue on to the third city.
Third Game Show - Buenos Aires
21) The clock tower of the Torre Monumental, at far left, is not working because the wires are not connected properly. Have the strong robot rotate the rings to line up the wires.
22) To fix the clock : turn the outer ring, inner ring, then the middle ring and the wires should line up across the center. Get the ticket to Kerplunk.
23) The game is essentially a "Wipeout" clone, where you compete against robot players Super Sweet and Skippy. On the first stage, you must dodge the boots and go right. As you go to the upper left, you must jump from the spring keys before they toss you.
24) On the second stage, control your motion when you are tossed right by the bag, and use the columns of light that show you where the floating platforms are.
25) On the third stage, jump to the closed platforms - these will be the ones that were just opened. Stay behind the rolling balls. Get the fastest time to win all three rounds. The highest point total wins.
26) When you win, call the jet and continue to the fourth city.
Fourth Game Show - Moscow
27) Go right to where the Air Traffic robot has forgotten the landing code.
28) The object is to get each of the four colored window lights to their proper color (one of the four colors - blue, yellow, purple, or orange), and all four must be correct on any row. (You only play each row once, then move up to try again.) When you try a combination, and then turn the dial at right, the correct guesses are shown by green lights. Climb up and change the windows on the new row to match the green (correct) ones below, and try a different color on the windows that showed red (wrong).
29) When you get the four colors right, climb up as the helicopter lands and you get the ticket for Brainiacs (a Jeopardy clone).
30) The game uses some of the questions from the Money Ladder demo game, so playing it first will improve your chances. Beat the other two players, Tyr-1 and H8r-Bot.
31) Call the jet and continue to the final city.
Fifth Game Show - Tokyo
32) Go far right and enter the Service Entrance. You have to restore the power by creating a continuous circuit path.
33) This is the recycled "steam maze" game from Steamworks Island. Quickly click on the pipes to flip them so that an open end fits the one that leads into it, making a continuous path before the current reaches it. You win the ticket to Mr. Yoshi's Super Terrific Challenge. There are 3 extremely silly challenges that you have to complete.
- Task One (Spelling Blocks) - The trick here is that the H is on the side of the first Y block at the left side, so you should change that one and get the Y that you need by turning the third block, the A.
- Task Two (Hatch Yourself) - Click the egg as rapidly as you can until you emerge.
- Task Three (Bowl Them Over) - Chase the 10 pins and collide with them to knock them out.
34) Complete each of the three before time runs out and Yoshi is amused.
35) Fly back to Main Street when you have beaten all five game shows.
Main Street - Beating Holmes
36) Back on Main Street, quickly jump down and into the manhole before the robot cops can catch you.
37) The Inventor gives you a thumb drive to use against Holmes, but you first have to get by his "security system." There are 4 "slider" puzzles, two on the first level and two on lower levels. For each puzzle, move the squares around so that there is a continuous line from the entry point to the exit point. The position of the circuit path on each successive slider must match exactly with the previous one. You can tell which squares go next to each other because they will have matching colors on the sides where they meet (red, blue, green, or purple, and either vertical or horizontal.
38) Go down into the final chamber and plug the Thumb Drive into Holmes. This restores him to a friendly state and the Inventor gives you the Island Medallion. Climb back out of the underground to reach Main Street again.
1) Land on the island. Humans are apparently servants of the robots here. You will see reward signs for "the Inventor." Go left to enter the Museum. Go left inside and play the video to get more info on the island. The museum guide tells you of a toolbox hidden on the rooftops. Exit the museum.
2) Go left, and climb to the top of the Robo-Bling Boutique (multiplayer room) where you will find the toolkit.
3) Go right to the Club Noveau Riche, where the robot bouncer will think you are the A/C repairman and let you in. The pool game inside is not part of the quest. The robot owner offers you a reward if you can cool him off.
Back and Forth between the Club and the Factory
4) Exit and go left all the way to the Factory. Go inside and talk to the workers. They have a conveyor belt that is not working.
5) Climb up and use the crane. Jump off to the left halfway up, and use the computer control to lift the wall at the upper right.
6) Finish going up, and go right to the breaker box. Use the screwdriver to remove the screws (place on each of the four screws and turn counterclockwise). Reset the breaker for the factory and you will automatically return to the workmen below. The foreman will give you a small but very powerful fan. Pointed downward, it will fly you through the air! (Click bottom left to turn it off.)
7) There is a homeless guy to the left of the Factory who is completely broke.
8) Go all the way back right to the Club and use the fan to cool off the owner, and the owner gives you a nickel (cheapskate).
9) Go all the way back left to the homeless guy near the Factory, and give him the nickel. He will give you a pair of thermal goggles that sees only human body heat.
10) Go all the way back right to the Club again and go upstairs to the bar at the upper left inside. When you use the goggles, you will see something move in the air vent.
11) Go outside and use the fan to reach the small platform and doorway at the upper right of the Club. Use the toolkit to open the door panel (unscrew the cover as before).
12) Go inside to find the Inventor, who blocks your path and runs. Roll the Victrola phonograph into the elevator to crash it and get past, then climb up.
13) The Inventor will drop a ball that wrecks the floor. Climb back up the right side to reach the locked door as the Inventor escapes.
14) Use the thermal goggles on the keypad. The numbers the Inventor pressed will appear warmer : blue is the first number, green the second, yellow the third, and red the fourth and latest. Press the numbers (2014 and enter) and follow the Inventor up to the roof.
15) He will show you his side of the history that brought the robots to power, led by Holmes (his invention). You do not have to watch the whole video. He gives you the remote control for his VTOL jet airplane. You use this to call the jet to travel between the cities that host the 5 quiz shows you will play. You can play them in any order, but you must get the most points and win ALL FIVE GAMES. You can try as many times as you need.First Game Show - Istanbul
16) Go far right and climb up to where the workman is working on the Hagia Sophia towers. Relocate the minaret from the second to the fourth pedestal. The process: consider the tower pieces A, B, C, D (smallest to largest) and the three open pedestals as locations 2, 3, and 4. The fastest relocation is fifteen moves - A3, B4, A4, C3, A2, B3, A3, D4, A4, B2, A2, C4, A3, B4, A4. You get the ticket to compete on Scaredy Pants. Use the ticket to start the show. There are three challenges against the robots Ironhead V-2 and Dan-E Dictionot.
- Darkness Dive - swim down, right, down, left, down, and then right to reach the glow stick. The secret here is to *wait* for the octopus creatures to move away. Trying to rush through will get you shocked.
- Creeper Keepers - Grab the rats, spiders, and snakes as fast as you can. You only have to raise them a tiny bit above the bin openings to get them in. If you can't pick the last one up, move a little to the side of it.
- Tightrope Terror - tilt to the right to roll across, but don't let the color bar go all the way to the right or you will fall.
17) If you win the game, call the jet and continue on to the second city.
Second Game Show - Miami
18) Go right to the Seashell Motel where the robot hosts of Spin For Riches are squabbling. Ventana will be throwing each of the three prize disks off a balcony. Tilt the awnings to provide short drops for the three, all the way to the ground. You will win the ticket to compete on the show.
19) The show is similar to "Wheel of Fortune" in that you try to solve the puzzle by revealing some of the letters. However, you may land on the Lose A Turn (Rad symbol) or on a single-letter section where you have no choice what to play. When you land on a Question Mark space, you can choose any letters, even vowels. You can keep playing as long as you continue to add correct letters. But the key is to solve the puzzles as soon as you know them! It is difficult to win otherwise, even if you get a lot of 100 point letters. Play all three puzzles and get a higher score than Albertron and Punkbot.
20) If you win, call the jet and continue on to the third city.
Third Game Show - Buenos Aires
21) The clock tower of the Torre Monumental, at far left, is not working because the wires are not connected properly. Have the strong robot rotate the rings to line up the wires.
22) To fix the clock : turn the outer ring, inner ring, then the middle ring and the wires should line up across the center. Get the ticket to Kerplunk.
23) The game is essentially a "Wipeout" clone, where you compete against robot players Super Sweet and Skippy. On the first stage, you must dodge the boots and go right. As you go to the upper left, you must jump from the spring keys before they toss you.
24) On the second stage, control your motion when you are tossed right by the bag, and use the columns of light that show you where the floating platforms are.
25) On the third stage, jump to the closed platforms - these will be the ones that were just opened. Stay behind the rolling balls. Get the fastest time to win all three rounds. The highest point total wins.
26) When you win, call the jet and continue to the fourth city.
Fourth Game Show - Moscow
27) Go right to where the Air Traffic robot has forgotten the landing code.
28) The object is to get each of the four colored window lights to their proper color (one of the four colors - blue, yellow, purple, or orange), and all four must be correct on any row. (You only play each row once, then move up to try again.) When you try a combination, and then turn the dial at right, the correct guesses are shown by green lights. Climb up and change the windows on the new row to match the green (correct) ones below, and try a different color on the windows that showed red (wrong).
29) When you get the four colors right, climb up as the helicopter lands and you get the ticket for Brainiacs (a Jeopardy clone).
30) The game uses some of the questions from the Money Ladder demo game, so playing it first will improve your chances. Beat the other two players, Tyr-1 and H8r-Bot.
31) Call the jet and continue to the final city.
Fifth Game Show - Tokyo
32) Go far right and enter the Service Entrance. You have to restore the power by creating a continuous circuit path.
33) This is the recycled "steam maze" game from Steamworks Island. Quickly click on the pipes to flip them so that an open end fits the one that leads into it, making a continuous path before the current reaches it. You win the ticket to Mr. Yoshi's Super Terrific Challenge. There are 3 extremely silly challenges that you have to complete.
- Task One (Spelling Blocks) - The trick here is that the H is on the side of the first Y block at the left side, so you should change that one and get the Y that you need by turning the third block, the A.
- Task Two (Hatch Yourself) - Click the egg as rapidly as you can until you emerge.
- Task Three (Bowl Them Over) - Chase the 10 pins and collide with them to knock them out.
34) Complete each of the three before time runs out and Yoshi is amused.
35) Fly back to Main Street when you have beaten all five game shows.
Main Street - Beating Holmes
36) Back on Main Street, quickly jump down and into the manhole before the robot cops can catch you.
37) The Inventor gives you a thumb drive to use against Holmes, but you first have to get by his "security system." There are 4 "slider" puzzles, two on the first level and two on lower levels. For each puzzle, move the squares around so that there is a continuous line from the entry point to the exit point. The position of the circuit path on each successive slider must match exactly with the previous one. You can tell which squares go next to each other because they will have matching colors on the sides where they meet (red, blue, green, or purple, and either vertical or horizontal.
38) Go down into the final chamber and plug the Thumb Drive into Holmes. This restores him to a friendly state and the Inventor gives you the Island Medallion. Climb back out of the underground to reach Main Street again.
Mythology ISLAND (WALK THROUGH)
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.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.
Go right from Olympus Village. The temple is to the Nine Muses, who inspire human scholars and artists.
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).
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.
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 items spell out a secret agenda for the scheming Zeus, who has been trying to wrest power from his brothers Poseidon and Hades.
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.
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.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 right from Olympus Village. The temple is to the Nine Muses, who inspire human scholars and artists.
- 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.
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).
- 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.
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.
- 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.)
The items spell out a secret agenda for the scheming Zeus, who has been trying to wrest power from his brothers Poseidon and Hades.
- 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.
"Massive Hawk" - Poptropicas
More Walkthroughs Coming Soon!
Team "Poptropicas":
Creator - Massive Hawk (Always Doing Something)
Co-Creator - Silver Fang (Always Resting!)
Producer - Bronze Joker (Always Joking haha!)
Writers - Massive Hawk & Silver Fang & Bronze Joker (The 3 idiots lol joke)
**THE ISLANDS ARE MIXED SO IT'S HARD TO FIND THE ISLAND YOU WANT**
Greetings from Poptropicas!
Started on 2/1/2013 / Created By Massive Hawk / Helped By Silver Fang / Produced By Bronze Joker
Poptropicas 2012-2013 ©
Poptropicas 2012-2013 ©