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March 04 2017

schwartzospp
8449 09f7

A Song of Respect

The early light of day
stars in the sky
you in its mortal mud
You enchant in the moonlight evening as in a great night,
Always you strike through the sunrise,
toward the late afternoon filtering lemons.

The day stalks of cattail you in its mortal lava.
I saw how books are crystallized
by the sensual necklace
went fluttered in river bank
the fire essential errors are deluded by the screenshots of our time.
Replace me and let my substance trust!
I took on frightened tigers.

In my region at late afternoon you are like a defender
A bicycle is not enough to mutate me and keep me,
from the universe of your poetic secrets
the oily ness of the sea's skin, the power of the ice?
A wind of kisses
in the thicket like steel
you see nose as slender as the rain
and with my hammock, during the late afternoon, I woke up naked
and full of felicity.

schwartzospp
7945 b09b
Calm, cool, sophisticated. Ready for anything.
schwartzospp
7773 7c7d
I know something you don't know.
schwartzospp
7418 1a60
It's all about that little black dress.

September 04 2014

schwartzospp

How To Get Through Poptropica Red Dragon Island



All of us want to travel any place on the planet. So that it will likely be wonderful if we've our own time machine, you will go for so many spots anytime you want, and less fare...sounds awesome. Here by means of the magic tree house, experience, certainly you may have Red Dragon Island at the it to travel to Japan and appreciate every part of it. Read on to get the complete cheats for Red Dragon Island

Getting Started:

When you arrive on the island, run till you see a tire swing after the mansion.
Click the tire swing it says Enter. A white magic sparkle will fly passing the roof, then Jack and Annie will run to the tree house.
You will visit the tree, and will cut the rope to get the tire. Afterward bring the tire along together with one to the left. Keep pushing the tire to the left till you locate Jack's eyeglass on the ground that is near the tree.
Pick up the eyeglasses, afterward using the tire, jump on it to scale to the hanging ladder of the tree house.
When you enter the tree house, you'll meet Annie and Jack. Get the eyeglasses on your own backpack and give it to Jack.
Walk to the left and grab the big blue book that's the Frog Creek Pennsylvania. Home Town USA novel.
Next, you'll ask Annie how the tree house works and talk with her, she'll tell you first to get the pink novel on her right that is the A Journey to old Japan. Pick up the book and use it and say the magic words "I wish we're able to go there". Your wish will probably be granted. Hold tight for you will travel to ancient Japan.


Journey to Edo Japan

The Magic tree house functions like a traveling machine. It will go rapidly into the air and be amazed! You're in Japan! Cool ride! You three will appear outside. Annie and Jack already wear their kimonos.
Jack provides you with a Magic amulet which you can use to come back to the magic tree house anytime. You will be left by them now and tells one to find your kimono; but you'll going to follow them to the left.
On your way, you will meet with two samurai guards, when you click on them they'll arrest you. You 'll be brought by them on prison, and there is no way out. But recall you have your magic amulet, so get it on your backpack and in the magic tree house you're back in split seconds.
Leave the tree house and run to the left again. Go in the Bonsai Trees shop which is now open. You will meet a girl whom you are able to speak about kimono. Subsequently she'll will provide you with a kimono you would like and visit the cupboard. Only pick what colour you've like and wear it to experience wearing Japan national costume. You will locate a passport in the pocket; I think an illegal alien not you anymore, after wearing it.
Now that you possess the passport and look as a citizen, you are able to pass the guards. Visit the left to enter your next location.
When you arrive, you'll note for Jack and Annie do not have passport that they happen to be arrested by the samurai guards. You have got to rescue them, so it is the time showing some Ninja moves off.
Once you pass on the bridge, you will meet a guy with a hat before a fresh seafood shop. You'll talk to him and he'll tell you you must caught a kappa using a rotten fish for you yourself to go in.
Walk a bit left, and you'll see the green rotten fish to the rock staircase, go up and pick up it. Then continue to really go upstairs and enter the fort.
Sadly a soldier doesn't know although you will meet with him wherein you will require the ninja master. When you're underneath the dragon head statue hanging on wall, so you proceed to the right, a piece of paper will likely be thrown away. That's a parchment. When you examine it, you'll visit a letter from Annie stating you have to discover because captives of the Shogun kept on that place are now them, the Ninja master to rescue them. Go down and leave the place. Afterward go all of the method to the left till you discover the Tote of Mortar. You will see a house if you continue to go. Go inside.
You will meet an old man whom you'll ask about the Ninja master, he will tell you that Ninja master Basho is just buying eggs in town.
Leave the area till you see a samurai guard with five people in a line, and run back to the right, they are looking for the fish thief. You'll offer him help. You'll have a task wherein the defendants will be arranged by you in an order that is right. First you will change the place of the 5th woman and the 4th guy with moustache. Afterward exchange the position of that 4th girl to the 1st girl on the front line. Subsequently put the 3rd guy with eyeglasses and moustache on the fourth row, the man without eyeglasses will cry and you just solve the case.
The samurai guard will give you a betting slip on a sumo match as a return. Go the right till you get to the bridge. Take advantage of your bag of mortar to assist the people fix the bridge. You just need to place the crumble pieces in the bottom to the two walls of bridge. It is just like a jigsaw puzzle, pieces can be set on the backdrop, then attempt the other bits, they are not incorrect should they glow and then will attach.
After mending the bridge, a sumo wrestler will run and he can drop something.
Go ahead and pick it up, you finally have your Bonsai scissors. Walk a bit right and go down the bridge.
You go to the left till you visit a fisherman on a boat. Get your rotten fish on your back pack and you will have your second endeavor, to catch the kappa.
The kappa fish is tricky which means you've got to block all potential passages of it wherever your web is positioned, so that he'll enter the center hole. Plan the bee hive to obstruct the tree hole, light the lantern as well as the camp fire too. Shove on the big stone to obstruct also the other hole on the right, on the pond set the frog in the lily pads when you started placing your rotten fish bait on the web. Give the kappa to come back and the fisherman to the Bonsai Tree store towards the right.
You will employ your bonsai scissors to trim among the bonsai trees; it should fit the image accurately. The guy enters the store will buy that bonsai tree you cut and will give it Yokozuna. Exit head to the left in the Sumo Stadium and the area (after fish market, continue to go until you're in the next zone then climb up the rock staircase). Go to upper left and enter the doorway.
Walk to the right and you'll meet with Yokozuna's supervisor, you'll help them duplicate the Kanji symbols on the cards for his buffs. Once done, you go to right, speak to the sumo adversary to take his place because he is frightened.
The winner will now leap to the ring, prepare for your own fight. Yokozuna will try and push you out from the ring, you need to jump over him when he runs towards you and jump again when he stomps his foot. He will get mad and his face will turn reddish, when you avoid all these three times in a row. The champion will charge at you, in case you are near the ring side, official website you will need to jump making him fall out of the ring and you win.
The nearby soldiers who lost their cash will come to you as well as for your passport and ask certainly will challenge you. Then the old man will come that's the real Ninja master, Basho. You will follow him about the lake house you'll now have your ninja training.


NINJA Training

Initially , you'll have your ninja clothing. Get the customize card on your own backpack.
Next, Basho will educate you on how to make use of the SHUKO, which will be the hand-held claws that allows you bound from walls which are also attached constantly on your own hands and to cling. After having the red ribbon on the tree after the cherry blossom tree, you'll move on the next task.
Since the shuko are consistently equipped, it is possible to place additional tools in the menu in the bottom left corner of the screen.
Additional tools are the throwing smoke bombs and stars; use them to throw in the direction. Another is the bo staff, if you tap the spacebar while standing you'll create a defensive spin. But while running, if you utilize it, you will leap in the air. The quicker you run, the more complex the vault. One more is the grapping hook, utilize it on any metal rings, just click the band then click again to release, and to start swinging. Last is the ninja eye/vision which allows a scene to magnify, works just like a telescope (use the spacebar to activate this).
After mastering the ninja tools, you are final training will likely be mending the stone wall near Basho's hut.

Rescuing Jack and Annie


Go back to the right till you get to the citadel where Jack and Annie being held, now proceed to the right and start climbing the stone wall using your shuko (claws). Avert to be hit by the logs, instead jump over them to use them as a step close to the very best.
You'll be able to use your ninja eyesight to check on the wall and see some enemies, when you're on top. Go down afterward use your smoke bombs on the Shogun soldier you'll strike. Climb up the wall.
As you go through the chamber, use your ninja eyesight to check on the place. It is possible to throw your star on any lamp openings; use the smoke bombs to blind the guards along with the grapping hook on alloy bands to swing. You should get the key in every chamber to exit the door and must gather the three haiku poetry to get the password for the next chamber. Always apply your ninja vision to be prepared on the Shogun's soldiers and to check on the positioning of the stuff you must accumulate.
When you get to the shogun chamber, he'll turn up to get a fight because he got Jack and Annie's cage the key, but you are able to merely throw up a star around the rope and release them. The wand will be used by the shogun he gets from Annie and Jack, but simply to release the fury of the dragon that is red. The dragon throws fire up; eventually the shogun will give the wand to stop the dragon to you.
You will be brought by the wand to the Cloud dragon which is on the top of Mount Fuji, so climb up the mountain and jump onto the blue Cloud dragon.


Final Dragon Battle (Cloud Dragon versus Red Dragon)

You will need to fly the Cloud dragon behind the Red dragon that spews fire out to the buildings of city. Make use of the water from the Cloud dragon to turn off it. If you are able to in order to weaken Red dragon you should get close to the it and hit its head with water. Also, you have to turn the Red dragon completely red before it burns all till the last building. It is the level that is hard because of those two challenges: you will need to fly in the clouds to refill your water and second is the red dragon dives out of your view which makes it harder to follow.
Luckily, there is an easy mode if you are unable to win in the challenging mode which removes the two challenges on the fight, you can try.
Once you conquer the dragon, Shogun and Basho will probably be reunited, who both trained as samurai. Shogun will likely be sorry for his horrendous actions.
Make use of the magic amulet then use the Frog Creek Pennsylvania, and to return in the tree house. Home Town USA novel, to return in the woods where the magic journey began. Just say the magic words, "I wish we could go there".
Now the three of you are back on Frog Creek, PA. Annie will give the island medallion to you.

August 17 2014

schwartzospp

Offensive Strategies In Boom Beach



There are two main elements to having an effective offensive strategy: the deciding of your military composition and arrangement of deployment, and the application of the Gunboat's special abilities.

Gunboat

The Gunboat has specific powers that can aid and support your troops. It should be noted, however, that the and all damaging skills stun ability allow for friendly fire.

The most often used are Artillery and Barrage. Both these deal damage to the opponent 's buildings. It's often recommended before deploying troops to destroy vital defenses like Boom Cannons and Cannons. But this order may shift according to the types of troops you intend to deploy. It ought to be noticed that shells from these two bargain splash damage to enemy buildings; more or two buildings that touch can be damaged by one shell.

For militaries consisting of lower-health units, including Zookas and Riflemen, defensive buildings should be targeted in this order (with Artillery and/or Batteries), with number one taking the best precedence:

Rocket Launchers, due to splash damage and high range. Just one series of shots may have the ability to wipe out most of a military that contains health units that are low.

Mortars, due to splash damage, and capability hit their long range against Zookas.

Flamethrowers, due to their ability to inflict boom beach strategies damage that is high to multiple units along with their damage.

Sniper Towers, because of ability -shot lower- comparatively quick shooting speed and health units. Not as dangerous to low -health units as another defensive buildings, yet.

Cannons are essentially smaller Boom Cannons and are so ruined for the same reasoning. If the Cannon in question can one-shot the troop(s) you plan to deploy, it might be advisable to prioritize the Cannon over a Boom Cannon, as they've similar health and the Cannon shoots quicker (and will thus kill more of your troops).

Machine Guns are able to make short work of low health units, particularly at close range, but a Heavy or multiple Heavies will readily solve the difficulty.

Boom Cannons can readily one-hit kill a low health unit, but swarming this defensive structure with enough units will easily make waste.

In this sequence (with Artillery or Barrages), with number one taking the highest precedence:, defensive buildings should be targeted for armies that rely on high health units, like Tanks and Heavies

Boom Cannons' high and long range damage enable them to decide of your health units that are high severely crippling your army.
Cannons also deal high damage to high health units and can eat away at your heavies quite nicely, but their shorter range prevents them from getting off as many shots before being destroyed, so that they should be prioritized after Boom Cannons.

Rocket Launchers have decent and exceptionally long range DPS splash damage allowing them to pummel your Troops all for some time. In addition, if your Heavies get in its blind spot, it is going to begin killing your fragile Zookas which have a range longer than the Rocket Launcher's blind spot.

Sniper Towers deal adequate, long range damage to your own Troops. Given enough time, they could badly damage your health Troops that are high, but their health that is higher than ordinary makes them advantageous to take out with Gunboat Weaponry.
Mortars have shots that drop slowly which may cause troops to shoot over your Heavies as they move up which can lead to a hunk of your Zookas.

Flamethrowers can deal high damage to hunks if they are allowed to, but their ability to shoot your Troops long enough to make a big difference is hindered by their short range. Tanks can even destroy it without it hitting any of them because Tanks have an extended assault range compared to the Flamethrower.
Machine Guns do such , erroneous that is low damage, they're an incredibly low risk to health units that are high.

Another exceptionally important ability is the Flare, previously referred to as the signal smoke. This skill is used to attack a particular building or to guide troops towards a designated location. The attentive utilisation of the Flare is a great method to ruin the opponent's defensive buildings like the Sniper Tower and the Cannon that can just fire one target simultaneously. It should be noted, nevertheless, the Flare can be utilized in conjunction with the Shock Blast to ease a Warrior rush at the HQ.

Both the Shock Bomb and the Smoke Screen enable a chance to troops at not being hit by defenses. The chief difference, nevertheless, is that troops are protected by the Smoke Screen from enemy fire within its area of effect (enabling troops to move through it but not shoot), while the Shock Bomb disables defenses. It is recommended to use these to disable and/or prevent the effect of high damage or splash damage units, depending on what army makeup is used.

Troops can be fixed with use of the Medkit. It should be noted that although it may be used to counteract the damage of splash damage shields like Machine Gun, the Mortar and Flamethrower, it doesn't do much to counteract the damage of single -target defenses, particularly at higher degrees. Your Troops are particularly useful when dealing with Flamethrowers, as it deals damage to troops even after it has ceased shooting flames at them.

Common Offensive Plays

Meatshielding
A meat shield is when you use high well-being troops in your front line of attack to defend your rear line. The most familiar sort of army that is meatshield is the Heavy- Hooka or Zooka military. This is extremely useful against medium-degree bases with few high-dps single shot defenses.

Rushing
Typically used with Riflemen, opposing defenses are overwhelmed by attackers with the sheer quantity of troops. Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops at once, although singleshot defenses are often no match for this particular military.

Sniping
A base which is laid out with the HQ at the very back of the map is vulnerable to being sniped. By sending or Riflemen around enemy defenses with Flares, a HQ with few defenses behind it is vulnerable to attack from your tree-covered regions behind the base. Use this to your advantage.

HQ Dashing
Normally used supporting them with Smoke Screens and Shock Bombs and Flaring the HQ, the Warriors quickly destroy the HQ because of their high damage. AOE (area of effect) and splash damage is generally fixed back by the Warriors, but Sniper Towers, Cannons and high level Boom Cannons can 1 shot or 2 shot them remember to Shock Bomb these defenses.

August 16 2014

schwartzospp

Effective Boom Beach Offensive Strategy Guide



There are two chief elements to having an effective offensive strategy: the determining of your military composition and sequence of deployment, and using the Gunboat's particular capabilities.

Gunboat

The Gunboat has specific powers that can aid and support your troops. It ought to be noted, nevertheless, that all dangerous abilities and the stun ability allow for friendly fire.

The most frequently used are Battery and Artillery. Both bargain damage. It's wise before deploying troops to ruin key defenses and Boom Cannons. But this order may shift based on the kinds of troops you intend to deploy. It needs to be noticed that shells from these two price splash damage to enemy buildings; two or more buildings that one shell can touch that.

For militaries consisting of lower-health units, for example Riflemen and Zookas, defensive buildings should be targeted in this sequence (with Artillery and/or Batteries), with number one taking the best precedence:

Rocket Launchers, due to high range and splash damage. A single series of shots may be able to wipe out most of an army that contains low health units.

Ability, and mortars, due to splash damage hit rocketlaunchers range against Zookas.

Flamethrowers, because of their ability to inflict high damage to multiple units as well as their damage.

Sniper Towers, due to ability -shot lower- relatively quick shooting speed and health units. Not as dangerous -health units as several other defensive buildings, nonetheless.

Cannons are essentially smaller Boom Cannons and are thus ruined for precisely the same reasoning. If the Cannon in question can one-shot the troop(s) you plan to deploy, it may be advisable to prioritize the Cannon over a Boom Cannon, as they have similar health and the Cannon shoots quicker (and will so kill more of your troops).

Machine Guns are able to make short work of low health units, notably at close range, but a multiple or Hefty Heavies will readily solve the difficulty.

Boom Cannons can readily one-hit kill a health unit that is low, but swarming this defensive structure will easily make waste.

For armies that rely on high health units, including Heavies and Tanks, defensive buildings should be targeted in this order (with Artillery or Barrages), with number one taking the highest precedence:

Boom Cannons' damage that is high and long range enable them to decide of your health units that are high one by one, severely crippling your army.
Cannons also deal high damage to health units that are high and can eat away at them quite nicely, but their shorter range prevents them from getting off as many shots before being destroyed, in order that they should be prioritized after Boom Cannons.

Rocket Launchers have exceptionally long range and decent DPS splash damage which allows them to pummel your Troops all for a long time. In addition, if your Heavies get in DPS's spot, it's going to begin killing your fragile Zookas which have a range longer than the blind spot of the Rocket Launcher.

Sniper Towers deal adequate, long range damage to your own Troops. Given enough time, troops can severely damage your high health Troops, but their well-being that is higher than ordinary makes them advantageous to take out with Gunboat Weaponry.
Mortars have shots that drop slowly which may cause them to shoot over your Heavies as they move up which can lead to a hunk of your Zookas.

Flamethrowers can deal high damage to chunks if they have been permitted to, but their short range hinders their ability to fire your Troops enough to make a significant difference. Tanks may also ruin it without it hitting on any of them because Tanks have an extended attack range than the Flamethrower.
Machine Guns do such low, wrong damage, they are a really low threat to high health units.

Another ability that is incredibly significant is the Flare, formerly called the signal smoke. This ability is used to guide troops towards a designated location or to attack a specific building. The careful utilisation is a good way to destroy the adversary's defensive buildings like the Cannon that can just shoot one target at the same time and the Sniper Tower. It should be noted, nonetheless, that the Flare can be utilized in conjunction with the Shock Blast to ease a Warrior rush.

Both the Smoke Screen and the Shock Bomb enable troops a chance at not being hit by defenses. The chief difference, nevertheless, is that troops are protected by the Smoke Screen from enemy fire within its area of effect (enabling troops to move through it but not shoot), while the Shock Blast disables defenses within its area of effect. It is recommended to use these to disable and/or prevent the effect of splash damage units or high damage, according to what army makeup is used.

Troops can be fixed with use of the Medkit. It needs to be noted that although it could be used to counteract the damage of splash damage defenses like the Mortar, Machine Gun and Flamethrower, it does not do much to counteract the damage -target defenses, notably at higher levels. They're especially useful when working with Flamethrowers, after it has stopped shooting fires at troops as it deals damage to them.

Common Offensive Maneuvers

Meatshielding
A meat shield is when you use health troops that are high in your front line of attack to protect your back line of high damage troops. Meatshield army's most common kind is the Hefty- Hooka or Zooka military. This is quite useful against moderate-level bases with few high-dps singleshot defenses.

Rushing
Generally used with Riflemen, opposing defenses overwhelm with the sheer amount of troops deployed. Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops at once, although singleshot defenses are usually no match for this military.

Sniping
A base which is laid out with the boom beach strategy HQ at the very rear of the map is exposed to being sniped. By sending in Riflemen or Heavies around enemy defenses with Flares, a HQ with few defenses behind it is vulnerable to attack from the tree-covered areas behind the foundation. Use this to your benefit.

HQ Rushing
Generally used Flaring the HQ and supporting them with Shock Bombs and Smoke Screens, the Warriors immediately destroy the HQ due to their high damage. AOE (area of effect) and splash damage is generally fixed back by the Warriors, but high level Boom Cannons, Cannons and Sniper Towers can 1 shot or 2 shot them remember to Shock Bomb these defenses.

August 15 2014

schwartzospp

A Complete Guide To Poptropica Land



Children can create, destroy and reconstruct at will whatever their imaginations can dream with Poptropica Land, launched now from Poptropica, the popular virtual world for children. Developed in response to requests from kids, Poptropica Land enables Members to "change the world" by inventing their very own Islands.

In Poptropica Land, players find a mysterious tool, spoken of in Early Norse legend, which grants them unbelievable power over the world around them - the power to investigate, the power to create and the power to destroy.

Last February, Poptropica Members were invited to participate in the first Poptropica Laboratories experiment - for testing new features with players a concept - to assess the Poptropica Property image. Members rose to the occasion, crafting Islands that might be inhabited by everything from space creatures to dragons, and discussing their experiences, which were used to develop the "alpha software, version 2" of the product.

"Children adore Poptropica Islands, but they also need to devise their own virtual worlds and stories, and today they can," said Jordan Leary, game designer and programmer for Poptropica, who leads the attempt to create Poptropica Land. "Using feedback from thousands of Poptropica Members, we could give a fresh experience that places the power of creation, and of storytelling, in the hands of our players."

Parents can buy Poptropica Membership for his or her children for less than $4 per month in one -, three- or six-month increments that are recurring. Membership gives access to players to Early Access to new Islands, the newly published Poptropica Acreage, use of costumes and specific powers in the Poptropica Store, the power to save costumes to your private cupboard, and accessibility to photos demonstrating accomplishments in Isle quests.

The launch of now is only the beginning for Poptropica Acreage. New features will be added in the foreseeable future, enabling even more opportunity for building and imagination narratives.

Hundreds of countless children have seen Poptropica since its launching nearly 7 years past, and the number grows every day. Poptropica players have their web browsers set to over 100 distinct languages and come from more than 200 different nations and territories.

Kids can stay up to date on the official Poptropica blog on other exciting developments in Poptropica's world and news about forthcoming new Islands.

Poptropica is a virtual world in which kids explore and play in complete safety. Every month, millions of children from all over the world are amused and informed by the engaging quests, narratives and games of Poptropica.

Children create a "Poptropican" character to travel the many Islands of Poptropica and use gaming literacy to enjoy a narrative that's frequently rooted in factual history. Problem-solving abilities are honed as children solve enigmas distinctive to each Island and discover.

There are always new places to investigate in this ever-enlarging world where items can collect, read comics and digital books, compete in head to head contest and view pictures. Parents can always trust that their children are playing - and learning - in a safe mobile and on-line environment.
schwartzospp

Poptropica Counterfeit Island Step By Step



Counterfeit Island will be the 10th adventure in the popular web based video game, Poptropica. It started in early access mode in late Dec, 2009 and then was freely accessible in January. In this encounter, you need to expose the mystery in regards to a piece of stolen art in the Counterfeit Island museum. You'll encounter many odd people as you try to solve the mystery and run into many different plot twists as you play. This is a step-by-step walkthrough of the entire quest with all the cheats for Counterfeit Island.


Arriving on the Island

Follow the map to Counterfeit Island. Your balloon will park near the art museum on the island. When you land, just head to the right side and visit Downtown. When you arrive, the first store you'll see is called Bobo's Clown Store. Go inside. You'll see several colored balloons inside. Grab a green balloon and then go back outside.



 



Now head completely right and enter the Countryside area. There's a weeping boy here together with his mommy (or sis?). The kid really is upset about an issue. He will stop crying if he gets a green balloon. The good news is, you've got one so click him to give it up. When he tales it fom you, he'll lift up into the sky. Poor little dude! You don't need to try to save him, though. You need to head back to Main Street now, which is two zones over to the left. When you arrive at Main Street, go inside the Web Browser Internet Cafe. Once you're inside, walk to the right and talk to the bearded guy wearing the hat and camera. The poor guy lost his tunnel tour tickets. He would like you to help him find them and if you do, he'll give one to you. A neat little thing in this mission is that while you're talking with him, you can see balloon boy flying in the sky on the television behind you. Next, walk outside the Internet cafe and then run to the Downtown zone to the right.



Look for a garbage can that is right next to the entrance of the Tunnel Tour. Click on the garbage can and a screen will appear showing all garbage inside. You can rearrange the garbage pieces by clicking on them and dragging them. Try to move them all away from the center of the can. You'll soon spot the tickets that were lost. Click on the tickets to pick them up and put them in your backpack.



Now run back to Main Street and the Internet Cafe. Head inside the cafe and go to the tourist who lost the tickets. Open up your backpack and find the tickets and then click on "Use". The guy will thank you for finding them and just as he promised, he'll give one back to you so that you can use it to take the underground tunnel tour.








Return to the Downtown area and walk up to the entrance of the tunnel tour. You will see a woman with a green hat standing right in front of the entrance. While you are standing near her, open your backpack and find the ticket. Click on the "Use" button on the ticket You're ready to begin the tour. Click on the gate to the entrance behind you to start it.



Fortunately the tunnel tour is very easy to follow. You will see a lightbulb on a cable down in the middle of the tunnel at the bottom. Jump up and grab the cable and then climb to the ceiling. You'll see a torn piece of paper on top of another cable just to the right. This is part of the torn picture that you'll need to unlock the secret door to the museum later in the quest. Now jump to the right to catch the piece of the torn picture. As you fall over the torn picture, you will pick it up and it will go into your backpack. Now get visit our website back on the tour and keep following the main tunnel until you get to a set of stairs that head up to a door. Go up the stairs to leave and finish the tour.


The Mysterious Person

Once you finish up the tour, step outside and you'll spot a strange man wearing sunglasses and an overcoat waiting outside. He'll tell you a story and ask you to get a job at the museum, then meet him in this same spot after nightfall. OK, the next thing to do is walk a little bit over to the right, where you'll see another torn picture piece. Grab this picture piece. The third torn picture piece is over to the left on top of the mast of the fishing boat. Go over there and pick it up. We're done here for now. Go to Main Street and then enter the museum.


Within the the Museum


When you get inside the museum, talk to the security guard who is standing there. He will tell you to speak with the assistant curator. You'll find the assistant curator standing right above on top of the staircase. Walk up the stairs and click on him. He'll tell you that he needs some help with some paintings. They have been placed in the incorrect spots and he needs you to help put them all in the right places. In each of the four wings, you'll be able to remove one painting from the wall and carry it to a different wing. This guide tells you where to put all the paintings so that they are in the correct places.



  • Take the painting that's inside the cubism wing and take it to the impressionism wing.
  • Move the painting from the impressionism wing to the expressionism wing.
  • Move the painting from the expressionism wing to the realism wing.
  • Move the painting from realism wing to the cubism wing.



When you're done placing all of the paintings, go back and speak to the assistant curator. He'll tell you that you are hired and will take you inside the Forgery Detection Lab to begin your training. Talk to him once inside and he'll ask you to select a training station. Click on the first desk to get started. You'll get a special X-Ray device that you can use on the paintings. Use it on each one until you find the canvas with the sketches underneath the paint. Use the arrows at the top to switch between the paintings and then click on the one you think is the real painting below.

In the next test, you'll use a magnifying glass to try and figure out which painting is a fake. Take a peek at the corners of each painting and locate the signatures. One of the signatures is slightly different than all of the others. The one with the different signature is the forgery. Good job!


The next training exercise is to examine a photograph and find the area that proves it is a fake. Look up on the left side where you seen the moon. Click on the dark part of the moon. The reason you know this is fake is that if it were really a picture of the moon you wouldn't see any stars here because the moon would block them out.

The next step to to go to the desk on the right, which is where the staff performs chemical analyses of paint samples. In this test, you select a paint sample and then it drops into the beaker. A red bar moves across and when it reaches a square, that square lights up with a color. When that happens, click on the corresponding color beaker while the square is still lit. If you do it correctly and in time, a green check mark will appear over the square. Repeat this exercise until all four of the squares are done right. Now do it all over again for the other two paint samples. Once you finish this experiment, your schooling is finished and the assistant curator will provide you a key to the supply closet.
Walk outside the lab and go right. Follow all the signs you see to the statue room and then the security office. Walk left past the statues and follow the sign to the security office and supply closet. Go left to the end and you'll arrive at the supply closet door. Use the key from your backpack to unlock it and get inside. Once you walk in, you'll find the sixth and final piece of the torn picture, which will complete to form the image of a gargoyle head.

Now walk back to the right and go back through the statue room. Follow the sign to the main hall and then exit the museum. Now it is night time outside. Head left and go to the city docks. The mysterious guy in the hat and sunglasses will still be standing where you left him. Return into the gate to the underground tour area and then take the tunnel all the way until you get to the wood ladder. Climb up to the top and then click on the hatch you see above. You'll see the hatch cover appear. It's got a very familiar picture of a gargoyle head. Use the mouse to move all the pieces on the hatch to match the version from the torn picture pieces you collected. You need to get all of the facial features on the hatch gargoyle to exactly match the picture. When you're done, the hatch will open and you can proceed up through it.


When you get through the hatch you will find youself back in the museum supply closet. Use the key again to unlock the door and then walk out into the hallway. Watch out because the shadow of the security guard will walk by the window to the security office. Wait for her to go by and then run past the window all the way to the statue room door. Enter the statue room and then move to the right slowly and carefully while avoiding the moving laser beams you see there. You are safe from being spotted by a laser beam when you're hiding behind something, like a statue or potted plant. When you get across the room safely, go outside into the main hall.

Now walk left and up a little. You'll arrive in a spot where you can see the famous painting of the Scream hanging on the wall. Click on the top of it and you will jump up onto the light hanging above it. All of the sudden the museum alarms will go off and the police will arrive. You've been framed! You'll be placed in jail and then questioned by the police. The first thing you have to do is undergo a lie detector test. It's very easy to pass. Then you'll be asked to join the chief inspector over at the museum security office.

While you are walking back to the museum office, go into the clown shop. Here you will see the security guard from the museum. Talk to him and ask him about why he left his post. He'll turn over his time card to you. After you get it, head to the museum and go up to the security office. Once you arrive, walk to the right and click on the big computer. You'll automatically check the security camera footage and because you have the time card from the security guard, you'll know where to look. The mystery man from the docks will show up on screen and walk to the painting. Press the print screen button to get a surveillance video screen print. Then go over and talk to the investigator. Her advice will be to show the picture around to the citizens of the island. Walk out of the museum and head back to the outside of the clown shop.

After you get to the clown store, use the security camera printout and show it to the mime by the door. The mime knows who it is and she will pantomime music playing. This is a clue that the person you're trying to find is inside the jazz cafe. Walk a little bit to the right and then go inside the cafe. After you enter the jazz cafe, walk to the right and you'll spot the guy wearing sunglasses and a trenchcoat. He will run away from you. Follow him out the door to chase after him.

During the chase scene, you'll be riding on a scooter trying to catch the mysterious guy. You don't actually catch him during this scene. All you need to do is avoid the different obstacles that appear in the road as you go by. The chase lasts for a minute or two and you'll arrive at the Docks. The thief will escape in a waiting motor boat but will drop a key card which you will pick up.





Your next stop is the museum. Once you enter, you'll see the assistant curator standing there. He's waiting with a package that was addressed to you. It's a painting of Vincent Van Gogh's Starry Night, and there's also an x-ray device included. Open your backpack and click on the Examine button on the painting to take a closer look. Drag the x-ray device over the painting and you'll see a secret message from the curator telling you to meet at the Pop Art Museum in Early Poptropica island. This is a fun part where you now have to leave Counterfeit Island and go to Early Poptropica. Head back outside and return to your travel balloon, which is just to the right of the museum entrance. Choose Early Poptropica on the map.

Walk left to the Pop Art Museum and then go inside. Walk a little bit to the left and you'll find an older woman wearing purple clothes. Talk to her and she will explain a little bit about what is going on and give you a key. Go back outside the museum and get on your balloon again. Now return to Counterfeit Island.

When you arrive back in Counterfeit Island, run all the way to the right to the Countryside. You'll find a house belonging to the chief inspector here. Use the key that the Curator gave you to sneak into the house. Head upstairs and you'll see a painting hanging on the wall. Click on it to remove the canvas and you'll see that it's hiding the stolen painting from the museum! But then the lights will go out and you'll be knocked unconscious.

When you wake up, you find that you are underground in some sort of hideout. You and the mysterious art thief guy in sunglasses and a trenchcoat are tied up together in a chair and the Black Widow is here. She has captured you! The Black Widow will leave the room and then you and the mysterious guy will talk about how you were both set up by her. The guy asks you to move your chair closer to where he is so that he can free you. Moving the chair can be a little tricky. To do it, click and drag the mouse to the left. Inch by inch, you'll get a little closer each time. Once you get next to him, you'll both escape the chairs and he'll suggest that you both go after the Black Widow. Leave the room to your right.

You'll show up in the next room of the hideout. Run all the way to the left and then jump up on the crates. You need to avoid the guards while you do this. The hardest guard to sneak past is on one of the platforms right above you. Wait until he reaches the end of the left side and then switches direction and starts going to the right. Don't waste any time. Immediately jump up and follow him for a few paces until you get to a couch. Leap onto the couch and then use it to bounce up and left. Here you'll see a special access panel. Use the key card you found when you were chasing the mysterious guy before to open the door. Go through the door to enter Black Widow's private gallery. Next, walk to the left to start the final battle.

The mysterious guy will run and jump onto a platform with a handle. You need to turn the handle to raise the platform up so that he can catch her. But once he does that, the Black Widow will start dropping art onto the ground, destroying it. You need to catch the artwork so it's not destroyed but also keep turning the handle on the platform. This is a very difficult battle and requires good reflexes and timing. You'll see a counter on the screen when the Black Widow starts breaking the art. If more than $1 million worth of art is destroyed, you'll have to start over the battle. But after every four pieces you save, she'll get really mad and then you have a few seconds to run over to the platform to turn the handle. However you need to move very quickly because after just a couple of seconds, she tosses a bomb at you. You need to avoid getting hit by the exploding bomb and then return to the middle to try and catch four more pieces of art. Keep repeating the cycle until you raise the platform all the way to the top.
Once you're done, the Black Widow will be captured! You'll appear inside the Internet Cafe and the Curator will be there. She'll tell you to meet her at the museum. The curator will show you that the museum has actually been a secret safeguard for some of the world's most important works of art. Along with her thanks for saving the day and capturing the Black Widow, you'll receive the island medallion. Well done and congratulations.

August 14 2014

schwartzospp

Counterfeit Island Guide



Counterfeit Island is the 10th quest in the well-liked web-based adventure, Poptropica. It was revealed to Early Access gamers on Dec 21, 2009 and has become accessible to every person in early January, 2010. The storyline of Counterfeit Island is that a well known art crook is planning to steal a quite important piece of art from the Counterfeit Island fine art museum. You will have to expose the plan and also make an effort to catch the thief. You'll encounter many odd people as you try to solve the mystery and run into many different plot twists as you play. This is a step-by-step walkthrough of the entire quest with all the cheats and secrets for Counterfeit Island.


First Steps on the Island

Follow the map to Counterfeit Island. You will start off right near the museum on Counterfeit Island. But its not necessary to go inside at this time. Your first stop is Downtown. Start walking right and follow the signs. Bobo's Clown shop should appear immediately once you arrive in Downtown. It's a clown store! Walk inside. There are many different colors balloons here in the shop. Click on the green one to pick it up and then leave the clown store.



SPECIAL: hop up onto the top of the store and you'll find Bobo standing alone on the roof. He's creeped out by all the mimes standing on the sidewalk below and is hiding up here. It's not necessary to talk with him to complete counterfeit island cheats this quest.




Now go completely to the right and enter the Country side zone. There is a crying boy here together with his mom (or sis?). The boy is very disappointed about something. Click on the sobbing boy and you will give him your green balloon. When he tales it fom you, he'll lift up into the sky. Poor balloon boy! Don't worry about balloon boy for now. Head back to the left to go Downtown and then run all the way to the left of that zone and go into Main Street. When you get to Main Street, look for the Web Browser Internet Cafe and go inside. Once you're inside, walk to the right and talk to the bearded guy wearing the hat and camera. He'll tell you that he lost his tunnel tour tickets and that if you can find them, he'll give you one. While you're talking to him, look up at the TV behind you. It's balloon boy on the news! Next, walk outside the Internet cafe and then run to the Downtown zone to the right.



Now that you're here, look around and find the grabage can that is just to the right of the tunnel tour entrance. Click on the garbage can and a screen will appear showing all garbage inside. You can rearrange the garbage pieces by clicking on them and dragging them. Try to move them all away from the center of the can. After you move a few pieces of garbage away, you'll find the tickets! Pick up the tickets.



OK, now run back to Main Street and enter the Web Browser Internet Cafe again. Go inside and stand next to the man who lost the tickets. Find the tickets in your backpack and click on Use to give them to him. The guy will thank you for finding them and just as he promised, he'll give one back to you so that you can use it to take the underground tunnel tour.



 



Return to the Downtown area and walk up to the entrance of the tunnel tour. There's a woman standing outside wearing a green beret. Stand next to her, then open your backpack and click "Use" on the ticket inside. Ready to begin the tour? Just click on the gate behind you to get going.



Fortunately the tunnel tour is very easy to follow. At the very bottom of the tunnel, there is a lightbulb hanging down in the center. It's attached to a long cable. Jump up onto this cable and climb to the top. There is a torn piece of paper sitting on another cable over to your right. The paper is another piece of the torn picture that you're trying to collect. Once you're at the top of the cable, jump off to the right. When you pass over the torn picture, you'll pick it up. Now get back on the tour and keep following the main tunnel until you get to a set of stairs that head up to a door. Go up the stairs to leave and finish the tour.


The Strange Gentleman

When you wrap up the tour and head out the exit, there's a guy with sunglasses and an overcoat waiting just outside. Listen to his story. He'll then ask you to go apply for the open security job at the museum. He also wants you to come back here to the Docks and meet him at night. Now head up the sand to the right and you'll see another torn piece of the picture. Grab this picture piece. Before leaving this area, run across the docks to the left and jump up to the top of the mast on the fishing boat to find your third piece of the torn picture. Now that you've got both the torn picture pieces from here, go back to the right and go to Main Street and then walk into the museum.


Within the the Museum


When you get inside the museum, talk to the security guard who is standing there. He will tell you to speak with the assistant curator. The assistant curator is standing right above you upon the staircase. Go up to the top of the stair case and talk to him. He says that there are four paintings inside the museum that someone placed incorrectly. He'd like you to help fix everything and place the paintings in the right spots. In each wing, you can pick up one painting on the wall (the others won't move) and take it somewhere else. Here's where all the paintings should go.



  • Take the painting that's inside the cubism wing and take it to the impressionism wing.
  • Move the painting from the impressionism wing to the expressionism wing.
  • Move the painting from the expressionism wing to the realism wing.
  • Move the painting from realism wing to the cubism wing.



Once you have finished returning the paintings to their proper places, head back and talk with the assistant curator. He'll give you the job and will take you to start your training. The first stop is inisde the Forgery Detection Lab. Now speak to him again and he says to pick a station to start the training. Click on the first desk to get started. You'll get a special X-Ray device that you can use on the paintings. Use it on each one until you find the canvas with the sketches underneath the paint. You can use the arrows at the top of the screen to move between the different paintings. Then you click on the one you think is the real deal.

You next training test will be to figure out which painting is a fake. You'll do this using a magnifying glass. Take a peek at the corners of each painting and locate the signatures. One of the signatures is slightly different than all of the others. That is the forged painting.


The third test is a photograph and you need to click on the area that shows it is a fake. Look up on the top left where the moon is. Click on the dark side of the moon. If this was really a picture of the moon, there would be no stars on the dark side of it.

Now go on to the next station to continue your training. Here you will learn how to do a chemical analysis of a painting. In this training exercise, you select a paint sample and then it will be placed inside the beaker. You'll see a red bar go across the screen. When it reaches a square, it will light up with a color. When that happens, click on the corresponding color beaker while the square is still lit. If you're fast enough, you'll see a green check appear over the square. Repeat this exercise until all four of the squares are done right. Now repeat the whole process for the remaining two paint samples. Once you complete this test, your training is finished and the assistant curator will grant you a key to the supply room.
Walk outside the lab and go right. Follow all the signs you see to the statue room and then the security office. Walk left past the statues and follow the sign to the security office and supply closet. Go left to the end and you'll arrive at the supply closet door. Inside your backpack you'll find the key that the assistant curator gave to you. Use it to unlock the door and go inside. In here you'll see that sixth piece of the torn photo. Now that it's put together you'll see it forms a picture of the head of a gargoyle.

Next, come out of the closet and head back through the statue room. Walk back into the main area and go outside the museum. You'll see that night has fallen. Now remember that you need to meet the strange guy. Go left to get to the city docks. The strange and mysterious man will be standing right where you saw him last. Go back inside the tour through the gate. Walk through the tunnel until you get to the wooden ladder. Climb up to the top and then click on the hatch you see above. The hatch cover will appear on screen and it has a gargoyle face on it. Re-arrange the pieces on the hatch to match the version you see in the torn picture. All of the features have to match the picture exactly. When you're done, the hatch will open and you can proceed up through it.


You will appear back inside the museum supply closet. Use your supply room key to unlock the door from the inside and then go into the hall. Watch out because the shadow of the security guard will walk by the window to the security office. Stay put until she passes and then dart past the window and keep going until you reach the door to the statue room. Enter the statue room and then move to the right slowly and carefully while avoiding the moving laser beams you see there. To avoid being spotted by a laser beam, hide behind either the plants or statues. Once you arrive at the far end of the room, exit to go to the main museum hall.

From here, go up and to the left to where the painting of the Scream is located. Click on the top of the painting and you'll leap up to the light fixture hanging right above it. All of the sudden the museum alarms will go off and the police will arrive. This doesn't look good! You'll be placed in jail and then questioned by the police. You will take a lie detector test which is very easy to pass. Next you'll be invited to speak with the chief inspector back inside the museum office.

On your way back to the museum, make a quick stop at Bobo's. Inside you will find the museum security officer. Talk to him and ask him about why he left his post. He'll turn over his time card to you. After you get it, head to the museum and go up to the security office. When you're inside the office, head over to the right of the room and click on the large computer. You'll automatically check the security camera footage and because you have the time card from the security guard, you'll know where to look. The mystery man from the docks will show up on screen and walk to the painting. You can get a print out of the security camera footage by pressing the print screen button on the computer. Then go over and talk to the investigator. Her advice will be to show the picture around to the citizens of the island. Leave the museum and head right towards Bobo's Clown Shop.

Once you get to the front of Bobo's clown store, show the printout from the security camera to the mime on the left. The mime knows who it is and she will pantomime music playing. This is a clue that the person you're trying to find is inside the jazz cafe. Go right and then enter the cafe. When you arrive inside the cafe, walk to the right and the mysterious man will be there. Once you arrive, he'll run out of the cafe. Follow him to the right to begin a big chase.

This is where the scooter ride chase scene begins. You'll both be riding scooters. You don't really need to catch him during this part. What you need to do is to keep away from all the roadblocks and obstacles that you'll pass during the chase. The chase goes on for a while and then you'll wind up at the Docks. The thief will escape in a waiting motor boat but will drop a key card which you will pick up.

EXTRA: keep an eye out in the beginning of the chase for Balloon Boy. You can see him for a short bit up in the sky near the buildings in the back.



Now you want to head over to the museum. When you arrive in the main lobby, the assistant curator will be waiting for you and give you a package that arrived addressed to you. When you open up the package, it reveals a painting of "Starry Night" by Vincent Van Gogh. And there is also an X-ray device inside. The painting is in your backpack. Find it and click on Examine to have a closer look. Drag the x-ray device over the painting and you'll see a secret message from the curator telling you to meet at the Pop Art Museum in Early Poptropica island. Now you get to do something pretty neat. You're going to temporarily leave Counterfeit Island and go to Early Poptropica for a bit. Head back outside and return to your travel balloon, which is just to the right of the museum entrance. Click the balloon to travel and then when the map appears, choose Early Poptropica as your destination.

Walk left to the Pop Art Museum and then go inside. You'll see a woman wearing purple. Talk to her and she will explain a little bit about what is going on and give you a key. Go back outside the museum and get on your balloon again. Now return to Counterfeit Island.

When you arrive back in Counterfeit Island, run all the way to the right to the Countryside. You'll find a house belonging to the chief inspector here. Use the key that the Curator gave you to sneak into the house. Walk upstairs and you'll find a painting decorating the wall. Click on it to remove the canvas and you'll see that it's hiding the stolen painting from the museum! Next thing you know, the lights go dark and you are knocked out.

When you wake up, you find that you are underground in some sort of hideout. You and the mysterious art thief guy in sunglasses and a trenchcoat are tied up together in a chair and the Black Widow is here. She has captured you! The Black Widow will leave the room and then you and the mysterious guy will talk about how you were both set up by her. The guy asks you to move your chair closer to where he is so that he can free you. Moving the chair can be a little tricky. To do it, click and drag the mouse to the left. It will slowly move towards the guy. When you get close enough, you both are free from your bonds. The mysterious guy has an idea that you should both go after the Black Widow. Leave the room to your right.

You'll show up in the next room of the hideout. Run all the way to the left and then jump up on the boxes while avoiding the guards. One of the most difficult guards to get past is the one walking on one of the platforms above. You need to wait until he gets all the way to the left and then turns and starts walking right. Don't waste any time. Immediately jump up and follow him for a few paces until you get to a couch. Jump onto the couch cushions and then use them to bounce upwards and left. Here you'll see a special access panel. Use the key card you found when you were chasing the mysterious guy before to open the door. Go through the door to enter Black Widow's private gallery. Next, walk to the left to start the final battle.

The guy will move to the left and climb up onto a giant platform that is operated by a handle. You need to turn the handle to raise the platform up so that he can catch her. But once he does that, the Black Widow will start dropping art onto the ground, destroying it. You need to catch the art to keep it from breaking while continuing to try and turn the handle to raise the platform. This is certainly one of the hardest boss fights in Poptropica. If more than one million dollars of art breaks, you'll fail and have to start this part over again. But after every four pieces you save, she'll get really mad and then you have a few seconds to run over to the platform to turn the handle. However you need to move very quickly because after just a couple of seconds, she tosses a bomb at you. Move away from the bomb before it explodes and then get back to the middle of the room to resume catching falling art. You just need to keep doing this same cycle over and over until you get the platform with the guy on it all the way to the top.
Once the platform gets to the top, the guy runs off it and apprehends the Black Widow. You'll appear inside the Internet Cafe and the Curator will be there. She'll tell you to meet her at the museum. When you arrive, the curator will show you a secret about the museum. It has been quietly hiding many famous works of art from around the globe. You'll receive the medallion for finishing Counterfeit Island. Congratulations!
schwartzospp

Poptropica Counterfeit Island Walkthrough



Poptropica Counterfeit Island is the tenth island mission in the game. It launched in early access mode in late Dec, 2009 and was publicly available in January. In this journey, you will need to reveal the thriller regarding a piece of stolen artwork in the Counterfeit Island art gallery. You'll encounter many odd people as you try to solve the mystery and run into many different plot twists as you play. This is a step-by-step walkthrough of the entire quest with all the cheats for Counterfeit Island.


First Steps on the Island

First thing to do is to use your Poptropica map to journey to Counterfeit Island. You'll arrive by balloon next to the museum. Your first stop will be Downtown. Start walking right and observe the signs. The first store you'll see Downtown is a shop called Bobo's. Walk inside the store. You'll see plenty of balloons, all in different colors, around the store. Select a green balloon and then walk outside the store.



SECRET: hop up onto the top of the store and you'll find Bobo standing alone on the roof. He'll explain why he's hiding up there. This is just a fun little joke on the island and you don't have to visit Bobo to complete the mission.




Now go completely right and go into the Country side area. A few steps in to this vicinity you'll notice a young woman and a weeping youngster. He will quit crying if he gets a green balloon. Thankfully, you've got one so click him to give it up. When he tales it fom you, he'll lift up into the sky. Poor balloon boy! You don't need to try to save him, though. Head back to the left to go Downtown and then run all the way to the left of that zone and go into Main Street. As soon as you arrive on Main Street, go inside the building named the Web Browser Internet Cafe. There's a guy who looks like a tourist and has a hat and camera. Go up to him and talk to him. He explains that he lost his tickets for the underground tunnel tour and that if you can help him find them he will give one to you. While you're talking to him, look up at the TV behind you. It's balloon boy on the news! Now walk outside and run to the right to go Downtown.



Your next stop is the garbage can just to the right of the visite site entrance to the underground tunnel tour. Click on the garbage can and a screen will appear showing all garbage inside. Click on each piece and drag it away from the center. Soon, you'll reveal the lost tickets that are buried inside. Click on the tickets and they'll go into your backpack.



OK, now run back to Main Street and enter the Web Browser Internet Cafe again. Go inside and stand next to the man who lost the tickets. Find the tickets in your backpack and click on Use to give them to him. The guy will thank you for finding them and just as he promised, he'll give one back to you so that you can use it to take the underground tunnel tour.








OK, head back Downtown and go to the entrance to the underground tunnel tour. There's a woman standing outside wearing a green beret. Stand next to her, then open your backpack and click "Use" on the ticket inside. You're ready to begin the tour. Click on the gate to the entrance behind you to start it.



The tunnel tour is very easy to do, because there's just one path to follow. When you get to the bottom, you'll see a lightbulb hanging down from a cable in the middle of the tunnel. Jump up and grab the cable and then climb to the ceiling. You'll see a torn piece of paper on top of another cable just to the right. This is part of the torn picture that you'll need to unlock the secret door to the museum later in the quest. Now jump to the right to catch the piece of the torn picture. As you fall over the torn picture, you will pick it up and it will go into your backpack. Now get back on the tour and keep following the main tunnel until you get to a set of stairs that head up to a door. Follow the stairs to leave the tour.


The Mysterious Guy

When you wrap up the tour and head out the exit, there's a guy with sunglasses and an overcoat waiting just outside. He'll tell you a story and ask you to get a job at the museum, then meet him in this same spot after nightfall. OK, the next thing to do is walk a little bit over to the right, where you'll see another torn picture piece. Grab this picture piece. Before leaving this area, run across the docks to the left and jump up to the top of the mast on the fishing boat to find your third piece of the torn picture. Now head back to Main Street and enter the museum.


Within the Museum


When you get inside the museum, talk to the security guard who is standing there. He will tell you to speak with the assistant curator. The assistant curator is standing right over you on the staircase. Go up and talk to him. He will tell you that four paintings have been placed in the wrong wings of the museum and that he needs you to put them in their correct spots. In each wing, you can pick up one painting on the wall (the others won't move) and take it somewhere else. Follow these instructions to get all the paintings in the right places.



  • Take the painting that's inside the cubism wing and take it to the impressionism wing.
  • Move the painting from the impressionism wing to the expressionism wing.
  • Move the painting from the expressionism wing to the realism wing.
  • Move the painting from realism wing to the cubism wing.



Now that you've got all the paintings placed correctly, walk back to the stairs and talk with the assistant curator. He'll tell you that you are hired and will take you inside the Forgery Detection Lab to begin your training. Speak to him and then he'll tell you to select a station to begin your training. Click on the first desk to get started. You'll get a special X-Ray device that you can use on the paintings. Use it on each one until you find the canvas with the sketches underneath the paint. Use the arrows at the top to switch between the paintings and then click on the one you think is the real painting below.

Now comes the next test. In this one, you need to use a magnifying glass to attempt to determine the fake in a group of paintings. Look in the corners of each painting to find the signature and figure out which one is different than the others. The one with the different signature is the forgery. Good job!


The third test is a photograph and you need to click on the area that shows it is a fake. Look up on the left side where you seen the moon. Click on the dark part of the moon. If this was really a picture of the moon, there would be no stars on the dark side of it.

The next step to to go to the desk on the right, which is where the staff performs chemical analyses of paint samples. In this test, you select a paint sample and then it drops into the beaker. You'll see a red bar go across the screen. When it reaches a square, it will light up with a color. Click on that color beaker above while the square is lit to add it into the test solution. If you do it correctly and in time, a green check mark will appear over the square. Keep going until all four squares are done correctly. Now do it all over again for the other two paint samples. Once you conclude this experiment, your schooling is finished and the assistant curator will provide you a key to the supply closet.
Leave the forgery detection lab and walk right and then follow the signs to the statue room and security office. Walk left past all of the statues and follow the sign that directs you to the security office and supply closet. Go left to the end and you'll arrive at the supply closet door. Use the key from your backpack to unlock it and get inside. Once you walk in, you'll find the sixth and final piece of the torn picture, which will complete to form the image of a gargoyle head.

OK, now head back over to the right side and then go back through the room of statues. Walk back into the main area and go outside the museum. Now it is night time outside. Now remember that you need to meet the strange guy. Go left to get to the city docks. The strange and mysterious man will be standing right where you saw him last. Go inside the gate to the underground tour area and then follow the tunnel back to the wooden ladder. Climb the ladder and then click on the hatch at the top. The hatch cover will appear on screen and it has a gargoyle face on it. Use the mouse to move all the pieces on the hatch to match the version from the torn picture pieces you collected. You need to get all of the facial features on the hatch gargoyle to exactly match the picture. When you're done, the hatch will open and you can proceed up through it.


When you get through the hatch you will find youself back in the museum supply closet. Use the key again to unlock the door and then walk out into the hallway. Watch out because the shadow of the security guard will walk by the window to the security office. Stay put until she passes and then dart past the window and keep going until you reach the door to the statue room. Go inside and then move across the room carefully, avoiding the laser beams. To avoid being spotted by a laser beam, hide behind either the plants or statues. When you get across the room safely, go outside into the main hall.

Next walk up and left until you get to the spot where the painting of the Scream is hanging. Click on the top of it and you will jump up onto the light hanging above it. All of the sudden the museum alarms will go off and the police will arrive. You've been caught red-handed! Next you'll find yourself inside the jailhouse being interrogated by the police. You will take a lie detector test which is very easy to pass. Next you'll be invited to speak with the chief inspector back inside the museum office.

On your way back to the museum, make a quick stop at Bobo's. Inside you will find the museum security officer. Ask him what time he left his post and he will give you his time card. After you get it, head to the museum and go up to the security office. Once you arrive, walk to the right and click on the big computer. You'll automatically check the security camera footage and because you have the time card from the security guard, you'll know where to look. The mystery man from the docks will show up on screen and walk to the painting. Press the print screen button to get a surveillance video screen print. Now go speak to the lead investigator. Her advice will be to show the picture around to the citizens of the island. Walk out of the museum and head back to the outside of the clown shop.

Once you get to the front of Bobo's clown store, show the printout from the security camera to the mime on the left. The mime knows who it is and she will pantomime music playing. This is a clue that the person you're trying to find is inside the jazz cafe. Go right and then enter the cafe. Once you get inside, move to the right and you'll see the strange guy you've been looking for. As soon as he sees you enter, he'll make a run for it. Follow him out the door to chase after him.

During the chase scene, you'll be riding on a scooter trying to catch the mysterious guy. You don't actually catch him during this scene. All you need to do is avoid the different obstacles that appear in the road as you go by. The chase goes on for a while and then you'll wind up at the Docks. The mysterious guy will escape in a boat but as he departs he'll accidentally drop a secret key card that you'll be able to pick up from the ground.





Now you want to head over to the museum. Once you enter, you'll see the assistant curator standing there. He's waiting with a package that was addressed to you. When you open up the package, it reveals a painting of "Starry Night" by Vincent Van Gogh. And there is also an X-ray device inside. Open your backpack and find the painting. Click on the examine button to inspect it. Drag the x-ray device over the painting and you'll see a secret message from the curator telling you to meet at the Pop Art Museum in Early Poptropica island. Now you get to do something pretty neat. You're going to temporarily leave Counterfeit Island and go to Early Poptropica for a bit. Head back outside and return to your travel balloon, which is just to the right of the museum entrance. Click the balloon to travel and then when the map appears, choose Early Poptropica as your destination.

Walk left to the Pop Art Museum and then go inside. You'll see a woman wearing purple. Talk to her and she will explain a little bit about what is going on and give you a key. Go back outside the museum and get on your balloon again. Now return to Counterfeit Island.

When you arrive http://poptropicasecrets.com/poptropica/poptropica-counterfeit-island-walkthrough/ back in Counterfeit Island, run all the way to the right to the Countryside. The inspector's house is located here and the key to the door that the Curator gave you will let you get in. Walk upstairs and you'll find a painting decorating the wall. Click on it to remove the canvas and you'll see that it's hiding the stolen painting from the museum! But then the lights will go out and you'll be knocked unconscious.

When you wake up, you find that you are underground in some sort of hideout. You and the mysterious art thief guy in sunglasses and a trenchcoat are tied up together in a chair and the Black Widow is here. She has captured you! The Black Widow leaves the room and then you learn about how you were set up because the mysterious guy tells you his story. He'll tell you to move your chair close to him so that he can untie you. To move your chair, click and drag your mouse to the left. It will slowly move towards the guy. Once you get next to him, you'll both escape the chairs and he'll suggest that you both go after the Black Widow. Leave the room to your right.

Here's one of the last rooms to get through and it's guarded. Run all the way to the left and then jump up on the crates. You need to avoid the guards while you do this. The hardest guard to sneak past is on one of the platforms right above you. You need to wait until he gets all the way to the left and then turns and starts walking right. Don't waste any time. Immediately jump up and follow him for a few paces until you get to a couch. Jump onto the couch cushions and then use them to bounce upwards and left. Here you'll see a special access panel. Use the key card you found when you were chasing the mysterious guy before to open the door. Now step through the door to enter the last room. Next, walk to the left to start the final battle.

The mysterious guy will run and jump onto a platform with a handle. You need to turn the handle to raise the platform up so that he can catch her. But once he does that, the Black Widow will start dropping art onto the ground, destroying it. You need to catch the art to keep it from breaking while continuing to try and turn the handle to raise the platform. Of all the final boss battles in Poptropica, this is one of the most challenging. If more than one million dollars of art breaks, you'll fail and have to start this part over again. But after every four pieces you save, she'll get really mad and then you have a few seconds to run over to the platform to turn the handle. However you need to move very quickly because after just a couple of seconds, she tosses a bomb at you. Move away from the bomb before it explodes and then get back to the middle of the room to resume catching falling art. You just need to keep doing this same cycle over and over until you get the platform with the guy on it all the way to the top.
When you get the platform all the way up, the guy captures her. In the next scene, you'll be in the Interrnet Cafe along with the Museum Curator. She'll tell you to meet her at the museum. When you arrive, the curator will show you a secret about the museum. It has been quietly hiding many famous works of art from around the globe. Along with her thanks for saving the day and capturing the Black Widow, you'll receive the island medallion. Great job!

August 10 2014

schwartzospp

Poptropica Shrink Ray Island Full Walkthrough



In Shrink Ray Island, a young genius has created the greatest science fair project: Ray Gun Shrinks! But a burglar has stolen it and then shrinks you down to miniature size. You have to figure out who the thief is, the way to rescue the young scientist, and the best way to return to full size again. In this quest, you will spend most of your time inside the flat of the young scientist, looking for clues about who the robber is. In this walkthrough that is complete, with all the cheats for Shrink Ray Island, you will learn to solve everything step-by-step.

Shrink Ray Island arrived to play on June 30, 2011. Non-members will get about one month afterwards to play. A sneak preview was with a minigame called Shrink Shot, before the island became accessible.

Shrink Ray Island Walkthrough

When you arrive on the island, you will drop down onto a chute and in the blimp. Run to the right and go into the school.
Keep going right and go through the doors into the science fair.
Check out all the cool science fair projects and walk to the right side. You'll see a teacher standing next to an exhibit that is empty. Keep in touch with the teacher.
The teacher is named0 Mr. Silva and he's worried about his star student, CJ. She's missing. Her parents are standing there also. Speak with her parents and they will inform you to look in their own apartment on Avenue A.
Leave the school and go right You will find CJ's apartment there. You will see an orange cat outside the door.
Go inside and the cat will follow you in. Follow the cat about and you will receive a good look at the flat. It's a place that is pretty messy.
The cat will evaporate and the door will be closed. That's odd! Now seek out hints. First, head into CJ's bedroom.
Click on the microscope and you will see she left a note saying that her creation was stolen.
A cloaked man will appear and he's the shrink ray gun. You'll attempt to escape, but the masked man corners you and shrinks you down . Oh no!
Now begins the principal part of this isle quest, where you try and figure out save and how to escape CJ and investigate the apartment in shrunken size.
First go to the kitchen all the way. A remote catchy to get to, although you will see it in addition to the fridge.
Run to the right and poptropica shrink ray island jump up onto the open drawers. You will find a screwdriver.
Jump up onto the counter and run to the right to go to the next portion of the kitchen.
Push the rolling pin to ensure it knocks the teapot onto the burner that is right. Then jump up into the steam, which will lift you onto the shelf with the flour and sugar bowls.
Push the bottle of oil so that it begins dripping down.
Jump down to the floor and shove the cat food bowl. Then jump to the ledge and jump up and down times to make the food fall out.
Drop back down to the floor then push on the cat food bowl to the right side. Jump up along with the food and after that onto the table.
Run to the right and grab the paper. Then pick up a purple grape which you will be taking.
Run with the grape all the way back to the left (to the kitchen space that is other).
Plug in the toaster. While taking the grape, jump onto the lever on the toaster. Wait for you to pop up to another ledge
Push the salt shaker to the left so it's on the spatula handle. Then jump up onto the cup. Then jump down onto another end of the spatula and wait. The salt shaker fall, catapulting you up onto the top of the refrigerator and will rise.
Grab the remote control then jump down to the ground. Afterward run left back in the living room.

That's All I've Got for Now...

July 03 2014

schwartzospp

A Complete Guide To Nabooti Island In Poptropica

The first thing you poptropica nabooti island tomb need to do when you get to Nabooti Island is to speak with the lady inside the museum (she's downstairs) and she will give you a map of Africa. After That go to the plane at the left and get in and fly. You can fly all around the continent now that you have your map.



Your mission for this island is very simple: find the missing Nabooti jewels and return them to the totem pole inside the museum.

Your First Stop: Blue Nile Falls

Your first task here is to head to the top of the waterfall to help the girl transport her two animals (chicken and fox) and her bag of feed across the gorge. It?s a little tricky, because if you don?t know how to transfer them in order, chicken will eat the corn feeds and fox will eat the chicken. Here is the order: First go across with the chicken, then with the feed but bring the chicken back. Now take the Fox across and leave him with the feed and then return to grab the chicken and bring him over. As her way of saying thank you, the woman will reveal the location of a hidden cave by the waterfall. To get there, jump up and to the right or drop back down and climb up the long way.

Inside the cave, you must jump off the tall stones as soon as you land on them. It?s a bit challenging, if you fail to jump on the platform, you need to start all over again. The trick here is when jumping, point your mouse exactly where you want your character to land. You?ll find the Purple Jewel at the end of the cave. Almost done: before you go, you need to grab the blue Egyptioan Lily flower that you'll find at the top of the waterfall. Once you have it, return to Nabooti. Speak to the lady at the Market and trade the Egyptian Lily for a turban. You will need this to get the next Jewel.



Mountains of the Moon



Run over to the left to start ascending the mountain. Watch out for falling boulders and goats: both of them can knock you back and down. At the top left corner of the mountain, you?ll find a lady that is curious about the fruit over the hill, get the opuntia fruit (cactus pear) and continue climbing. Once you arrive at the mountain top, you'll see an old man sitting in front of a cave entrance. Challenge him to a game of Mancala and beat him to get inside. Once you beat the old man in the game, go inside the cave. It's very similar to the one you found in Blue Nile Falls. The ice is slippery! Grab the mobile phone that is down at the bottom. You will find the Red Jewel at the end of the cave.

Moving On to the Kaya Forest

One quick side-trip before Kaya: 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. Before helping the tomb raiders, go back to your plain and go to the Kaya forests. On the Kaya Forests use the opuntia fruit to lure the tortoise (Big Turtle), it will reveal a hole and dig it up using the shovel, you will find the ebony elephant statue and two strange ghosts will appear. Click on the one on the left and he?ll tell you to return a Fingo to him for a reward. Go back towards your airplane. Before you leave, be sure to grab the gold nugget that is up in the palm tree above the second hut.. Return to the marketplace in Nabooti to trade your gold nugget for a camera and the ebony elephant for a fingo.?. Return it to the spirits in Kaya and they will give you the Green Jewel as an exchange for the Fingo.

Next Stop: Giza and the Pyramids

Make sure you still wear your turban and have your cellphone with you. Examine your shovel, there is a phone number 555-6789, it?s the number of Vince which is the supervisor of the tomb raiding. Vince will hear his phone and get inside the tent while he answers his men will run off. Go to the tent, pick the bag and get the moonstone. Place the moonstone on top of the Sphinx statue to open the door to the pyramid. Keep walking forward until you reach a series of dashes on the wall.

When you click on one, the other three rotate by 90 degrees. So press each one of the horizontal lines exactly once and they will all line up horizontally. Now you can avoid the scorpion by taking the upper pathway.

When you reach the set of four blocks, push them off either side to re-create the design on the wall below. In the second puzzle, you need to push the blocks on top of the platform down and arrange them underneath to match the layout on the wall. It?s a little tougher than it first seems because you need to do things in a certain order that will look like the image on the wall. If you mess up, you can pull the reset handle and start over. Once you?re done, it will open the wall above. You?ll arrive at the next puzzle. Now you must jump up another series of platforms. Each one has different hieroglyphics (pictures) on it and you must jump on them in the correct order or they will all come crashing down and you?ll have to start over again. The correct order is: Jump on the picture of the person, then on the picture of the boat on water, then on the picture of the bird with the staff, then on the picture of the eye over the long shape. Now you can jump up onto the bricks above you. 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 QUICKLY 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.

The Adventure Continues: Safari and Diamond Mine

First fly to the Safari. With your camera, take seven good pictures of the animals in the safari for Zeke. He'll give you the miner's hard hat as a reward. You need to have the hard hat to enter the Diamond Mine. Next you need to fly South to the Diamond Mine, where you can enter the mine area and turn off the timer that controls the electric fence. Next, climb up the conveyor to get to the hole in the barbed wire. Jump over the mine carts to reach the elevator. Now that you're inside the mine shaft, blow up the boulder and the wall of rocks with the explosive and wire. The first explosion removes the rock, the second blasts the wall. Ride the mine cart (duck and jump) to the diamond pile. There is a large black rock with diamonds still inside it. Click on the rock and you'll see a mini-puzzle where you use a magnifying glass to uncover the White Nabooti Crystal. The Nabooti crystal is the one with a tiny inscription on it. You can find it over on the left side. Once you have it, climb up the rope and head back to your plane.

Return to the Nabooti, proceed to the museum, and put the jewels into the Nabooti totem in order: From the top Purple, Green, Red, White, Blue. Once the jewels are in place, something amazing happens to the statue.

You did it! Nabooti Island is now complete. The Nabooti Island medallion is now yours to keep.

June 23 2014

schwartzospp

Guide To 24 Carrot Island

24 Carrot Isle is an enjoyable quest in Poptropica where your goal to to help a town which has been robbed of all its carrots. In this quest, you will match wits with the dastardly Dr. Hare, a villain who has a plan to steal all the carrots on the island. You can complete the whole quest readily if you follow all the steps in this 24 Carrot Isle Walkthrough.

Starting Out in 24 Carrot Island

As soon as you arrive on 24-carrot isle, go left to the Carrot Farm. Disregard the farmer and go into the house to his left via the chimney. Once you're inside, walk to the right and you'll find a way to pick up an empty bowl. Now return up the chimney and outside the house. Head to the right to return to Main Street. Now walk a bit to the right and go inside the diner. If you speak with the waitress inside the diner, she can fill the empty bowl which you found inside the farmhouse with milk. Once the bowl has milk inside, return back to the Carrot Farm and re enter the house through the chimney.

Once you're inside, keep walking to the right. When you pass where you found the empty bowl, you will bend down and place the full bowl on the flooring. Head all the way to the right and go to the second floor. Walk to the left until you reach the bath at the far end. Turn on the water in the bathtub and a cat will jump out from the tub. Follow the cat to kind of shove him along and drive him to go downstairs. The cat will be very happy to see the bowl of milk and will drink it. Now he's your friend for life and will follow you anywhere. Once again, go outside the cat and the farmhouse will follow you. Next go right to return to Main Street.

Now go right past the diner and the theater and go into Charlie's Carrot Surplus Co. Go inside and talk to the woman at the counter Tell her you found her's

Go back outside and run to the right. Go to the next area, called the Factory. Once you arrive, keep going to the right. Jump up together with the factory roof and you'll locate the port pattern. You don't really need it but it will be able to help you browse the vents inside the factory if you get a little lost. Go down another side of the factory and you'll locate a passageway with a grate on it. Merely click the lid of the conduit and you will pry the crowbar open, since you have it. Then you will head in.



Factory Entry

Run left through the conduit and pick up the Carrot Transporter. If you follow all the steps in this guide, you won't need to use it. Head up the left side of the pipe and then run right back over the valves as they close. To get past this section, just stand near the border and be patient. Start running just as they're closing and do one at a time. Some of them are tricky because they open and shut fairly quickly.

In the following section, you will come across a big old rat. He's very easy to prevent if you jump up into the small section of pipe that goes above. You can go down another side and keep going left. Jump up through the top and you'll be inside a dark room inside the factory.

In the Factory

The Machine Room

Walk a few steps to the left and you'll wind up standing beside the master engine panel. You will see three levers on the engine, all which are in the up position. Move the left lever so that it is midway between up and down. The small green light above it'll light up. Repeat this process with both middle and the right levers. All three green lights will light up and then the main lights in the room will go on and the master engine will start going.



Head over to the right side of the room and jump on the cartons. Jump as much as the left onto the platform and then onto the top of the three barrels. Leap onto the mechanical arm when it passes by. It's going to come to your platform on the right and when it does, jump off onto the stage and enter the open port.

Port

The vent is a bit like a labyrinth where you can only see slightly before you as you go. If you get lost inside the vent, you can use the blueprint you located on the roof of the factory. Head down and to the left and keep going until you see part of the passageway that's covered in ice. Head up into the ice-covered passage and go back down the other side. After a few more steps you'll see some wire cutters on the floor. Run over them to pick up them. Keep going down and to the right and you will arrive at another grate in the vent. Click to enter the next room.

The Security System

When you enter the room, you will see a security system signal and it's empowered. Jump down onto the floor and very fast a flying security robot will locate you and then zap you. After you've been zapped, you will be carried to a new room. Around to the right is a panel tagged Security System. Click on the panel and then use the wire cutters to cut all three wires and shut down the security system. Now go to the right and jump up to the top where there is a grate you'll be able to depart to go back into the Vent.

Packing Room

Bound up and go inside the vent. Afterward head up and to the right. You should immediately come to a fresh port grate. Go inside and you will be in another room of the factory where the carrots are put in crates. You need to jump through a couple of open chutes where carrot crates come flying through. Stand on the border of each chute and wait for the crates to stop falling before moving to another one. The crates come in groups of different amounts. It is not too difficult to ascertain the patterns if you are patient as you go past. When you get past the chutes, go to the right and drop to the floor. then head over to the left of the room.

Talk to the woman wearing the rabbit ears and glasses and tell her to look behind her Then the screen will change and you'll see a close-up of the top of her rabbit ears hat. Click the button on the ears and the hypnotic power will be disabled. The woman will recover a printout that gives you a password. Now go just a little to the left and jump back up to the vent grate where you entered. Head back into the vent passageway.

Back to the Security Robot Room

OK now you need to head back to the same spot you had been in before where the security robot zapped you so use your vent blueprint should you need to and get back to that same entry and go inside.

You can continue safely through this room because you disabled the security system. Head for the doorway in the bottom right corner. There is a sign there that says just Authorized Bunny Drones can enter. When you attempt to go through the door, you are going to drop through a trap door in the ground because you're not an authorized bunny drone. Do not stress because the next move is to become one. When you fall through the trap door, you'll arrive in a brand new room. Drop down to the left and you will end up on a moving conveyer belt. Move to the right, taking care not to get squished by the carrot smashing presses in this room. There is also some hot carrot juice that comes out that will burn you if you get hit. Once you get past these matters, jump up in addition to the steel girder and you will see a bunny ears hat. Run over it to pick up it. These are drone ears just like all the other folks in here are wearing. Equip the bunny ears and then exit the room.

Next you'll return to the secuirty robot room. Now, while you are wearing drone ears to the bunny, go back to the big doorway. Now, you are authorized and you may get inside.

Meet Dr. Hare

You'll be standing next to Dr. Hare. Thinking you are one of his rabbit ear wearing drones, he'll give you commands to begin the launch of his rocket. Leap up onto the rocket. You'll see a big stage on the right. It's a computer and there's a technician standing next to it. He is wearing the drone ears. Click on him and say, "Look, a giant bunny!" You'll zoom in on his ears. Press the power button to turn them off. Then click the computer and enter the password, which is fuzzybunny. Now the computer asks one to give it an order. The order is on a sticky note on the pc and it's launch rabbot. Remember to spell it with an o and not an i. Rabbot is the name of the robot spaceship.

The robot spaceship will launch and then you will have the ability to control it with the joystick on the computer. Your aim would be to crash the rocket into the asteroids which you see on the display. Whenever you hit one, Dr. Hare will shout at you. After you hit four asteroids, the robot spaceship will explode and Dr. Hare will fly off into space. You just stopped Dr. Hare's bad plot. Excellent job!

Next you'll return to Main Street and everything has changed. The island is filled with colour and the citizens are happy and repairing the town. Go all the way to the left and talk to the mayor. He'll hand you the medallion for completing the island and Conquering Dr. Hare.

June 14 2014

schwartzospp

Poptropica Help And Tips For Super Power Island









Here is a guide to Poptropica Super Power Island. If you desire the guide with screen shots, please see my Poptropica website. Let Us go to Super Power island. When you arrive, visit the right and go inside the Comic Shop. You Will see a nerdy looking man on the right side of the store dressed like a nerd. Talk to him and find out if he's something other than comic publications. He'll give you a novel called The Superhero's Handbook he wrote. You keep the novel in your stock and can study it.

Leave the comic shop and visit the next retailer on the proper, the Capes and Conceals shop. Walk to the left and discover the guy with the scissors and discuss to him. He can give you a Brilliant Hero idcard which monitors all the villains that you just have defeated and identifies you as a superhero. On one other side of the store is a row of mannequins that have different costumes on them. Snap on them to pick your costume. It's possible for you to mix and match bits from all the various costumes.

OK, next go from the Hides and Capes shop and head to the left. Cross through the water and you may arrive on an island with a prison guard that's a giant green meteorite that crashed involved with it. Talk to the penitentiary warden. Ask him about the escaped prisoners and he will give you an item called the, Superb Villain Files. You'll be able to look through these documents to see all the supervillains which you must get. Afterward speak with the woman wearing the lab coat and she gives you anti-energy handcuffs, which are made to enable you to get supervillains. When you get these things, it's time to get some super villains! Go all the way to the until you get to some sign that states Downtown. Snap the sign to head to the next space. It's a brief one. Walk to the right and after that snap on another hint and you may arrive at Main Street. Talk with the police officers who are standing outside of the bank and they're going to inform you that Copy-Cat, among the super-villains who escaped the penitentiary, is indoors.

Enter the banking where Copycat is standing, and go left. She's going to make a lot copies of herself and each one of the copies will conceal in a separate location in the banking. She's going to also drop a smoke grenade on the ground until there's a lot of smoke in the banking for you yourself to breathe and you are going to just have about one minute. You need to capture all the copies of her before there is an excessive amount of smoke in the bank. Merely walk over each copy of her to make it go poof and vanish. You'll need certainly to jump up a little to get all of the copies. Use the elevator on the far right to get to the upper-level.

When you get to the last copy-cat, you'll get her and you will see a paper announcing her capture. You Will be delivered back to the jail and you will see her again behind bars. If you examine your Super-Hero ID card in your inventory, you will see that you've got one sticker in your villains defeated section. Now it's time to get some more!

Go back to Main Street and after that go all the way to the right until you are capable to some Subway sign. Snap on the measures to drop into the Train-Station. Keep in touch with the policemen in the subway Station and they're going to let you know they require help finding Speeding Spike. Go inside the train and walk all of the way to the correct, where you are able to see Rushing Spike keeping a bag of money. Catching him is square. Only keep leaping over him when he makes an effort to strike you with the bag of cash. He can keep moving to the left to different train cars and if you can keep getting him to miss you he'll get so exhausted outside that he sits down on a floor. When he does that, walk-up to him to placed on the cuffs and deliver him back to jail.

Go straight back all the way to the right and also this time go past the tube Station stairway to get to the town Park. When you arrive, you may see that Sir Rebral is sitting on top of a broken statue. When you go near him, you figure out that he is controlling rocks that follow you till you were strike by them and fly upwards from your earth. You need to place yourself so you can jump to avoid them ( they'll still follow you ) and then get your self on one other side of Sir Rebral therefore the stone hit him instead. This will make him furious and then elements of the earth will start turning up. The next step is to find the light gray rock which you can push. Move this stone in addition to among the areas where the earth turns up so the stone will fly upward into the air and hit Sir Rebral. This will knock him down and stun him therefore you can walk up to him and get him with the handcuffs. You Will go back to the prison where it is possible to see him safely in prison guard.

Return to the town Park and go in the public washroom. There Is a hole next to among the bathrooms. Go down the hole to go into the sewers. Walk over to the left and you'll see a brownish wheel. Click it while sitting on the stage underneath and the water will drain therefore that you just move downwards. When it stops, go to the correct till you're capable to some platforms. Bound up those and you will find another wheel. Turn it to make the water rise again part way. Swim to the left till you see another wheel and the water will rise again. Visit the left again and you will find a door that you could enter. Go through the door and Ratman will be within. Leap up to the top-right corner of the Sewer Area while avoiding the rats, and you will see a reddish wheel. Click on it to turn it, and it will spatter water over his flies and the Ratman. Ratman will be knocked out and the flies which are humming around him will begin following you. So you would like to attempt to get to Ratman extremely quickly if they contact you, you will get stung. Click on him to handcuff him and send him straight back to prison.

Head back to Town Park and go all the manner to the right. You could see a hint for the Junkyard. Follow that hint to go inside. When you arrive, you will see Crusher standing on top of a stack of rubbish. Talk to the police there and they'll tell you they're unable to get him. Great thing you're a mega Hero here to save the day again. You're going to sneak to sneak past him twice, to conquer Crusher. Head completely to the right and getup along with the oil barrels then run right past him and jump onto the platform where he's standing. You'll get to your crane. Bound up the crane till you're competent to the cab towards the top and click it. Afterward drag the magnet control lever. The crane will release a heavy refrigerator that will fall on Crusher. But he lifts it off and throws it at you, knocking you back down. And now he is's really nutty. You've got to steal past Crusher another time, but now he's hurling empty petroleum barrels at you and they will knock you down if you get hit. Strive and return to the crane another time without becoming hit by the petroleum barrels as you-go. When you get completely back to the cab of the crane, click and drag the magnet lever again to turn it straight back on. Crusher will be picked up by the magnet and destroy him level! Then you're able to safely go down to where he's and set the handcuffs back on him. Crusher is returning to prison!

Go back to the primary area and go over to the telephone booth, that may be calling. Reply it and you'll be given a fresh superpower. Now you have the skill to fly! Click on the flght icon in the lower-left corner to fly upward into the air.

Visit the Downtown region and fly-up to the very top of the Skyscraper and after that go up. You'll see Betty Jetty standing along with an antenna. She'll taunt you and fly away. Ensure your flight electricity is activated and chase after her. She will throw green energy balls at you. Every time you dodge them, you'll get somewhat closer to her and ultimately you will be close enough to get her. You can only avert the green power balls she throws by moving away display each and every time they come in your area.

After you capture her, she'll taunt you again, and Ned can look and knock her around. Now it is possible to place the handcuffs on her and she's caught and put-back in jail.

When you speak to the warden, he can say he gave the island medallion to Ned Noodlehead for getting Betty Jetty. You're able to convince Ned to give it to you by first heading to the hot-dog vendor in City Park. Talk with the seller and he'll give you a hot dog. Then return to the comic book book shop and speak to Ned Noodlehead. He can offer to trade you the medallion for a hot dog. Do the trade and you may complete this assignment. Congratulations!
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