Saturday, 26 November 2011

Moshi monsters moshling cheats

All moshlings and the combinations (so far).



-=COMMON=-

001 - Its type is unknown (unless you get it)- Plant 3 peppers. Hope it works for you!

002 - Chop Chop (monkey) >> 3 Dragons.

003 - Gingersnap (beat up cat) >> Magic + Love + Pepper.

008 - Squidge (a fluffy flying thing) >> Star + Pepper + Dragon.

010 - Snookums (Dinosaur) >> 3 Star.

013 - Dj Quack (duck) >> Dragon + Moon + Star.

018 - Stanley (seahorse) >> 2 Love Berries + 1 Dragon Fruit.

020 - Purdy (pink fluffy cat) >> Dragon + Moon + Dragon.

023 - Humphrey (hippo) >> Daisy + Magic + Pepper

024 - Angel (unicorn/pegasus) >> Magic + Pepper + Pepper



-=UNCOMMON=-

027 - Kissy (baby ghost) >> Purple Star + Yellow Star + Black Magic.

030 - Lady Meowford (white cat) >> Blue Moon + Pink Moon + Purple Star.

034 - Dipsy (cloud) >> Red/Pink Moon + Yellow Moon + Yellow Love.

039 - Shelby (turtle) >> Blue Dragon + Black Dragon + Blue Magic.

040 - Doris (Rhinosaurus) >> 3 Moons.

043 - Blurp (blowfish) >> Purple Moon + Pink Love + Black Love/Blue Moon.

047 - Sooki-Yaki (Ninja Cat) >> Purple Pepper + Red Magic + Yellow Magic.

048 - Priscilla (horse with tiara) >> Yellow apple + Red moon + Blue moon



-=RARE=-

050 - Pooky (Dinosaur) >> Red moon + Purple Magic + Red magic.

052 - Coolio (Ice-cream) >> Pink apple + yellow Star + Black love

053 - Fumble (starfish) >> Red Star + Yellow Love + Red Star/ Magic.

054 - Flumpy (pluff) >> Black Moon + Red Magic + Red Star.

056 - Mr. Snoodle (Elephant) >> Red Pepper + Purple Magic + Blue Pepper.

057 - Honey (rabbit) >> Red/Blue Magic + Yellow Love + Blue Apple

059 - Hansel (gingerbread) >> Blue/Purple Dragon + Black Magic + Black Moon.

060 - Ecto (ghost) >> Red Love + Black Love + Pink/Yellow Pepper.

065 - Tiki (toucan) >> Red/Purple Star + Pink Love + Red Love.

071 - Peppy Penguin (penguin) >> Blue/Red/Black Moon + Purple Moon + Yellow Magic.

072 - Cali (mermaid) >> Blue Moon + Pink Magic + Yellow Moon.

073 - Jeepers (tiger) >> Pink Love + Red Daisy +Blue Apple

074 - Prof. Purplex (owl) >> Red/Blue Dragon + Pink Love + Yellow moon.



-=ULTRA RARE=-

077 - Waldo (nerdy Squirrel) >> Pink Love + Purple/Black Dragon + Red Star.

078 - Burnie (dragon) >> Red apple + Red apple + Blue daisy

079 - Gigi (unicorn) >> Blue Pepper + Red Moon + Yellow Pepper.

081 - Bonkers (squirrel carrying an acorn) = Black Daisy + Pink Moon + Black Dragon

082 - General Fuzukie (warrior) >> Yellow Love + Purple Star + Red Pepper.

083 - Gurgle (dragon) >> Red Dragon + Yellow Magic + Purple Love.

087 - ShiShi (panda) >> Black daisy + Yellow pepper + Red dragon.

088 - Oddie (doughnut) >> Yellow Star + Black Star + Purple Star.

089 - Big Bad Bill (VooDoo guy) >> Yellow Love + Black Star + Blue Star.

091 - Cutie Pie (cup cake) >> Pink star + Purple Daisy + Blue Dragon

100 - IGGY (floating purple loading guy) >> Purple dais







How to get a gingersnap:

------------------------

First buy love berries, hot silly peppers and magic beans seads plant

them in the following order:



-Love berries.

-Hot silly peppers.

-Magic beans.

-Let them grow fully and then visit them the cat will b sitting there.





Free roxs:

----------

Plant three magic beans and than wait until they are grown that when you take

they out you will get 100 roxs for each planet.

Sunday, 20 November 2011

Poptropica info

Current islands on poptropica


 Early Poptropica


 Shark Tooth Island

 Time Tangled Island

 24 Carrot Island

Super Power Island

 Spy Island

 Nabooti Island

 Big Nate Island

Astro-Knights Island

  Counterfeit Island

 Reality TV Island

 Mythology Island

 Skullduggery Island

 Steamworks Island

 Great Pumpkin Island

 Cryptids Island

 Wild West Island

 Wimpy Wonderland

 Red Dragon Island

 Shrink Ray Island

 Mystery Train Island

 Game Show Island

Upcoming islands

Ghost Story Island

 Failed Islands

 Monster Carnival Island


 Non-Island Games

 Haunted House

 Dr. Hare's Secret Lab

 Earth Day

 Blimp Adventure

 Legendary Swords

 Temporary Ad-Games

Saturday, 19 November 2011

Big Nate books

I recommened the Big nate books by Lincon Peirce Here are the books:     
                                                         



     
  
    

   

Poptropica cheats Spy

You will need to rescue three captured spies from the clutches of the evil group B.A.D. -- you must save them in the proper order because each provides the items necessary to tackle the next rescue, or the game's completion. Here is the guide to each step of the solution, as the game does not provide any shortcuts.





1.If you go left, to the dock, you will be beaten up by the B.A.D guards there.

2.Go to the Headquarters building, top floor, and talk to Director D of the spy agency. He will tell you of the three missing spies and give you your Message Decoder.

3.You will encounter several friendly agents who will share information. The first directs you to the Bistro, where you will need to get the fingerprint of a B.A.D. bigwig. To do this, you will get a job as a chef and steal the bad guy's wine glass. To escape with it, climb through the exhaust fan in the kitchen and jump along the ceiling light fixtures.

4.At the Eye Doctor, you will not be trusted by the doctor. However, once you have spoken to another agent, he will tell you how to take the eye test (choose the opposite, left to right or up instead of down symbols) to show you are a trusted agent.

5.Go upstairs and the doctor will let you in the secret spy laboratory. Get the special Chameleon Suit that he's developed. When you are standing still, you will be completely invisible to your enemies.

6.Go back to the dock, and climb up the roof, using the chameleon suit to evade the guards (and dogs!). Enter the vent and make your way downstairs until you reach the locked vault. Go though the ceiling to rescue the agent inside. He will knock out the guards and open the bottom door for you. He will also give you the Laser Pen, and a clue to B.A.D.'s evil plan.

7.Go back to the right, and you will get information from another agent, who gives you the Secret File. Graffiti on the next building will tell you how to read the message in it. (Somebody can't be trusted. It reads "Don't trust Director D")

8.Climb the building with the electric shock fields (this takes careful timing) until you reach the attic. Cut through the bars with your laser pen. The second spy is inside and will give you his Grappling Bowtie, with which to reach tall locations. He will also give you the second of three clue cards.

9.Go up to the rooftops on Balding Avenue, and grapple left to the tall building, then left again to avoid the guard. You will encounter another spy on the roof, who will tell you to go RIGHT to the other tall antenna. This leads to a greenhouse, where the third spy is held in a locked cage, which your Laser Pen won't cut. To open the cage, go down past the carnivorous plants (they bite) and find the Cherry Bomb tree. You can release a Cherry Bomb from the tree, and it will explode about 40 seconds later. Push it left onto the Trampoline Plant, and it will be thrown up higher. Climb up, avoid the plants, and push it left again onto the second Trampoline Plant. This will bounce it up to the cage but you have to climb up to re-position it before it explodes. The released spy will give you her UltraVision goggles, so that you can see the laser beams around the B.A.D. hiding place. You also get the final clue about the spies' evil plan.

10.(To the left of the rooftop is the top of the brown building, where at one time there was a special Nabooti mask hanging, which has nothing to do with this island's story. You cannot climb this building from the Balding Aveneue street level.)

11.Go to the far right, put on the goggles, and make your way through the lasers. Climb up the right side of the building and then move up and left until you can enter the hideout. (The lasers will knock you down a lot, but not harm you.)

12.Use the "fingerprint" to enter the lair's electronic security.

13.Director D has somehow gotten in the lair as well, and you will use the three password codes (LASER HAIR REMOVAL)to reactivate the transporter to the laser satellite. Unfortunately, D is a bald baddie himself. Follow him up to the satellite and will sic his mini-bot guards on you. Avoid the robot's zaps and lead it to a yellow power globe, which will send electricity through its plug and destroy it. Three more mini-bots will attack, and there are three more globes (two at the top of the room, two at the bottom).

14.*IF THE GAME FREEZES : sorry, nothing to do but reset the game from when you entered the B.A.D. area.

15.When his bots are destroyed, the evil director will begin zapping you with his flying control room. You will have to use the Bowtie to reach the top of his machine. Each time he flies into the ceiling to knock you loose, he will damage his machine. After 3 crunches, he is powerless and is taken into custody. You become a Director and get the island medal.





Read more: http://wiki.answers.com/Q/How_do_you_beat_Spy_Island#ixzz1eB38AKxf

Poptropica Big Nate

All right, here is a complete walkthrough of Big Nate island in Poptropica. (see related questions for help)





1. First get the top of the Comic page from the guy at Klassic Komix. Collect the 8 missing pieces from around the island : there's two in the school, one atop the school by the cement scaffold, one at the top of the lighthouse, one above the playground, one in the Pop-In shop, one in the photo place, and one on the electric poles (right side of the wire).



2. Once you have successfully found all of the comic pieces (there are 8), assemble them and go back to Klassic Komix and give them to the guy . He will give you some gum.



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



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



5. Go to the lighthouse which is as far as you can go to the right of the island. You can climb up the little metal tongs on the side. There is a floating piece of paper to the left of the lighthouse which you have to jump off and hit as you go down. You will automatically pick it up. It is an old photo.



6. Bring the picture back to the photo shop and give it to the man there, who will give you scuba gear as a trade.



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



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



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



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



11. In the "Kids Only" house on top of the playground, challenge Nate to a game of Hangman. Once you win, he'll give you some crackers. Place a cracker on the ground where the schoolgirls were. The lost dog will dig holes until you find the capsule. Click on the box and pull it out, and click on the gold button. Once it's done loading, Big Nate will be a hero and you'll get your medallion.



*Note that the lobster (after using it to change the direction of the light) will return to your inventory, as will any item you use (except the stink bomb).



** Even once you have the peanut butter crackers, you still have to go to the lighthouse telescope, and get the map from Seal Island. Otherwise Spitsy the lost dog will only dig empty holes.

Poptropica cheats 24 Carrot

1.Talk to the crying mayor, and he will tell you that the town is deteriorating because all of their carrots have disappeared.

2.Visit Charlie's Carrot Surplus where the clerk tells you her cat is missing, and may be by the farmhouse.

3.Head left to Carrot Farm.

4.Go to the old house and enter it by the chimney.

5.Go right and take the bowl that you find next to the couch.

6.Go back to town and visit the Carrot King Diner. Take the bowl to the waitress and ask her to fill it up with milk.

7.Go back to the farmhouse and put the bowl down where you found it.

8.Go to the right and climb the electric wire to get upstairs. Go left until you reach the bathroom. Turn on the shower by twisting the handles. The cat will jump out.

9.Chase the cat back downstairs (this may take awhile, and the easiest way is to just auto-chase by clicking on the cat). The cat will drink the milk and follow you.

10.Go back to town and give the clerk her cat. She will give you a crowbar.

11.Go to the Carrot Factory.





At the factory:

1.Get the blueprints from the boarded window.

2.Climb down near the icky water to the right of the building and use the crowbar to get inside.

3.Walk to the left until you find the Carrot Transporter.





Entering the factory:

1.Climb up and go right. The last two moving floor sections may take a while to get past. (Try to stop between them.)

2.Continue climbing up. Dodge the rat, and go up to the main factory room.

3.To turn on the power, move the middle switch all the way down and the other two switches to the middle. Once it is turned on, jump up and hop on the moving claw near the top. This will take you right to the vent system.

4.First, head for the PROCESSING ROOM (on the lower left). Use the blueprints you found earlier to find your way around the vent system.

5.On your way to the PROCESSING ROOM, you will pick up a pair of wire cutters.

6.If you enter the room, the robot guard will transport you out of there, to :

7.The FREEZER room . In the FREEZER, you will find a security box. Cut the wires and leave.





The password:

1.Go to the PRINTER ROOM. You can disable the rabbot ears controlling the worker there (who is being mind-controlled). You do this by pressing the ears' blue control button (C) when her back is turned. She will show you a piece of paper that prints out. (It reads, "System Password: fuzzybunny".)





Rabbot ears:

1.Go to the PROCESSING ROOM. With the security system disabled, the flying rabbot guard will not appear.

2.Release the workers from their mind control. You will see that the evil Dr. Hare's plant is stealing all the island's carrots to process into Rocket Fuel chemicals. Go to the big metal doors on the right that says EXIT. Because you don't have rabbot control ears, it drops you through the trap door instead. It will take you to a room with giant smashing machines.

3.Make your way down the belt without getting squirted or smashed flat. At the far side, you will find a pair of rabbot ears. Climb out.





How to defeat Dr. Hare:

1.Make sure you are wearing your rabbot ears when you go to EXIT door.

2.The door will open and Dr. Hare will be waiting for you. He assumes you are under his control and orders you to launch the GIANT SPACE RABBOT.

3.Climb up Dr. Hare's rabbot and go to the right side by the computer. Deactivate the person's rabbot ears so he will let you use the computer. Type in the password from before (fuzzybunny) and the task (launch rabbot).

4.A little screen will pop up, kind of like a video game. Use the joystick to steer the GIANT SPACE RABBOT into the meteors to crash it.

5.When you defeat Dr. Hare and his rabbot, follow the released slave up the rope to the left, and go back to Main Street. All of the citizens are grateful.

6.Talk to the mayor and he'll give you the 24 Carrot Island medallion





Read more: http://wiki.answers.com/Q/How_do_you_beat_24_Carrot_Island#ixzz1eAjXRSnK

Poptropica cheats Counterfeit

Arriving on the Island



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



Downtown / Countryside



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



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



Main Street / Museum



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



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



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



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



Museum Fantastique



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



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



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



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



Night Time at the Museum



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



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



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



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



Next Day (In the Jail)



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



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



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



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



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



Off to Early Poptropica



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



In the Countryside



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



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

(Lights go out and you are noisily subdued.)



In the Lair of the Black Widow



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



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



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



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



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



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

Poptropica cheats Mythology Island

Entering Mythology Island: Olympus VillageOn this Main Street, the Olympus Museum is at the left, and to the right is Herc's Hero Hut, the gate to Mount Olympus, and the Midas Gym (the multiplayer meeting room). The area to the left is the forest and to the right is the Grove of Temples.

1.Enter the museum and browse the Greek Mythology history and the various gods and goddesses. The only item to acquire is the Starfish which is on Poseidon's statue.

2.The gate to Mount Olympus is locked until late in the game. Hercules is in the Hero Hut selling autographs, but nothing in there is ever functional.



The Grove of TemplesGo right from Olympus Village. The temple is to the Nine Muses, who inspire human scholars and artists.

1.Go in and to the far right there are free Reed Pipes (flutes). Take one and go to the statue of Euterpe (in the group nearer the entrance).

2.Repeat the song she teaches you note-by-note, and Euterpe will give you a song that can put Cerberus to sleep.



The Tree of ImmortalityLeave the Grove, go left past Olympus Village to the forest. The Tree of Immortality is mostly decoration, and the statues dare you to eat an apple from it (there is only one, and it is in the next frame above the forest).

1.Climb the steps and go up into the tree. There are serpents you can climb and mushrooms which will bounce you up to the next step. The central area has a "honey" spill which is only barely climbable.

2.Find the satyr at the top right, who will show you the way to reach the Golden Apple if you collect 10 pots of honey within 60 seconds. There are about three to either side and four down the middle, and it is easier to get the top ones first.

3.When you go up the hidden path and get the apple, Zeus angrily appears. But he offers you a task, recovering 5 sacred items for him in exchange for your immortality. Looking over the scroll, the items are: 1) a flower from the Garden of the Sphinx - far left, 2) the nose ring of the Minotaur - also left, 3) a scale from the Hydra - Poseidon's lair, 4) a giant pearl - also Poseidon's, and 5) a whisker from the dog-beast Cerberus - in Hades.

4.After Zeus leaves, you are visited by Athena (his daughter) who warns you about Zeus and offers her help. When you see a glowing olive, it means that there is a helpful hint.



The Garden of the Sphinx and the Cave of the Minotaur

Cross the bridge to the right from the forest. There is a huge creature (the Sphinx) in a garden setting. Wood and stone aqueducts are spilling water about the scene. At the far left is the cave of the Minotaur.

1.The creature (Sphinx) wants water returned to the Garden. Climb up from the entrance and open the water flow into the aqueduct. There are four control levers and two wooden gates. Once all of the water is flowing into the lake, you can go back to the Sphinx.

2.You will find the Sacred Flower. Climb above it to a tree with red pomegranate fruits. Collect these and go to the cave entrance.

3.The lock to the entrance is musical, with eight notes according to the color code of the Reed Pipe : blue-blue-green-yellow-yellow-red-blue-green.

4.The Minotaur ushers you into his labyrinth, which is large but not particularly confusing. Go across the top until you hit a chain, then straight down from there (not back to the left). There are three challenges in the maze. The first involves a riddle, removing 6 bones from an arrangement of 15, leaving "10" (the nine bones that spell the letters TEN). The scorpion pit requires you to simply jump over him. The Red-Eyed Snake is elusive, but if you have fast reflexes, you can catch him three times as he pops out (peripheral vision is helpful). Your other option is to click at one of the holes for a few minutes until he pops out there (the Red-eye works his way around to all 12 holes every few cycles). There is no indication that you have succeeded until you tag him three times.

5.Take the ring from the Minotaur's nose.



The Realms of Hades and PoseidonThese two sequences are to the right in the Grove of Temples, and each has a temple interior and a throne room (which you access much later in the game). Because of a special travel item, you should do the Poseidon realm first, then come back to the Hades pit.

1.Travel all the way back to the Village, and through the Grove of Temples until you reach the realms of Hades (below) and Poseidon (farther right). Use the mud elevators to reach Poseidon's realm on the far right side of the Hades temple.

2.In the Poseidon temple, place the Starfish on the altar, which opens the entrance to the realm. You will find a beach scene on a blue lake, with bikini girls and even a surfer-dude Triton as lifeguard. You also find Aphrodite, the goddess sister of Athena.

3.Use your memory to identify five gods and goddesses on Aphrodite's test. (The answers are Ares, Hermes, Aphrodite, Artemis, and Hestia.) She will give you a special touch-screen mirror that lets you travel to and from any realm you have previously visited, without the need for a lengthy hike.

4.Dive into the lake and swim underwater through the rock maze. The bubbles will give you extra oxygen. Go right near the top of the maze, down the right side to the bottom, and then left to the Hydra Cave. Just above the entrance is the Giant Pearl oyster.

5.To defeat the Hydra, wait until one of its heads is about to thrust toward you. Jump up before it hits you, and land on top of it to knock the head out. After all five are kayoed, swim down to recover a scale from the creature.

6.Use the mirror to take you back to Aphrodite, then walk back right to reach the exit and go to the Hades pit.

7.At the temple, clean the graffiti from the walls to earn a drachma. Enter the temple and place the Pomegranates on the altar (there are some hints about this at the Hero Hut). Enter the realm.

8.Jump down into the pit, ignoring the cartoon bat. You will find yourself with a boatman on the River Styx, which leads to Hades itself.

9.As the boat moves down the river, you will find three hazards: falling rocks, fiery skulls, and river monsters. Move backward or forward in the boat to dodge the rocks, and jump over the skulls and creatures. There are multiple sets, usually four. You can sometimes survive a hit, but if you are knocked from the boat, you must begin again.

10.At the river bank, you will find Cerberus, the three-headed dog monster. Tale out the Reed Pipe and play the 6-note song from Euterpe: blue-green-yellow-blue-red-green. He will take a nap and you can get one of his whiskers.

11.You now have all five of the sacred items, but you cannot enter the Hades throne room because it is blocked by a large stone. Use the mirror to get back to Olympus Village and go left to the Tree Of Immortality. (If you did Hades first, you cross the river with no dangers, and go back to the surface.)



The Forest: Athena, Zeus, and finally HerculesThe items spell out a secret agenda for the scheming Zeus, who has been trying to wrest power from his brothers Poseidon and Hades.

1.Athena meets you at the Tree site and tells you to assemble the secret message on the 5 sacred items. Put together, the words spell out "Whoever wields the five sacred objects will rule all of Poptropica".

2.Zeus appears and steals the items from you, having no intention of making you immortal, intent only on seizing power from Poseidon and Hades.

3.Athena sends you back to Olympus Village to appeal to Hercules. He finally relents when told of the scheme. (At this point you definitely need the Touchscreen Mirror because he won't follow you on foot.) The two of you use the mirror to go to Hades.



With Hercules to see Hades and Poseidon1.Hercules moves the rock from the Throne Room, and you enter to meet Hades. He decides to give you his powerful Crown to use against Zeus.

2.Use the mirror to travel to the underwater realm of Poseidon, where Hercules opens the rock passage to Poseidon's throne. Poseidon gives you his powerful Trident to use. Use the mirror to take you to the locked Olympus Gate.



On Mount Olympus1.Hercules smashes open the lock on the gate and you enter Zeus's realm on Mount Olympus. Unfortunately, the first hazard you meet is Medusa, who turns Hercules into a stone statue.

2.To the right is a high climb, but there is a way up: you use your drachma to buy a "bag of wind" from the Aeolus Wind Wagon. (Refills are free.)

3.Reaching the summit, light up the four statues of Zeus to summon him to the final battle. You will use the combined powers of the Crown and Trident, flying and firing lightning bolts against Zeus.



Battle Against Zeus1.Use the Trident to fire bolts at Zeus as you fly around. The health meter below Zeus will show his weakening power if you hit him.

2.Anytime he hits you, you will lose power, as indicated by the pink clouds supporting you. If you lose them all, you must start the battle over. Collect as many little clouds into your cloud as you can.

3.After you have scored some hits, the process is made more difficult. Zeus begins to glow, and forms a spinning group of glowing white balls of energy. He then releases them at you, and you must dodge them by making evasive maneuvers. (This is like the spinning balls from Betty Jetty, or the razor balls from the Mordred robot.) Your bolts will only hurt Zeus when he is NOT glowing.

4.If you successfully avoid the bolts and balls, you can score enough hits to reduce Zeus's power to zero. You have won the quest! Zeus returns the sacred items to you. Athena rewards you with the Island Medallion and you have become a hero in the realms of Olympus!



After the fact, you can meet Hades and Poseidon again, and Cerberus wakes up. The maze of the Minotaur has only the scorpion as a threat, and the Hydra is permanently knocked out. Zeus is not seen again after his defeat.

---

Small Glitch: (Poseidon) if you remove either of the boulders (Hades or Poseidon) and do not go in the throne room, and go to the other realm instead -- Hercules may give you conversation if you try to go back to the original location. Move away from him and try again.

Poseidon Throne Room

Some players may find themselves at Poseidon's throne earlier in the game because they run out of oxygen underwater. If this happens, you can get the Trident early, but you will need the Touchscreen Mirror to escape back into the game! Otherwise, exit using the Haunted House card from the Poptropica Store.

Poptropica cheats Skullduggry

Enter the island from the Island Map (members had Early Access May 20, 2010) and climb down to Fort Ridley, one of a few small islands scattered about in the sea. For the first part of the island, you will collect items that lead to other items and clues.



1.Travel down Main Street to the right and cross the covered bridge. On the far side, climb down into the stream and go left to get the Doubloon from the sand.

2.Return left to Stinky Tim's store, and use the doubloon to buy a bag of chicken feed. Also go to the upper right shelf to get the Broken Mirror.

3.Give the feed to the boy with the chickens. He will give you a chicken.

4.Head right again, across the bridge to the corn farm. Use the chicken to eat some of the bugs, and the farmer gives you a Blue Candle.

5.Go far right. past the Governor's house, to the sea edge and talk to the woman there whose husband is lost at sea.

6.Enter the Governor's house and use the Blue Candle to reveal the missing writing on the Parchment. The Governor will tell you about the Treasure Map and the need to defeat Captain Crawfish the pirate.

7.Go back to the Fort and use the telescope at the top, where you will see a small raft. Signal the raft using the Broken Mirror, and it will dock.

8.The beach woman's husband is aboard the raft, and is grateful to be home. He gives you his ship, which is now crewed by a cabin boy and the old sailor from the fort.







THE LONG SAILING AND TRADING PART OF THE GAME now begins, in the seas between the 5 outlying islands : Dragon Cove at the upper left, Bouffant Bay, Parrot Port, Golden Harbor, and Pirate Outpost. These are all indicated on the sailing map. Sail by lifting anchor (spacebar) and using the cursor to indicate direction and speed. Dock by dropping anchor and clicking the island dock. Each movement to an island is counted as a "day" in the quest, but there is no set speed of play. As the game progresses, you buy larger ships to hold more cargo, but the hazards increase somewhat as well.



Find the Map Pieces : there is one on each of the five trading islands.

Earning doubloons and cargo items : initially you "salvage" these from the water, and later you buy and sell them for a profit at any of the five ports. The prices for the cargo items vary from port to port, often allowing you to "buy low and sell high".

Hazards that can cost you cargo or damage the ship : Giant pink sea creatures such as a crab, octopus, or puffer fish. Whirlpools, thunderstorms, and rock shoals can cause damage. Pirate ships can attack, and you can duel them by firing any cannon you have. If you are damaged or sunk you lose some doubloons or cargo items.

New Ships and Skilled Crewmen can improve your durability, speed, cargo capacity, and armament use. Buy new ships at Dragon Cove, and hire crew (relatively expensive) at each of the four ports except Parrot Port. Ships are expensive but have a small resale value.

You can borrow more cash, equal to your current wealth, at the bank in Golden Harbor, and this must be repaid. The interest is only 5% per day, but compounded, so large balances should be paid off as quickly as possible without losing your working capital. If you have an overdue loan, you cannot buy a new ship.

Sailing Hint -- When sailing around rocks and salvage, drop anchor to pivot the ship.





GETTING THE 5 PIECES OF THE TREASURE MAP

1.Dragon Cove -- go to the water's edge with the old fisherman. Sink the floating statue to uncover a Mallet. Slide the fisherman right, past the giant Bell Gong to the first barrel. When you use the Mallet on the Gong, fish will jump from the water, allowing the old man to catch one, and he will give you the map piece.

2.Bouffant Bay -- You can help the worker at the dock and get a clue from his wife at the residence (far right). A pirate also tells you the map piece is at "312 Hanging Fern Way", a reference to three hanging plants. At the plants, jump into the 3rd, then the 1st, then the 2nd plant to get the map piece.

3.Parrot Port -- There is a parrot flying around who leads you on a chase. First go to Petey's Pirate Pub and get the Cracker from the upper left. Now the parrot will have you dive into the sea (he moves to another window) then block the smoking chimney* (he's in a palm tree at the far right). He tells you to contact his owner, a pirate atop the tower at far left. Once you have, you can use the Cracker to lure the parrot back to the tower, where you receive the map piece. (You may have to dunk yourself and block the chimney again to find the parrot.)

4.Golden Harbor -- There are 5 hanging street lights, and after lighting any of them , lighting another will turn others off. Counting from the left, you need the 1st, 2nd, and 4th lights on. The way to accomplish this is to light them from right to left : the 4th, then the 2nd, then the 1st in that order. Leaving the dock and returning will reset the lights. The piece appears in a draped archway.

5.Pirate Outpost -- Climb the giant skull cliff, jumping over the pirates to avoid being knocked back. At the top of the tall mast is a Cannon Starter kit to use on any of the 4 cannons, but only the one at lower left is important. On the way back down. push the small barrel of explosives from the mast into the water below. Position the barrel under the giant Golden Tooth of the stone skull. If you fire the cannon and hit the barrel, the blast shakes loose the Golden Tooth and reveals the map piece. Assembling all 5 pieces reveals a hidden island, called Skullduggery, at the lower center of the map. Near the game's end, you will go there to find the Buried Treasure.







DEALING AND TRADING -- The best profits are made by sailing a clockwise course around the islands. Sell any salvage, and you may want to leave room for more you might pick up.

1.Silk is bought cheaply at Dragon Cove (upper left), and sold at nearly double your cost at Bouffant Bay to the right.

2.Medicine is bought cheaply at Bouffant Bay (upper middle) and sold at Parrot Port to the south. There is nothing cheap at Parrot Port.

3.Grain is bought cheaply at Golden Harbor (lower right) and sold at Pirate Outpost to the left.

4.Spices are bought cheaply at Pirate Outpost (lower left) and sold at Dragon Cove to the far north.







NEW SHIPS AND CREW -- Ships are bought from the dealer at Dragon Cove, each more expensive than the previous, requiring two or more trading runs to afford the next larger model. Take out a loan at Golden Harbor to help buy more cargo. Do NOT spend so much on a ship that you haven't enough doubloons for a FULL cargo or two for your new ship size. That would make your trades much less profitable.

1.Your raft -- free but holds only 20 total cargo items, speed 6

2.Jimmy Rigger -- 3000 doubloons, holds 60 cargo, speed 7, has 1 cannon

3.Carabelle -- 9000 doubloons, holds 200 cargo, speed 8, 1 cannon

4.Sea Sultan -- 30,000 doubloons, holds 600 cargo, speed 9, 2 cannon

5.The Koi -- 90,000 doubloons, holds 1800 cargo, speed 12, 3 cannon

6.Steaming Fury -- 300,000 doubloons, holds 5000 cargo, speed 12, 4 cannon

7.Phoenix Warbird -- 1,000,000 doubloons, holds 6000 cargo, speed 13, 5 cannon







Crew positions :

1.Shipwright (Dragon Cove) : 20,000 doubloons to hire, slowly fixes damage without docking

2.Cargo Master (Bouffant Bay) : 15,000 doubloons, increases cargo space of any ship by 50%

3.Navigator (Parrot Port) : 12,000 doubloons, increases ship speed

4.Cannoneer (Pirate Outpost) : 20,000 doubloons, increases firing rate of your cannon







BATTLING PIRATES (and eventually Captain Crawfish)



Anytime you face damage from a hazard or attack, the green "health bar" appears on the travel view. One will also appear for enemy ships or creatures. Aiming and hitting enemy ships, especially those with more cannon, can be fun but a losing proposition. They are hard to hit because shots take awhile to arrive at the target. Oddly enough, this also lets you "outrun" or swerve to avoid cannon balls. Only when you have a larger ship than your opponent can you regularly succeed. Smaller ships will tend to "gang up" on you, as well. You can salvage items from any destroyed ships or sea creatures. If you are sunk, you lose part of your doubloons (10%) and cargo (10% to 13%) and start sailing again from your previous dock.



WIN THE GAME -- After from 25 to 100 days of trading, you will have acquired the most expensive ship, the Phoenix Warbird. This ship is a match for the dread Captain Crawfish. Sail to the Skullduggery sea to confront him. When he is apparently sunk, return to the Governor at Fort Ridley. You will receive a special card with the location of the Buried Treasure on Skullduggery Island, and a Bone Shovel to dig it up. When you finish, you are surprised by Captain Crawfish and his crew, who apparently survived the battle and are going to take the treasure from you. Fortunately, your valiant crew sails to your rescue, sinking the pirate ship and marooning Captain Crawfish. (He will never be seen again. Or will he??) Return the treasure to Fort Ridley and receive the Island Medallion!

Poptropica cheats Early Poptropica

Early Poptropica is the easiest of the islands, because it requires no logical plan, or procedure, and the game will play even if you don't follow the normal sequence. You can get all the objects and items without knowing what you are looking for, then deliver them to the Old Part of Town and finish the game.

•Three items are missing from Early Poptropica village and you must return them. The items are a pig, a water bucket, and a signal flag.

•There are three additional items you can find : the glow stick (in the village well), the Golden Egg (underground at Poptropica Towers) and the jetpack (in the cloud land above the island).



The sequence of the quest :

1.Travel to Early Poptropica island by blimp.

2.Climb down and talk to the local folks, who tell you of a problem in the Old Part of Town (which is also called Early Poptropica).

3.Go right to old town and you will find that they need THREE items : a missing pig, a bucket for the well, and the signal flag for the harbor. None of these items is anywhere nearby.

4.Go down into the Well. Work your way across the balance beams (push the little box twice to the left to help you leap up). At the far left you'll find a Glow Stick for later use.

5.Go back to Main Street. At the first manhole, you can climb down to find the Pig (prized porker) at the bottom of the Pit, which consists of slippery moving steps and attacking spiders (both big and small).

6.Going down the tunnel to the left leads to the Dark Room, where a Golden Egg can be found (this would be tough without the Glow Stick).

7.Climb the ropes back up to the left. At street level you are in Poptropica Towers.

8.At Poptropica Towers, bounce on the Laundry Lines to reach the restaurant on the roof of the far left building. Here you will find the beanstalk into the clouds, which contains three areas : the Purple Giant, Giant's Garden, and the Aircraft Graveyard.

9.Give the giant his Golden Egg to get past him, and find the Water Bucket in his garden (it's by the second tomato). Continue right and find the Jet Pack in the clouds by the Aircraft Graveyard.

10.Fly back left over the giant spade to exit the clouds. Once you are back at ground level, go right and fly to the top of the Water Tower, where you get the Signal Flag. (You have to push on it to get it.)

11.Take your items to Early Poptropica (Old Town) on the far right, where you will return the pig, water bucket, and flag. A ship will appear at the dock.

12.Go all the way right onto the docked ship to get your Island Medallion





Read more: http://wiki.answers.com/Q/How_do_you_beat_Early_Poptropica#ixzz1eAg1MXym

Poptropica Nabooti

This is a complete solution (including spoilers):

Leaving the blimp, go to the Museum. Go to the Nabooti Totem pole and get the map. Then go to the plane at the left and get in the seat (FLY). The first place you should go is anywhere but Safari, Diamond mines and Giza. Locations of the 5 Jewels: Blue Nile Falls, Mountains of the Moon, Kaya Forests, Giza, and the Diamond Mines. So first go to:



The Blue Nile Falls - Get the chicken, fox, and corn feed across like this: First go across with the chicken, then with the feed but bring the chicken back. Then take the fox across then go back and get the chicken. The woman will tell you about a cave behind a bush (on a rock to the right side). You can jump hard to the far right, or climb from below. In the cave, you must jump off the tall stones as soon as you land on them. After you get the Purple Jewel, climb up the left side of the falls to get the blue Egyptian Lily and return to Nabooti. Go to the lady at the stand that says "collects rare flowers" and give the flower to her, in exchange for the turban. Then go to the :



Mountains of the moon - In the top left corner, get the opuntia fruit (cactus pear) and watch out for the goats and huge boulders. (This can be frustrating because you can easily fall all the way back down.) Go to the top right corner near the ice - beat the old man at Mancala (*see related question). Go in the cave, and get the cell phone. On the right side of the cave, get the Red Jewel. Then go to:



Giza - Put on your turban and one of the tomb raiders will give you a shovel. You will see that a valuable item was recovered by the adventurer Vince. Go to the Kaya forests.



Kaya Forests - Use the opuntia fruit to lure the tortoise away, and dig up the ebony elephant statue. There is also a gold nugget in the palm tree next to the second hut. Go to Nabooti and swap the nugget for a camera, and the elephant for the missing "fingo". Return it to the spirits in Kaya to get the Green Jewel. Go to Giza.



Giza - On the shovel, there is a phone number 555-6789. While Vince answers and his men run off, go to the bag and get the moonstone. Put it atop the Sphinx statue and the door will open. Keep walking forward until you reach a series of dashes ( -
-- ) on the wall. When you click on one, the other three rotate by 90°. So press each one of the horizontal lines (-) exactly once and they will all line up (----). This allows you to take the upper path and avoid the scorpion.

When you reach the set of four blocks, push them off either side to recreate the design on the wall below. This will open the wall. Push one or more across to jump from. When you climb down the rope and reach the chamber, the floor will collapse (unless you made note of the four hieroglyphics in the entryway and jumped on the right blocks) Remember the 4 symbols in ascending order (man, sea, bird, eye) and jump on only those blocks to reach the top of the chamber. (You will find the rope hanging down to get back up.) When you reach the top blocks, quickly jump to the next rope. For the last puzzle, there are 2 big statues and 4 little statues. Count the dots on the bellies of the little ones. Flip the switches that drop each little statue in order (1 dot, 2 dots, 3, and 4) before the sand covers the switches. The small mummy case opens to reveal the Blue Jewel.

*There is a reset switch in the left passage if you fail.



Safari - Fly to the safari and get seven good photos for Zeke, who will give you a miner's hardhat. You will need it to enter the Diamond Mine.



Diamond Mine - Enter the mine area and set the timer that turns off the electric fence, then quickly scramble up the conveyor to reach the hole in the barbed wire. Jump over the mine carts to reach the elevator. Once in the mine, blast the rock and the right wall with the explosive and the sparking wire. The first explosion removes the rock, the second blasts the wall. Ride the mine cart (duck and jump) to the diamond pile. Find the White Jewel (it has a mark on it, and should be the second of the two close together at the lower left).

Then go back to Nabooti, to the museum, and put the jewels into the Nabooti totem. Purple at the top, followed by green, red, white, blue.



Read more: http://wiki.answers.com/Q/How_do_you_beat_Nabooti_Island#ixzz1eAfghm00

Poptropica cheats Astro Knights

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



The Kingdom Arturus on Poptropica (boldface are collectible items)

1.Go the village fountain, where there is a spaceship model.

2.Jump up on the highest platform and crouch. You should pick up a gold coin.

3.Then, go back to the museum next to the blimp. Inside, USE the gold coin to look around.

4.Click on one of the books lying round the house and the guy will give you a library card.

5.Go to the castle and go inside. Go to the library (first floor right). Collect the two books you need. (The Life of Mordred: A Cautionary Tale and The Mystical Weapons of Arturus)

6.Then go to the section that it says on the library card and click on it. A stairway will appear and you go down.

7.Collect the cheese and pull the lever. If you don't pull the lever, you will have to go back down later to reveal the dungeon tunnel. (Once you do, the monk and guards won't let you back in.) The small gate at the back should open.

8.Exit and the monk should find you and tell you off. Leave the library and go to the king and queen and talk to them both. Accept their mission and receive the Coordinates page.

9.Go to the final door (first floor left) and talk to the girl inside. Put the cheese on the ground and collect the robot mouse.

10.Find the secret message on the table. Leave and head far right to the windmill area. Talk to the guy and get some manure.

11.Enter the mill, climb into the loft and release the mill gear lock. Talk to the girl in the loft. She will give you a Cosmic Symbols password. Go to the fountain again and press the three symbols then press the center one. (You cannot enter these until you have the password card.)

12.Enter, get the key and go out. Run back to the windmill climb it and push the windmill arms counter clockwise by jumping on them. It should open the roof.

13.Go inside and power the machine with manure. Leave and go to the hay bales. Separate them and use the key to unlock the door. Go inside and scare the owl.

14.Follow the owl out and release the mouse. The owl will eat it and follow you.

15.Re-enter the hole in the ground, which is Mordred's laboratory. Run left and keep running into the wall. It will break. Run all the way to the end and enter the passage.

16.You will find yourself in the jail cell. The alien will self-destruct. Click the owl and then click the little green fuel rod.

17.Exit all the way out and head right. You will see the hoverboard that you restored floating in the marsh. Hop on it and head right until you see the crashed spaceship.

18.Take the green fuel rod and drag it to the broken pipe. Since there is not enough fuel to reach any of the coordinates on the Coordinates page, enter X-56, Y-52* and press Launch.



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



Pewter Moon

1.Once your spaceship crashes, head right, past the BUILD YOUR OWN SPACESHIP stand and enter the first building you come to. Talk to the guy to the left. Then, leave and head to the left.

2.Talk to the guy about the Binary Bard.

3.Continue to the left and stop at the BUILD YOUR OWN SPACESHIP stand that you passed earlier. Make a spaceship and leave, staying in orbit long enough to fully charge your shields.





Space, above Pewter Moon

1.You have some choices now. You can go to the jungle planet at 15,15, the fire planet at 83,20, or the ice planet at 83,73. This walkthrough will go in order from personal belief of easiest to hardest.

2.Head up and to the left until the tracker at the bottom says 15,15. Enter the planet.





Jungle Planet

1.Start by dropping down to the floor. Head to the right and pick up the Laser Lance.

2.Using the flowers to your left, bounce back up to the platform where your spaceship is.

3.Wait until you see the swing to the right. Jump on it. Jump on the swing next to that, and the swing next to that. If you fall, use the flowers to get back up. When you are on the third and final swing, jump on the platform to the right and continue right.

4.Talk to the knight and jump up to the cage he was talking about. Let the unicorn out.

5.Defeat the Phoenix by avoiding the bird missiles and shooting at the bees when they come into range. When the Phoenix gets near you, click and hold to build up energy in the Laser Lance. Shoot at the Phoenix in this manner until you defeat it.

6.You will appear in the spaceship. Click launch.





Space

1.Head down and to the right until you see a message that says "Space Sharks Ahead"

2.Shoot a space shark and it will chase you. Shoot another one, and then the third, until all three are following you. Let them stay close and head directly up until you see a message that says "Approaching Black Hole". The black hole is at X-85 Y-47. Once you see the black hole, veer and go around it. The space sharks will be sucked in.

3.If you take only one or two, deal with the other sharks in this same manner. Land on the ice planet.



Ice Planet

1.Jump on the ice and jump to the right, being careful not to land in the water or get hit by fish. Continue right. (There are seven icebergs that you have to jump on.)

2.Talk to the knight and get the Force Shield from him.

3.This is by far the easiest boss to defeat- just bounce his own projectiles back at the yellow lights on his body. (Only the snowballs will work)

4.Once you defeat it, you will appear back in the spaceship. Press launch.





Space

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





Fire Planet

1.Jump on the platform to your right- you may have to wait until it sinks down. Repeat this process until you get to the fourth platform. Wait until the platform to your right sinks down, then jump over it and hopefully land on the last platform. If you miss, just go back to the start and try again. (* Alternately, jump to the 5th platform, and you can easily jump to the 6th when they are both moving downward.)

2.Once you land successfully on the last platform, wait until it gets to its highest point and enter the volcano.

3.You will quickly notice that there is a stream of hot air that pushes you back. However, there is a break of 3 or 4 seconds when you can run. Just follow the passageway and duck into the nearest nook before it blows again.

4.Eventually, you will drop into a place where there is no current. There is a guardian, though. Just wait until it rolls into a ball heading towards you and jump over it. It might take a few tries.

5.Talk to the knight and get the Ice Arrow.

6.Continue to the left.

7.Immediately jump on the chain in front of you and climb up. Swing to the next chain, and continue left until you are behind the dragon.

8.Avoid the spikey mace tail thing, and jump up to the lever. Pull the lever, it should make the dragon go to sleep then jump forward and shoot the arrow into the dragon's mouth. Repeat two more times.

9.You will appear in your spaceship. Press Launch.





Space

1.According to the knights, there is an asteroid with a key on it. So your first course of action would be to search all over for a really big asteroid. But, since you are using this walkthrough, you can cheat. Just head for X- 11, Y-83.

2.Try to avoid the asteroids and the ferocious alien shooters- they will wear down your shield.





Giant Asteroid

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





Mordred's castle

1.Drop down to the ground and talk to the princess. Give her the Laser Lance, the Force Shield, and the Ice Arrow.

2.Oh no! It wasn't the princess after all! Solve the puzzle on the door and follow him through.





The Final Battle

1.As Merlin, dodge the flying projectile that Binary Bard (Mordred) shoots at you. Go to the ground under him and pick up one of his bombs. Take it above the Bard's control chamber (below the glowing green orb) and drop it as the bomb explodes. Do this TWICE. (Merlin gets zapped.)

2.Dodge the red zap blast and run right. *Duck down low* to avoid the spinning arms, and climb UP on the robot to reach the top. Jump to the Princess's pedestal and dodge any zaps.

3.Jump to one of the overhead chandeliers as Mordred rolls right beneath you. When he tries to zap you, it brings the chandelier crashing down. When you do the same with a chandelier on the other side, the orb is knocked loose and the Princess is freed. With the Binary Bard defeated, you are transported home to receive a knighthood.



YOU ARE AWARDED THE ASTRO KNIGHTS ISLAND MEDALLION !



Solution #2 (includes more detail):



In the Kingdom of Arturus

1.The princess of Arturus has apparently been kidnapped in an attack by alien saucers. -- In the fountain by the Mordred museum is a gold coin to gain entry. A library slip indicates that you should go to the castle library (1st floor right). Press the shelf that says McM in the non fiction section there that accesses the hidden dungeon. There is an imprisoned robot and some cheese. Take the cheese and pull the lever on the wall. You will not be allowed to re-enter the dungeon once you do.

2.There are two other documents in the library : "The Life of Mordred: A Cautionary Tale" and "The Mystical Weapons of Arturus".

3.Take the cheese to the Princess's Maid's room (1st floor left) and feed the robot mouse. It will go with you. Get the princess's secret message.

4.Go to the throne room of the castle (second floor) and get information from the king and queen, including some cryptic coordinates. Accept the quest to rescue the princess.

5.In the farm area near the mill, you get manure. At the water wheel of the mill there is a rope.

6.Back at the castle, attach the rope to an arrow on the large crossbow, Aim up and left and you create a tightrope to the upper door of the castle (Princess tower). There's a document here that lets you look under Mordred's bed in the museum. There you find his missing Journal page with the coordinates to the nearby moon.

7.The manure will power the Hover Board, which can cross the mud to the crashed saucer, Excalibur. Reach the Hover Board in the mill's attic by releasing the windmill lock (hang on inside rope). Before you leave, get the Cosmic Symbols password card from the girl in the loft. Jump onto the free-wheeling windmill arms to turn them to the left (counterclockwise) and this will open the roof dome.

8.The "cosmic symbols" paper indicates how to open the secret entrance under the fountain statue. Press "moon, Saturn, star", and then the Sun in the middle (you cannot enter this without having the card). The "hidden scientific order" will give you the key to Mordred's secret laboratory, hidden between the hay bales at the farm (push them both left and separate them).

9.Sadly, the robot mouse meets his demise as he is eaten by Mordred's robot owl, Merlin, who joins you in its place (but only in the mill area).

10.PUSH through the thin dirt wall of Mordred's lab, into the tunnel leading to the dungeon, where the robot attacker is locked up. It self-destructs, leaving only its glowing fuel rod. Click on Merlin then click on the rod and he'll retrieve it.

11.Bring the rod to the Excalibur. We have 4 sets of coordinates to travel to, three from the Queen and one -- the nearby moon -- from Mordred's missing journal page. X-73 Y-83 is an ice planet, X-15 Y-15 is a jungle planet, and X-83 Y-20 is a fire planet. There isn't enough fuel to reach them, so we go to the technologically advanced moon at X-56 Y-52. (Without the coordinates page, X-56 Y-52 will still work.)



On the Pewter Moon

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



Traveling in space

1.Head for X-15 Y-15 (Jungle Planet) first because it is the simplest to beat. You don't have to negotiate any "space sharks", like X-73 Y-83, or make any tough jumps, as on X-83 Y-20. Head up and slightly to the left until you see the jungle planet. (The number coordinates are counted left to right for X and down from the top for Y. Arturus's sun is centered at X-25 Y-42.)

2.Various spaceships will attack you as you move between planets. Zap them and dodge their shots. If your shields fail, you will teleport back to the Pewter Moon for another vessel.

3.Stay in orbit each time you leave the Pewter Moon to fully charge your shields!



The Jungle Planet X-15 Y-15

1.Start by dropping down to the ground. Continue across until you reach the Laser Lance. (Its platform is in a narrow spotlight.)

2.Head for the pink flower just to the left. Jump on it and wait. It should sink down and then launch you straight up. Try to land on the pink flower a bit higher up and to the right. Continuing in this manner, make your way back up to the platform with your spaceship.

3.Wait until you can see the swinging platform just to the right, and jump right, avoiding the electric caterpillars. When you reach the large construct, you will meet one of the missing knights, Sir Cador, who has failed to defeat the Phoenix Birds.

4.Jump atop the eggs from the left, timing your jump to arrive on a closed shell. The cage does not hold the Princess, but rather the Pegasus winged horse.

5.You will fly Pegasus in an arcade-type game using the Laser Lance to zap the enemies that appear, and eventually the Mother Phoenix. (The lance fires in short bursts, or can be held for more powerful shots at the larger enemies.)

6.This is fairly easy and straightforward, and you leave the planet victorious.



The Ice Planet X-73 Y-83

1.Before you can land there, you must deal with the three Space Sharks. Shoot a shark and it will chase you. Shoot the other two, carefully, staying just ahead of them. Lead the pack to the Black Hole at X-85 Y-47 (up and slightly to the right). While they can "swim" through asteroid belts, they cannot avoid getting sucked into the black hole. It is possible to take only 1 or 2 sharks at a time and repeat the process.

2.Jump across the slippery ice, avoiding robot fish, and climb the snow mountain at right. Here you will meet Sir Gawain, who has failed to defeat the Snow Panther Copter. He gives you the Force Shield, with which you can bounce its snowballs back at the beast. Hit the yellow lights and jump when it crashes. Three hits finish it. Still no Princess.



The Fire Planet X-83 Y-20

1.Leap across the lava plain onto the geyser-supported rocks. The 6th leap should be done while both rocks are moving *downward*. Leap onto the volcano.

2.Inch your way through the volcanic passage, avoiding the rush of air and sparks by standing in the alcoves.

3.When you are attacked by the Segmented Creature, wait until it rolls toward you in a circle, then step back and leap over it.

4.Meet Sir Peleas, who has failed to defeat the Fearsome Fire Beast, a robotic dragon. He gives you the Ice Arrow, but you have to avoid the flames from the dragon and finish him before your own temperature increases and you lose.

5.As soon as you enter the lair, climb the chains and work your way across the top. If you approach from behind, you won't be zapped. Dodge the spike ball at his tail and reach the lever on his back. (*The lever must be in the back position with the spike ball working.*) Throwing it will put him to "sleep" for just a few seconds : VERY QUICKLY jump in front of him and fire the Ice Arrow directly into his mouth. (This should make him flash red and jump up and down.)

6.Repeat the same thing twice more, but now it is complicated by dodging falling stalactites from the ceiling. You can likely survive one miss without failing the round.

7.The dragon falls into the chasm, but the Princess isn't there, so you have to search for her. The knights mention a fabled Golden key on a hidden asteroid, that uncovers a portal to another galaxy.



The Secret Asteroid X-11 Y-84 (in the asteroid belt)

1.The final place to look is in lower left space, where your space map shows no planets. Dodge or shoot your way through the asteroids to reach it.

2.Climb the ledges to find the Golden Key, which you (the Chosen One) can remove. You cannot remove it until all three of the other knights are with you.

3.Draw out the key. It opens a warp to a huge palace, where you find the Princess. After giving her your three mystical weapons, she is revealed as the Binary Bard in disguise. Solving the door puzzle reveals he is actually the missing Mordred. (There are 5 rows of 4 cards. Press each of the cards in row 2 once, then the two MIDDLE cards of row 3, then each card in row 4.)

4.Merlin the owl must defeat Mordred's sword-wielding mechanical warrior. Dodge the flying projectiles and swoop down to Mordred's feet. Pick up one of Mordred's bombs before it explodes, fly directly up between the arms or around them and drop it near the Bard's control capsule (just under the glowing green "orb of power") as the bomb goes off. Hit him TWICE and he zaps Merlin, then attacks you. You only have whatever health remains from Merlin.

5.As Merlin falls, DODGE the red zap and DUCK DOWN as the mechanical warrior suit comes directly over you. Before it can zap you again, jump up between its arms and then onto the pedestal. You can dodge the zaps but watch out for the spinning arms. JUMP left or right to a chandelier. When Mordred rolls underneath and fires a zap at you, he will hit the chandelier and it will crash down on him. Do the same for a chandelier on the other side, and the orb falls from the warrior as Mordred (Binary Bard) climbs out, too. The Princess knocks him for a loop and you have defeated Mordred.

6.The orb is returned to Arturus and you are knighted, receiving the Island Medallion!





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



(end Solution #2)



Read more: http://wiki.answers.com/Q/How_do_you_beat_Astro_Knights_Island#ixzz1eAfD3jaK

Poptropica cheats Cryptids

* Cliff Park / Main Street / Mansion Row



Main street consists of three buildings : Bert's Bed and Breakfast (multiplayer room), the General Store, and Kitty's Kites. To the left is Cliff Park and to the right is a row of mansions, including the home of billionaire recluse Harold Mews. You receive a flyer announcing the Mews million-dollar reward for proof of the existence of cryptids : legendary creatures whose existence is unconfirmed by fact.

1.At the General Store, everything is too expensive (but have no prices on them). You could get a free kite at Kitty's, but the most interesting, the KiteSurfer X-250, does not have any nylon rope to use. Continue right to the row of mansions. The Mews mansion is gated and locked, but you can find $5 in the tree just before you get there. His gardener is overworked and thirsty.

2.Use the $5 to buy a sports drink at the General Store and give it to the gardener, who will loan you his shears. Take them left, past Main Street to Cliff Park.

3.Help the other adventurers on their way. Give the hang glider a push and use the shears to cut loose the hot air balloon. You will get some nylon rope.

4.Go back to Kitty's Kites and get the KiteSurfer. Take it to Cliff Park and launch it into the waves. You will surf for awhile until evil Gretchen Grimlock shoots a flare into the kite, leaving you to flounder until you are rescued by a helicopter owned by Mews.







* Mews Mansion and Museum, and the Cryptid Hunt



You are recovering after your rescue, and Mews offers to help you in the hunt for evidence of the Cryptids. Drink the last of your medicine and follow him to his Museum and Laboratory. After you familiarize yourself with the creatures, he lets you use his helicopter to travel to locations around the world. Exit the house and go to the Heliport. Your first stop should be Loch Ness, because you will need items from there at other locations.

1.Loch Ness (Nessie) - The ticket counter for the Rowboat and Submarine is closed, but you can view the loch from the hill above, using the binocular telescope.

2.Help the man whose truck is stuck under the bridge. Let some air out of the tires to lower it. The driver will give you his Digital Camera. Continue right to the Pub.

3.In the Pub, pick up the book of matches from the bar.

4.Play darts against the players there. If you win, you get a Rowboat Ticket. (to throw, aim at the center and "pull back" -- lower your dart -- between 1/2 and 3/4 of the way to the dartboard edge, then release) Eventually you will win and get the ticket.

5.Go left to the Loch and take the Rowboat ride. While on the loch, you will get a photo of some "humps" in the water. You could return to the Mews Mansion with it. But to save travel, you can continue on to the rest of the four sites, beginning with the Himalayas.







At the Himalayas, there is a base camp set up, and you meet another fortune hunter. But none of the guys is going to help you up the mountain in search of the Yeti. The monastery at the top of the mountain has the alleged scalp of a Yeti. Begin climbing left until you meet a helpful Sherpa guide.

1.With the Sherpa, climb the mountain using the Rope Anchors. As you go up, you must tie off the rope at each of the round anchors along the way, and wait for the Sherpa to catch up. (Even if you don't slip, the play is extremely glitchy.) Avoid slipping, and don't move until he ties up.

2.At the mountain-top monastery, go in and talk to the head monk. He will not give you the Yeti scalp, because it is a sacred artifact.

3.He does give you a lantern, which you can light at any time with your matches.

4.Leaving, you climb the mountain at left, and meet another monk who will challenge you to a simple game of Hunt The Yeti (fox and hounds), which you must win to go further. To win, move toward the hunters, then back and to one side, and eventually one will make a mistake and let you reach the left side. The monk lets you pass.

5.Go down the path, climb the temple, and go up and left higher on the mountain. At the upper left, you will find a clearing with flowers blooming. There is a large footprint that might have been made by the Yeti. Take a photo, then go back down across the rope bridge to return to the helicopter. The next stop is Puerto Rico.







In Puerto Rico, the farmers and goat herders are concerned about losing livestock to the Chupacabra (goat sucker). The farmers rescue another of Gretchen's victims from a tree. He offers to let you use his jeep to drive around the countryside. As you drive, you find yourself splashing through streams, knocking down fences, and scattering herds of goats.

1.In the jeep, drive up the road to the first "star" on the map (middle right). This is the herder's brother, who shows you some fur left on his barbed wire after an attack. It is supposedly from the chupacabra. Collect it from the fence.

2.The second star (top left) has a resident who says that the Chupacabra prefers spotted goats. You can see them nearby. If you climb the springy poes to the right, there is a Bolt Cutter at the top.

3.The third star (center) is Snaggletooth rock, where three spotted goats are sure to attract the Chupacabra.

4.At the fourth star (middle left), the resident says that the Chupacabra only attacks goats when there are three of them. This will figure in your ability to pursue the creature. But for now, you can leave and head for New Jersey.







In New Jersey you are looking for proof of the existence of the Jersey Devil, sort of a small, demonic-looking flying dragon. You land at a gas station in a wooded area near the interstate highway.

1.Enter the restroom to find claw marks and other evidence of the Jersey Devil. Writing on the wall outside and inside gives you clues.

2.If you collected the bolt cutters at Puerto Rico, you can open the dumpster at the gas station. Inside is the removed toilet door. When placed next to the other door inside, it gives complete (if roundabout) directions to the house in the forest : right, left, left, right, right, right, left, left.

3.As it is dark in the woods, use the Matches to light your Lantern.

4.Hop on the motorcycle parked nearby and drive into the woods. Follow the directions on the list you wrote, or just alternate, right then left turns, to reach a cul-de-sac deep in the woods, where you park.

5.Walk up the path to the deserted house and go inside. There are noises from above.

6.Climb the stairs and push the dresser over to reach the attic, where thumping sounds are being made. You see a dark, red-eyed shape emerge from a barrel, but find that it is only a raccoon. Pick up the grappling hook next to the raccoon barrel and head downstairs.

7.Just when you are leaving, the Jersey Devil appears in the window!

8.Unfortunately, you can't get a photo. Go outside, where you see the Jersey Devil again. Apparently it has a nest in a tall tree.

9.Use the grapple to reach the nest and recover pieces of egg shells from the it. You now have evidence on all 4 creatures, so return to Mews.







* Back at Mews Museum Laboratory



You show your collected materials to Mews, and use the DNA Analyzer to test the samples.

1.Unfortunately, the Nessie photo is only tires in the water, but there is a suspicious shadowy form in the background.

2.The photo of the Yeti footprint turns out to be from a snowboot, so you can cross off the Himalayas as a source.

3.Using the DNA analyzer shows that the "Chupacabra fur" is just a coyote's.

4.But you do confirm one of the four : the Egg Shells are definitive proof of the unknown DNA of the Jersey Devil.







Now you have to return to Loch Ness and to Puerto Rico to see if anything new can be found. At Loch Ness, you confront the rowboat guide about the fake photo. He leaves, and you have the rowboat for your use. Return to the pub for more conversation and more darts. One of the two players claims to have seen Nessie

1.Play darts against his skeptical friend to win a Submarine ticket.

2.Go back to the loch and take the Submarine tour. You will descend into the loch and get a photo of a "Nessie" on the bottom. It looks suspiciously like a hoax.

3.Back at the pub, the players confirm the hoax. The first dart player you beat returns for a rematch. But when you win, he refuses to give you anything.

4.However, the bartender gives you a Pennywhistle that is rumored to attract Nessie.

5.Return to the Rowboat and go left, then farther left into a small cove.

6.Blow the pennywhistle and a huge Nessie will emerge from the water!

7.Take a photo and return to the helicopter. (You can return later to show up the haughty dart player and display your astounding photo.) You now see what you can find back in Puerto Rico.







In your absence, the goat herder has decided to catch the Chupacabra. Take his jeep to his brother's house again, where he suggests you use the jeep to corral three spotted goats into the rocks (center star on map) as bait for the chupacabra.

1.Drive over, and steer around the three spotted goats until they are all between the rocks.

2.Get out and meet the goat herder, who has a plan to trap the creature in a huge wooden box with locks and chains.

3.After a short wait, his "trap" succeeds, and the Chupacabra is caught!

4.Unfortunately, as you push it toward the truck, the box bursts open, releasing the savage Chupacabra, who knocks you down and escapes!

5.Fortunately, he has lost a tooth in the process. Pick it up and head back to the Mews mansion with proof for both Nessie and the Chupacabra.







* Mews Museum Laboratory and the Bigfoot Hunt

1.The photo confirms that Nessie exists.

2.The Chupacabra tooth confirms it is a real creature

3.This leaves only the Yeti / Bigfoot unproven.







But Mews has word of a sighting in the Pacific Northwest, so you fly the helicopter there to investigate. This is a new, 5th location on the helicopter's GPS. You sight Bigfoot travelling on the ground through the trees, and he is occasionally getting out of your sight as he roams. You can spot his footprints for a few seconds before they fade away.

1.Fly above him and keep him in view for about two or three minutes until he reaches some caves.

2.You report in to Mews, but Gretchen has bugged the radio, and swoops in using her own copter, and traps Bigfoot in a cage. Fly in close to her to stop her.

3.Jump from your copter to hers, avoiding the rotor blades. If you fall, you can try again. To stop her, you have to open her copter's gas tank, on the side near the door. This will spill out the fuel and force her to ditch the helicopter.

4.Quickly jump down to the cage and use the shears to cut the connecting rope. Descend to the ground safely using the cage's parachute.







* Mews Museum (Finale)

1.The existence of Bigfoot is finally confirmed, and you are the winner of the million-dollar prize! But Mews has had financial trouble, so he hasn't any money to buy the caves as a Bigfoot preserve.

2.You decide to turn down the money to keep the Bigfoot safe. :-(

3.But you have confirmed all 4 of the cryptids and win the Island Medallion!

--

Notes :

1) You can use the shears to trim some of the hedges, much to the dismay of the rich lady. Fortunately, the damage disappears when you leave the mansion.

2) You can fly another kite any time on the island, but not the surfer kite. Like the balloons on Counterfeit Island, they let you jump higher.

3) After you see the cryptids, they do not appear again on the island. You can examine the caves where Bigfoot is staying

Poptropica cheats Mystery Train

Beginning the Train Trip

The quest on the island is to use clues to uncover a thief aboard the steam locomotive John Bull, which is carrying dignitaries from Washington DC to the 1893 Columbian Exposition, or Chicago World's Fair.



1) Go to the train and locate Thomas Edison. Help him get a heavy trunk aboard by arranging five luggage items to form a ramp. Click the board when finished, and get a ticket from Edison to ride the train.

2) Board the train and talk to all of the people aboard. There are at least 9 cars besides the locomotive and coal car. The suspects will include 7 passengers, 2 reporters, a coal man, and a porter. Collect items and objects.

3) Click any person to hear their comment on any clues currently visible. Watch for a small magnifying glass for one visible clue.



The Theft from Edison

4) When you go to Edison's cabin, he shows you his Motion Capture Device (Kinetoscope). As he is out of the room, the train enters a dark tunnel and the device is stolen. Find the clues that will reveal the thief.

5) The NY Times reporter suggests Mark Twain is hiding something.

6) In Twain's cabin, find the secret hiding place, but it is just a manuscript.

7) The train makes an unscheduled stop, and spilled prune juice is found outside Edison's cabin. In the Dining Car, Susan B. Anthony is suspicious of Nikola Tesla, who will not open his cabin.

8) The porter tries to hide the drink orders, but you can use the pencil on the Notepad to find that Tesla was indeed the one who ordered prune juice.

9) Checking luggage labeled as Tesla's in the baggage car, you have a pair of scissors thrown at you. Confront the coal man and then check his alibi with the porter.

10) Back in the baggage car, the French woman reporter Mlle. Moreau suggests that you pose as the porter. Get the extra uniform and wear it to fool Tesla and enter his cabin. (you just need the hat)

11) Pour him prune juice from the pitcher until he leaves for the toilet. Find the Luggage Key (aggravatingly, you can find it anywhere, but not until the last second).

12) In the baggage car, open the luggage to find the Motion device. Tesla is then chained up in the Coal Car.

13) Return the device to Edison, only to find an image that exonerates Tesla. To get past the guard, climb onto the train roof through the hatch in the baggage car. (You may want to check his cabin first to see an empty suitcase.)

14) Duck the tunnels and jump the mailbags to reach the coal car.

15) Give Tesla the pencil to draw his cabin sketch. Either go back there or just circle the suitcase as the changed item in the room. Tesla worries about the contents.



The Theft from Tesla

16) The passenger Erik Weisz suggests a lock pick was used on the suitcase. But you soon learn (from the New York Times reporter) that Weisz is actually famous magician Harry Houdini.

17) Find a set of lockpicks in Weisz's room, then chase him to the train roof and rearward to the Freight Car. When he falls in, cut the rope with the scissors to reveal a Houdini water-escape tank. Use the set of lockpicks to open the 4 locks and free him. (As you line up the pins, click to let go of the current pick.) He claims one of his picks was stolen and used by the thief.

18) Return to Tesla via the baggage car and train roof, and unlock his chains. Get his sketch of his stolen Transformer. You can show it to Mark Twain for a prompt.

19) Go to the rear of the train and slip past the sleeping Pinkerton agent and his ridiculously complex alarm system. You will meet President Grover Cleveland, who explains how the clues fit together.

20) Go to the baggage car again and open the luggage again. The contents suggest a French person swapped the tag for Tesla's. Although Moreau would deny it, Gustav Eiffel says the handkerchief is a woman's, revealing the true culprit just as you arrive in Chicago.



The Chase at the Fair

21) Chase Moreau through the Fair, jumping onto the tame lion and awnings, then across the totem poles and street lights, and finally the Ferris Wheel.

22) Climb up the left cars, then swing right on the red-marked rope. Climb up, then swing left from the second red-marked rope to save the Transformer when Moreau drops it. Climb to capture her, but she falls.

23) She lands in Houdini's water tank. Give the Transformer to Ferris and get the Island Medallion from President Cleveland.





Read more: http://wiki.answers.com/Q/What_is_the_walkthrough_for_Mystery_Train_Island#ixzz1eAdwcL00

Poptropica cheats Shrinkray

On Shrink Ray Island



1) The introductory sequence in River City has only two locations: the school science fair and Avenue A, where the story's main character (student CJ) lives with her family. Go right to the school, P.S. 101, where it is the night of the school Science Fair. Inside you will see the student exhibits, but CJ is missing. Talk to her science teacher, Mr. Silva, and to her parents. Leave the school and go right again, to Avenue A.

2) Enter the apartment, which has an orange cat outside. Follow the cat into the kitchen, and the bathroom, until it vanishes. Look in the microscope in CJ's bedroom. There is a warning from her.

3) A masked stranger will appear and shoot you with a ray gun, and you will shrink, becoming only about 2 or 3 inches tall (5-7 cm).



Layout of the Apartment:

CJ's Room Left Side = CJ's Room Computer = Living Room = Bathroom = Kitchen = Stove-Dining Room



Shrunken in CJ's Bedroom

4) Climb the telescope to the bulletin board, where you will find coordinates for the school (87, 16). You will use these later. The only thing you need right away is the fan. Make your way across the room and climb onto the fan, which will move lower on its post.

5) Push the red button to turn on the fan, which will blow the dust from under the bed, exposing the Thumb Drive for CJ's computer. Pick it up and continue right.

6) Go past the book shelf and computer desk. Above you is a desk lamp, a wall thermostat, a microscope, a diary on a shelf, and a computer. You can put the Thumb Drive into the computer, but the password "Marie Curie" doesn't work. So continue right into the apartment entrance and Living Room.



In the Apartment

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



In the Kitchen

8) Climb the drawers to get the Screwdriver. Continue up to the counter, and go right to the stove.

9) Push the Rolling Pin in its holder to the right, which will shove the Tea Kettle to the right on the stove. You can ride the steam from the kettle to reach the shelf, where you will knock over a bottle of oil.

10) Jump down and slide the cat's food dish left across the puddle of oil. It should go just to the right side of the counter. Climb back up and jump onto the bag of cat food (4 or 5 times), which will spill down into the dish, filling it and forming a large clump.

11) Climb down and push the cat dish right so that you can climb onto the table.

12) Pick up a grape and grab the piece of paper. It appears blank but smells like lemon.

13) Head left and climb back onto the counter, where you will use the toaster. Click on the plug to plug it into the socket. With the grape you picked up, you are now heavy enough to push the lever down. When it pops up, you drop the grape and are thrown up to the top of the cabinet.

14) Push the salt shaker left, onto the left side of the spatula. When you jump on the right side of the spatula, you toss the salt into the air. When it comes down, you are thrown left onto the top of the refrigerator, where you can retrieve the remote control for the toy truck.

15) Climb back down to the Trash Can. Push the sponge over, and jump to the top of the spray bottle, then into the trash can.



Inside the Kitchen Trash Can

16) Your object is to move the garbage around so that you can go right to where a torn page is visible. This is from CJ's diary. Slide the cans, or cheese, in the stacks so that you can move right and climb up to it. Pressing "restart" will let you try again. Do not push where a stack might fall on you.

17) Once you have it, go left and climb out. (You can choose Restart to get back to the left.) Leave the kitchen and go left to the Living Room.



In the Living Room

18) Find the toy truck and back it up. Use the screwdriver to remove its battery.

19) Put the battery in the TV's remote control and press the green button.

20) The TV will turn on. Climb to the top, where the "rabbit ears" antenna is getting a static charge. Stand on it and you start to sparkle from the charge.

21) Jump to the TV , then left onto the green balloon. The static charge will make you stick to it, and you will land on one of the picture frames. Jump down to the shelf above the aquarium.

22) Knock over the fish food into the tank. The fish will start to eat. Jump down, turn off the filter (aerator) and swim to the bottom of the tank, where you will find the hidden key to CJ's diary. Go back to her room and to her computer.



CJ's Room (Computer and Telescope)

23) Climb onto the desk and up onto the diary shelf. Use the key to open the diary and match up the torn page. The diary gives you a clue about the piece of lemon-covered paper from the table. You can bring out "secret writing" done in lemon juice by heating the paper over a warm incandescent light bulb.

24) Jump left and onto the lamp, and turn it on. Place the lemon paper on the desk and lower the lamp close to it, so that the writing appears. It says to look for her in the telescope.

25) Climb up to the thermostat, and rotate it to the red zone which will turn on the heater in the room. You need this to get back past the fan. Go left to the bed.

26) Push over the trash can, so that pieces of paper get caught in the updraft from the heater. These allow you to climb to the bed. Pick up the book on Morse Code as you cross the bed, and jump over the fan to the telescope.

27) Turn the dials on the telescope by running on them. The left should be 87 and the right 16. Looking through the telescope, you see a tiny CJ in the Science Room window at the school. She is sending messages in Morse Code.

28) Decipher the dots and dashes to read "FLUSH THE THUMB DRIVE," which you will go to the bathroom to do. Go there through the living room.

(*See step 32 if you want to take a shortcut by using the computer now.)



In the Bathroom

29) You have to cross past the tub to the toilet, and almost everything in the bathroom is just a distraction. Climb onto the sink, and then onto the Hair Dryer that is hanging on the left.

30) Push both buttons on the dryer to turn it on, them tip it back so it aims up. The air flow will push you over the curtain into the tub.

31) Shove the soap off into the tub, then climb to the faucets and turn on the water. The soap will float, and as the tub fills, you can jump from the soap to the Rubber Ducky, and then over to the toilet. However, you will realize that the Thumb Drive has not been backed up. There is a clue in the magazines that will let you figure out CJ's password to use the computer. Leave the bathroom and go back to the computer.



At the Computer and Back to the Bathroom

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



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



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



CJ's Room

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



In the Living Room

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



On the Street

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



In the Science Room

36) Enter the school and find CJ in the Science Room. Unfortunately, Mr. Silva is trying to eliminate her, and you, in his plan to claim the Shrink Ray as his invention. Run away.

37) In the final chase scene, you must avoid being hit by the Shrink Ray again, which will make you too tiny to do anything. Make your way across the room as he regularly shoots at you. Hide behind any object before he shoots you. You should quickly cross the room to the left. After he shoots near the far left, you can jump onto the yearbook and then to the lab desk. Hide behind the world globe at the right side and he will shrink it, sending the globe onto the floor.

Using leftover objects for cover, push the globe slightly right so that you can climb onto the chair, and then up to the right to the lab shelf, where there are more items to hide behind (including an apple). Farther right, you will find a round mirror. Hide behind it. When Silva shoots at you, the beam will be reflected back and shrink him instead! He falls into an ant farm jar.

38) Climb down to the Shrink Ray with CJ and turn the switch to "Grow" which will restore both of you to normal size again.



At the Science Fair

39) You will find yourself at the Science Fair, where CJ's entry wins first place, featuring the still-tiny Mr. Silva as "The Incredible Shrunken Man."

40) You receive the Island Medallion, and you can check out any exhibits that you hadn't looked at on your first visit.

41) Unlike most other islands, the quest is essentially closed once completed. Only the Science Fair and multiplayer room will remain functional for users who finish the island.



NOTES:

*The shortcut at #28 is included. Besides the magazine, there is no other clue that would tell you what CJ's password was, so that you can back up the drive before you go to the bathroom to flush it. But if you want to do #32 before #28, you save yourself a long trip that earlier players had to take.

* Caution! Once you have the grape at step 12, go to the toaster. If you leave the kitchen, you may lose the grape and have to begin the island over using "restart" on the small map.