Poptropica Help And Tips For Mythology Island

Here is a step-by-step guide to winning Mythology Island in Poptropica. I beat this island right after finishing Reality TV Island.

The first move to make when you arrive on Main Street will be to go left, where you’ll find the Tree. You need to scale it. Get to the top of the tree by bouncing on mushrooms, jumping from branch to branch, and climbing on the big snakes hanging from your tree.

Speak to the satyr and he’ll tell 10 jars to collect . When you’ve got them all, return to the satyr and he’ll open a secret avenue for you.

Follow the secret course to the Golden Apple. Click the branch to lose the apple to the ground.

Zeus appears after you decide at the Golden Apple and he gives you a chain of tasks to perform for him. He additionally provides you with the Sacred Things Scroll.

Analyze the Sacred Items Scroll to learn the five pieces you must return to Zeus.

You’ll want to flip the switches at each point in the acqueduct to cause the water to flow down into the pool below.

Once you’ve repaired the acqueduct, the Rare Bloom will bloom next to the Sphinx.

There’s above where the Sphinx is sitting a pomegranate tree. Jump up there and decide a pomegranate in the tree.

Visit the Museum of Olympus on Main Street. The Starfish is on the statue of Poseidon.

You can get a free Reed Pipe in Apollo’s Temple.

When you might have the Reed Pipe, request the statue of Euterpe to teach you a song. Memorize the sequence of notes and replicate them to her.

To add the Pipe Melody to your inventory, first learn a song from Euterpe. She will give you the Pipe Tune.

Next you’ll want to head all the way to the left where you’ll locate the entry to the minotaur’s Labyrinth. To open the door, use the Reed Pipe to play the notes you see there in the right arrangement.

You will leave a strand of golden thread, when you walk through the labyrinth. Follow it back to your last turn if you get lost inside.

Snap on bones to remove them from the board. Remove six of them until the remaining bones read “TEN.”

When you arrive at the snakes mural, click three with the red spiral eyes to open the gate and pass through.

After you’ve completed the challenges of the Labyrinth, speak to the Minotaur to get his Ring.

Head to the right to the temples and after that help the worker clean up all the graffiti on the temple of Hades to earn a Drachma.

You’ll see an altar inside Hades’ Temple. To get into the Underworld, set the Pomegranates on it.

You will go on a brief boat ride. Leap and duck to avoid the obstacles.

Play the Pipe Melody on your own Reed Pipe to put the Cerberus to sleep. Then pluck his whisker.

Place the Starfish on the altar in Poseidon’s Temple to get to his seashore.

You are given a short quiz by Aphrodite where you have to imagine the names of most of the Greek Gods. In case you ‘re having trouble, you are able to learn them all inside the Museum of Olympus.

Complete Aphrodite’s challenge to get the Touchscreen Mirror.

Dive into the underwater maze next to Poseidon’s Beach. Fill up your oxygen meter by swimming into bubbles.

Find the oyster in Poseidon’s Realm. Wait until it opens up and then grab the Pearl.

Defeat the Hydra by jumping on each of the oyster’s heads.

After you defeat the Hydra, click on the air’s sleeping kind to pick up the Hydra Scale.

Once you have all five Holy Things, return to Athena at the foot of the tree. When prompted, gather the secret message!

The Sacred Things are stolen by him. Athena tells you to get help from Hercules.

Use the Touchscreen Mirror to warp to the underworld. Hercules will move the boulder for you.

Speak with Hades, who is sitting on his throne. Hades will give his crown to you personally to help you in your approaching battle.

Next, use the Touchscreen Mirror again to travel to Poseidon’s Realm. Hercules will open the trail to the Throne Room.

After you are inside Poseidon’s Throne Room, speak with him and he will give you his Trident to enable you to in your fight against Zeus.

After you have Hades’ Crown and Poseidon’s Trident, warp with Hercules to the gates of Olympus. Hades will open the gate.

To get up the mountain, you’ll want to purchase a Bag of Wind from the blue-haired (visit) guy here. His name is Aeolus. The cost is one Drachma, which you got from cleaning up the grafitti outside Hades’ temple.

Use the Bag of Wind to fly partway up Mt. Olympus. Afterward jump the rest of the way.

In the final epic battle Zeus, you have to keep shooting at him. Go away from the lightning bolts and wind gusts which he sends your way. Finally, pick up the floating pink clouds to restore your wellbeing.

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Reality Tv Island Launches On Poptropica


At this time there is a entirely wonderful island that was recently revealed on Poptropica named Reality TV island. It is for members only, so everyone will have to be a paid member to participate in it which is really too bad. Any individual who is not a paid customer needs to wait around until March 24 to play the brand new island. If you’re not a member you will be able to nevertheless enjoy many of the walkthrough videos on the Web which show the correct way to do everything to solve the island. This new island is really quite distinct from the various other islands like Astro-Knights and Counterfeit. There are two distinct parts to this island that play entirely differently. The first part takes place in a town that is really obsessed with reality TV and a famous reality TV star that came from the town. Once you solve this part which is very quick and only takes about five minutes, you can compete on the show. The reality TV show is a lot like the show Survivor where you first compete in an event. If you win, you get immunity but if you lose, you could be voted off the island and you’ll have to start all over. If you win the whole contest then you get the medallion and beat the island. A nice thing about this island is that you may replay the season if perhaps you lose and there are quite a lot of different events to play in so it’s different each time.

Offensive Strategies In Boom Beach


You will find two main elements to having a successful offensive strategy: boom beach secrets the deciding of your army composition and sequence of deployment, and using the Gunboat’s particular skills.

Gunboat

The Gunboat has particular skills that can aid and support your troops. It must be noted, on the other hand, that all dangerous abilities and the stun ability allow for friendly fire.

The most frequently used are Barrage and Artillery. Both these deal damage to the opponent ‘s buildings. It’s often a good idea to ruin vital defenses like Boom Cannons and Cannons before deploying troops. But this order may change on the basis of the types of troops you plan to deploy. It should be noticed that shells from both these bargain splash damage to enemy buildings; more or two buildings that one shell can touch that.

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

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

Ability, and mortars, because of splash damage hit rocketlaunchers range against Zookas.

Flamethrowers, because of their ability to inflict damage that is high to multiple units together with their damage over time effect.

Sniper Towers, due to ability to one -shot lower- health units and shooting speed that was comparatively fast. Not as dangerous to low -health units as various other defensive buildings, nevertheless.

Cannons are basically smaller Boom Cannons and are consequently destroyed for the exact same reasoning. If the Cannon in question can one-shot the troop(s) you intend to deploy, it may be advisable to prioritize the Cannon over a Boom Cannon, as they’ve similar well-being and the Cannon shoots quicker (and will consequently kill more of your troops).

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

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

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

Boom Cannons’ high and long range damage enable them to pick of your health units that are high seriously crippling your military.

Cannons additionally deal high damage to high health units and can eat away at them fairly well, but their shorter range prevents them from getting off as many shots before being destroyed, so that they should be prioritized after Boom Cannons.

Rocket Launchers have extremely long range and adequate DPS splash damage which allows them to pummel all your Troops for some time. In addition, if your Heavies get in DPS’s spot, it’ll begin killing your fragile Zookas which have a range more than the blind spot of the Rocket Launcher.

Sniper Towers deal decent, long range damage to your own Troops. Given enough time, they can seriously damage your health Troops that are high, but their higher than ordinary well-being makes them less advantageous to take out with Gunboat Weapons.

Mortars have shots that fall slowly which may lead them to fire over your Heavies as they move up which may result in a chunk of your Zookas.

Flamethrowers can deal high damage to chunks of Troops if they may be allowed to, but their short range hinders their ability to shoot your Troops long enough to make a big difference. Tanks may also ruin it without it hitting on any of them because Tanks have a longer assault range compared to the Flamethrower.

Machine Guns do such damage that is low, incorrect, they can be a really low danger to high health units.

Another ability that is exceptionally important is the Flare, formerly called the signal smoke. This skill is utilized to direct troops towards a designated place or to attack a specific building. The careful utilisation is a great method to ruin the adversary’s defensive buildings like the Cannon that can just fire one target simultaneously and the Sniper Tower. It needs to be noted, nonetheless, the Flare may be used in conjunction with the Shock Blast to ease a Warrior rush.

The Shock Bomb and the Smoke Screen allow troops an opportunity at not being hit by defenses. The chief difference, nevertheless, is the Smoke Screen protects troops from enemy fire within its area of effect (allowing troops to move through it but not shoot), while the Shock Blast disables defenses within its area of effect. It is strongly recommended to use these to disable and/or avoid the effect of splash damage units or high damage, based on what army composition can be used.

Troops can be healed with use. It ought to be noted that although it could be used to counteract the damage of splash damage shields like Flamethrower, Machine Gun and the Mortar, it does not do much to counteract the damage -target defenses, notably at higher levels. They are particularly useful when coping with Flamethrowers, even after it has stopped shooting fires at troops as it deals damage to them.

Common Offensive Plays

Meatshielding

A meat shield is when you use health troops that are high in your front line of attack to defend your rear line of high damage troops. The most common kind of military that is meatshield is the Heavy- Zooka or Hooka army. This is quite useful against moderate-degree bases with few high-dps single shot defenses.

Rushing

Normally used with Riflemen, opposing defenses overwhelm with the absolute variety of troops deployed. Singleshot defenses are often no match for this particular army, but Mortars, Flamethrowers, and Rocket Launchers can damage and take out many troops at the same time.

Sniping

A base that’s laid out with the HQ at the very rear of the map is vulnerable to being sniped. By sending around enemy defenses with Flares in Heavies or Riflemen, a HQ with few defenses behind it’s vulnerable to attack from your tree-covered areas behind the base. Use this in your favor.

HQ Hurrying

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

Boom Beach Attack Strategy


You will find two main components to having a successful offensive strategy: the deciding of your army composition and arrangement of deployment, and the use of the special skills of the Gunboat.

Gunboat

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

The most frequently used are Artillery and Barrage. Both these deal damage to the opponent ‘s buildings. It is advisable before deploying troops to ruin defenses that are crucial like Boom Cannons and Cannons. But this order may change according to the types of troops you intend to deploy. It ought to be noticed that shells from these two price splash damage to enemy buildings; two or more buildings that touch can be damaged by one shell.

For militaries consisting of lower-health units, such as Riflemen and Zookas, defensive buildings should be targeted in this arrangement (with Artillery or Batteries), with number one taking the highest precedence:

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

Capability, and mortars, because of splash damage hit their long range against Zookas.

Flamethrowers, due to their ability to inflict damage that is high to multiple units along with their damage over time effect.

Sniper Towers, because of skill to one -shot lower- shooting speed that was relatively fast and health units. Not as dangerous -health units as several other defensive buildings, yet.

Cannons are essentially smaller Boom Cannons with a somewhat higher rate of fire, and are thus ruined for exactly the same reasoning. If the Cannon in question can one-shot the troop(s) you intend to deploy, it may be advisable to prioritize the Cannon over a Boom Cannon, as they have similar well-being and the Cannon fires faster (and will hence kill more of your troops).

Machine Guns can make short work of low health units, notably at close range, but a multiple or Heavy Heavies will easily solve the issue.

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

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

Boom Cannons’ long range and high damage enable them to decide of your high health units badly crippling your army.

Cannons also deal high damage to health units that are high and can eat away at them fairly well, but they are prevented by their shorter range from getting as numerous shots off before being ruined, in order that they should be prioritized after Boom Cannons.

Rocket Launchers have decent and extremely long range DPS splash damage which allows them to pummel each of your Troops for some time. Also, if your Heavies get in its blind spot, it’ll begin killing your fragile Zookas which have a range more than the Rocket Launcher’s blind spot.

Sniper Towers deal decent, long range damage to your own Troops. Given enough time, troops can severely damage your high well-being Troops, but their well-being that is higher than regular makes them advantageous to take out with Gunboat Weaponry.

Mortars have shots that drop which may cause them to fire over your Heavies as they move up which can lead to a chunk Zookas dying.

Flamethrowers can deal high damage to balls if they’re allowed to, but their short range hinders their ability to fire at your Troops enough to make a major difference. Tanks can even destroy it without it hitting any of them because Tanks have a longer assault range in relation to the Flamethrower.

Machine Guns do such damage that is low, erroneous, they can be a really low danger to health units that are high.

Another ability that is exceptionally significant is the Flare, previously called the signal smoke. This ability can be used to direct troops towards a designated place or to attack a particular building. The attentive utilisation of the Flare is an excellent method to ruin the opponent’s defensive buildings like the Cannon that can just shoot one target at the same time and the Sniper Tower. It should be noted, nevertheless, that the Flare can be used in conjunction with the Shock Bomb to facilitate a Warrior rush.

The Shock Bomb and the Smoke Screen allow the opportunity to troops at not being hit by defenses. The chief difference, however, is the Smoke Screen protects troops from enemy fire within its area of effect (allowing troops to move through it but not shoot), while the Shock Bomb disables defenses. It is strongly recommended to boom beach strategies use these to disable and/or avoid the effect of high damage or splash damage units, depending on which army makeup can be used.

Troops can be healed with use of the Medkit. It needs to be noted that although it might be used to counteract the damage of splash damage shields like the Mortar, Machine Gun and Flamethrower, it doesn’t do much to counteract the damage -target defenses, particularly at higher amounts. They are especially useful when working with Flamethrowers, as it deals damage to troops even after it has ceased shooting flames at them.

Common Offensive Plays

Meatshielding

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

Dashing

Typically used with Riflemen, opposing defenses overwhelm with the absolute number of troops deployed. Single-shot defenses are often no match for this military, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops simultaneously.

Sniping

A base which is laid out with the HQ at the back of the map is exposed to being sniped. By sending around enemy defenses with Flares in Heavies or Riflemen, a HQ with few defenses behind it is not invulnerable to attack from your tree-covered regions behind the foundation. Use this to your advantage.

HQ Racing

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

Counterfeit Island Cheats


Poptropica Counterfeit Island is the 10th island grand adventure in the game. It was released to Early Access gamers on December 21, 2009 and has become available to every person in early January, 2010. In this encounter, you are required to expose the thriller in regards to a piece of stolen art in the Counterfeit Island museum. The island is very mysterious and anyone could be a suspect as you try to figure out what’s going on. Counterfeit Island is fun to play but can be pretty challenging at times, so here is a full walkthrough for the adventure.

First Steps on the Island

Follow the map to Counterfeit Island. You’ll arrive by balloon right next to the museum. Your first stop is Downtown. Start walking right and follow the signs. When you arrive, the first store you’ll see is called Bobo’s Clown Store. Go inside. You’ll see plenty of balloons, all in different colors, around the store. Select a green balloon and then walk outside the store.

SECRET: you can jump up on the roof of the store to talk with Bobo the clown. He’ll tell you why he’s up on the roof. It’s not necessary to talk with him to complete this quest.

Now go completely to the right and go into the Country side area. Walk a little bit further right and you’ll find sobbing boy as well as a young woman carrying poptropica counterfeit island cheats a red balloon. Click on the weeping kid and you’ll give him your green balloon. When he tales it fom you, he’ll lift up into the sky. Poor balloon boy! Oh well, he’s not your problem right now. You need to head back to Main Street now, which is two zones over to the left. When you get to Main Street, look for the Web Browser Internet Cafe and go inside. Once you’re inside, walk to the right and talk to the bearded guy wearing the hat and camera. He’ll tell you that he lost his tunnel tour tickets and that if you can find them, he’ll give you one. While you’re here be sure to look at the TV behind you. You’ll see balloon boy flying way up high in the sky. He’s on the news! Next, walk outside the Internet cafe and then run to the Downtown zone to the right.

Your next stop is the garbage can just to the right of the entrance to the underground tunnel tour. Click on the garbage can to look inside and you’ll get a new screen that shows you the contents of the garbage can. You can rearrange the garbage pieces by clicking on them and dragging them. Try to move them all away from the center of the can. After you move a few pieces of garbage away, you’ll find the tickets! Click on the tickets and they’ll go into your backpack.

Now run back to Main Street and the Internet Cafe. Head inside the cafe and go to the tourist who lost the tickets. Open up your backpack and find the tickets and then click on “Use”. The tourist will be so pleased that you found the tickets that he will give you one as a thank you for returning them.

SECRET: Before you go on the underground tunnel tour, stop at Bobo’s clown shop to pick up a second balloon. This can make part of the tunnel tour easier but it is not required.

Return to the Downtown area and walk up to the entrance of the tunnel tour. There’s a woman standing outside wearing a green beret. While you are standing near her, open your backpack and find the ticket. Click on the “Use” button on the ticket You’re ready to begin the tour. Click on the gate to the entrance behind you to start it.

The tunnel tour is very easy to do, because there’s just one path to follow. You will see a lightbulb on a cable down in the middle of the tunnel at the bottom. Jump up onto this cable and climb to the top. Over to the right, you’ll see a torn piece of the picture lying on another cable. This is part of the torn picture that you’ll need to unlock the secret door to the museum later in the quest. Climb all the way to the top of the cable and jump to the right. This is really easy if you’re carrying a balloon from Bobo’s Clown Store. As you fall over the torn picture, you will pick it up and it will go into your backpack. Now get back on the tour and keep following the main tunnel until you get to a set of stairs that head up to a door. Go up the stairs to leave and finish the tour.

The Strange Gentleman

Once you finish up the tour, step outside and you’ll spot a strange man wearing sunglasses and an overcoat waiting outside. Click on him and you’ll hear his tale. He’ll then ask you to get a job over at the island museum and he wants you to meet back with him at this location later tonight. Next, go back up and to the right. You’ll find one more piece of the torn picture. Pick this one up. The third torn picture piece is over to the left on top of the mast of the fishing boat. Go over there and pick it up. Now head back to Main Street and enter the museum.

Within the Museum

Speak with the guard who is standing by the door inside the museum and he’ll tell you to go upstairs and talk to the assistant curator. The assistant curator is standing right above you on the staircase. Go up to the top of the stair case and talk to him. He will tell you that four paintings have been placed in the wrong wings of the museum and that he needs you to put them in their correct spots. In each wing, you can pick up one painting on the wall (the others won’t move) and take it somewhere else. Here’s where all the paintings should go.

  • cubism -> impressionism
  • impressionism -> expressionism
  • expressionism -> realism
  • realism -> cubism

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

In the next test, you’ll use a magnifying glass to try and figure out which painting is a fake. Look in the corners of each painting to find the signature and figure out which one is different than the others. The one with the different signature is the forgery. Good job!

The next training exercise is to examine a photograph and find the area that proves it is a fake. Look up on the top left where the moon is. Click on the dark side of the moon. If this was really a picture of the moon, there would be no stars on the dark side of it.

Now move to the next station, where the museum does chemical analysis of paint samples. In this test, you select a paint sample and then it drops into the beaker. You’ll see a red bar go across the screen. When it reaches a square, it will light up with a color. Click on that color beaker above while the square is lit to add it into the test solution. If you do it correctly and in time, a green check mark will appear over the square. Repeat this exercise until all four of the squares are done right. Now do it all over again for the other two paint samples. Once you conclude this experiment, your coaching is finished and the assistant curator will give you a key to the supply room.

Leave the forgery detection lab and walk right and then follow the signs to the statue room and security office. Walk left past all of the statues and follow the sign that directs you to the security office and supply closet. Go left to the end and you’ll arrive at the supply closet door. Inside your backpack you’ll find the key that the assistant curator gave to you. Use it to unlock the door and go inside. Once you walk in, you’ll find the sixth and final piece of the torn picture, which will complete to form the image of a gargoyle head.

OK, now head back over to the right side and then go back through the room of statues. Follow the sign to the main hall and then exit the museum. Once you get outside, you’ll discover that night has arrived. Go back to the city docks, which are over to the left. The mysterious guy in the hat and sunglasses will still be standing where you left him. Return into the gate to the underground tour area and then take the tunnel all the way until you get to the wood ladder. Climb the ladder and then click on the hatch at the top. You’ll see the hatch cover appear. It’s got a very familiar picture of a gargoyle head. Use the mouse to move all the pieces on the hatch to match the version from the torn picture pieces you collected. All of the features have to match the picture exactly. Once you’ve got it exactly right, the hatch opens up and you can climb through it.

You’ll arrive inside the supply closet in the museum. Use your supply room key to unlock the door from the inside and then go into the hall. Be careful because the security guard can be seen pacing back and forth inside the security office. Wait for her to go by and then run past the window all the way to the statue room door. Enter the statue room and then move to the right slowly and carefully while avoiding the moving laser beams you see there. You are safe from being spotted by a laser beam when you’re hiding behind something, like a statue or potted plant. When you get across the room safely, go outside into the main hall.

Now walk left and up a little. You’ll arrive in a spot where you can see the famous painting of the Scream hanging on the wall. Click on the top of it and you will jump up onto the light hanging above it. All of the sudden the museum alarms will go off and the police will arrive. You’ve been framed! Next you’ll find yourself inside the jailhouse being interrogated by the police. The first thing you have to do is undergo a lie detector test. It’s very easy to pass. Next you’ll be invited to speak with the chief inspector back inside the museum office.

On your way back to the museum, make a quick stop at Bobo’s. Inside you will find the museum security officer. Click on him to ask him why he left his post and you’ll get his time card. Once you have the time card, leave the clown shop and go to the security office in the museum. Once you arrive, walk to the right and click on the big computer. Because you have the time card that the security guard gave you, you’ll know where to look when reviewing the footage. The mystery man from the docks will show up on screen and walk to the painting. You can get a print out of the security camera footage by pressing the print screen button on the computer. Then go over and talk to the investigator. She will tell you to show the picture to the people in town. Walk out of the museum and head back to the outside of the clown shop.

Once you get to the front of Bobo’s clown store, show the printout from the security camera to the mime on the left. The mime knows who it is and she will pantomime music playing. This is a clue that the person you’re trying to find is inside the jazz cafe. Go right and then enter the cafe. After you enter the jazz cafe, walk to the right and you’ll spot the guy wearing sunglasses and a trenchcoat. Once you arrive, he’ll run out of the cafe. Go out the door he ran through to start the big chase scene.

This is where the scooter ride chase scene begins. You’ll both be riding scooters. You don’t really need to catch him during this part. All you need to do is avoid the different obstacles that appear in the road as you go by. The fierce moon chase goes on for a while and then you’ll wind up at the Docks. The thief will escape in a waiting motor boat but will drop a key card which you will pick up.

Your next stop is the museum. When you arrive in the main lobby, the assistant curator will be waiting for you and give you a package that arrived addressed to you. It’s a painting of Vincent Van Gogh’s Starry Night, and there’s also an x-ray device included. Open your backpack and click on the Examine button on the painting to take a closer look. Drag the x-ray device over the painting and you’ll see a secret message from the curator telling you to meet at the Pop Art Museum in Early Poptropica island. This is a fun part where you now have to leave Counterfeit Island and go to Early Poptropica. Walk out of the museum lobby into the street and then get back inside your Poptropica balloon. Choose Early Poptropica on the map.

When you arrive in Early Poptropica, go to the left and enter the Pop Art Museum. You’ll see a woman wearing purple. Click on her to hear her story and then she will give you a key. Exit the museum, go back to your travel balloon, and head back to Counterfeit Island.

When you arrive back in Counterfeit Island, run all the way to the right to the Countryside. The inspector’s house is located here and the key to the door that the Curator gave you will let you get in. Head upstairs and you’ll see a painting hanging on the wall. Click on the painting and you will remove the canvas. Look! It’s the stolen painting of the Scream. Next thing you know, the lights go dark and you are knocked out.

When you awake, you’ll be deep inside an underground hideout. You and the mysterious art thief guy in sunglasses and a trenchcoat are tied up together in a chair and the Black Widow is here. She has captured you! The Black Widow leaves the room and then you learn about how you were set up because the mysterious guy tells you his story. He’ll tell you to move your chair close to him so that he can untie you. To move your chair, click and drag your mouse to the left. It will slowly move towards the guy. When you get close enough, you both are free from your bonds. The mysterious guy has an idea that you should both go after the Black Widow. Leave the room to your right.

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

The guy will move to the left and climb up onto a giant platform that is operated by a handle. Your task is to raise him up to the top by turning the handle. But once he does that, the Black Widow will start dropping art onto the ground, destroying it. Now it gets more complicated. You must try to catch the artwork as she throws it down while always attemping to turn the handle so that the platform will rise and the mysterious guy can get to the top. Of all the final boss battles in Poptropica, this is one of the most challenging. If more than one million dollars of art breaks, you’ll fail and have to start this part over again. Here’s the key trick: after every four pieces of art you catch, the Black Widow gets steaming mad and pauses for a few seconds. This gives you the chance to turn the handle a few turns. However you need to move very quickly because after just a couple of seconds, she tosses a bomb at you. Move away from the bomb before it explodes and then get back to the middle of the room to resume catching falling art. You just need to keep doing this same cycle over and over until you get the platform with the guy on it all the way to the top.

Once you’re done, the Black Widow will be captured! In the next scene, you’ll climb up out of the hideout into the Interrnet Cafe and the museum curator will be standing here. She will ask you to meet up with her over at the museum. Go there and then the Curator will show you that the museum has been the secret hiding place for some of the most famous works of art in the world. You’ll receive the medallion for finishing Counterfeit Island. Great job!

Poptropica Land Released


Kids can create, destroy and rebuild at will whatever their imaginations can dream with Poptropica Land, launched today from the popular virtual world for kids Poptropica,. Developed in response to requests from kids, Poptropica Land allows Members to “alter the world” by inventing their very own Islands.

In Poptropica Land, players locate a mysterious tool, spoken of in Ancient Norse legend, which gives them unbelievable power over the world – the power to investigate, the power and the power to destroy.

Last February, Poptropica Members were invited to participate in the first Poptropica Labs experiment – a theory for testing new attributes with players – to assess the Poptropica Acreage image. Members climbed to the occasion, crafting Islands which could be inhabited by everything from space creatures to dragons, and discussing their experiences, which were used to develop the “alpha, variant 2” of the merchandise.

“Children love Poptropica Islands, but they also want to devise their own virtual worlds and storylines, and now they can,” said Jordan Leary, game designer and programmer for Poptropica, who leads the attempt to create Poptropica Land. “Using feedback from thousands of Poptropica Members, we were able to present a brand new experience that puts the power of creation, and of storytelling, in the hands of our players.”

Parents can purchase Poptropica Membership for their children for less than $4 per month -, three- or six-month recurring increments. Membership gives players access to Early Use of new Islands, the recently released Poptropica Land, use of costumes and unique powers in the Poptropica Store, the capacity to save costumes into a private cabinet, and access to photos demonstrating achievements in Isle quests.

Today’s launch is just the beginning for Poptropica Acreage. New features will be added in the foreseeable future, enabling even more opportunity for creativity and building stories.

Countless millions of kids have visited with Poptropica since its launching almost 7 years ago, and the number grows every day. Poptropica players come from more than 200 distinct countries and territories and have their web browsers set to more than 100 different languages.

Kids can stay current on the official Poptropica blog on other exciting developments in Poptropica’s world and news about approaching new Islands.

Poptropica is a virtual world where kids play in complete security and explore. Every month, millions of kids from all over the world are entertained and informed by Poptropica’s engaging quests, stories and games.

Children create a “Poptropican” character to travel the many Islands of Poptropica and use gaming literacy to enjoy a story that is frequently rooted in factual history. Problem-solving skills are honed as children solve enigmas distinctive to each Island and find.

There are always new areas to investigate in this ever-expanding world where objects can be collected by children, read comic books and digital books, watch pictures and compete in head-to-head contest. Parents are always able to trust that their children are playing – and learning – in a safe online and cellular environment.

Completing Shrink Ray Island In Poptropica


In Shrink Ray Island, the ultimate science fair project has been created by a young prodigy: a Shrink Ray Gun! But it has been stolen by a thief and shrinks down you to miniature size. You need to figure out who the thief is, how to save the young scientist, and how you can return to full size again. Inside the apartment of the young scientist, you’ll spend most of your time in this quest, looking for clues about who the thief is. With all the cheats for Shrink Ray Island, in this entire walkthrough, you’ll find out how to solve everything step by step.

Shrink Ray Island arrived for members to play on June 30, 2011. Non members will reach play about one month later. Before the island became accessible, a sneak preview was with a mini game called Shrink Shot.

Shrink Ray Island Walkthrough

When you arrive on the isle, you’ll drop down from the blimp and onto a slide. Run to the right and go into the school.

Keep going right and go through the doors.

Have a look at all the cool science fair projects and walk to the right side. You will see a teacher standing next to an empty exhibit. Keep in touch with the teacher.

The teacher is named0 Mr. Silva and he’s worried about his star student, CJ. She is missing. Her parents are standing there also. Talk to them and they’ll tell you to look in their own flat on Avenue A.

Leave the school and go right You will find CJ’s apartment there. You’ll see an orange cat outside the door.

Go interior and the cat will follow you in. Follow the cat near and you’ll have a good look at the flat. It is a place that is pretty cluttered.

The cat will disappear and the door will be closed. That is not usual! Now look for clues. First, head into CJ’s bedroom on the left.

Click on the microscope and you’ll see she left a note saying that her creation was stolen.

A cloaked man will appear and he’s the shrink ray gun. You’ll try to escape, but the masked man corners you and shrinks down you to miniature size. Oh no!

Now begins the principal element of this island quest, where you attempt to figure out save and how to escape CJ and explore the apartment in shrunken size.

First head to the kitchen all the way on the right. You will see a remote at the top of the icebox, but it is catchy to get to.

Run to the right and jump up onto the open drawers. You’ll locate a screwdriver shrink ray island in the top drawer.

Jump up and run to the right to proceed to the next section of the kitchen.

Shove on the rolling pin to ensure it knocks the teapot onto the burner that is right. Afterward jump up which will lift you onto the shelf and sugar bowls.

Push on the bottle of oil such that it starts dripping down.

Jump down to the ground and shove the cat food bowl. Then jump up to the ledge and leap up and down on the cat food bag several times to make the food fall out.

Drop back down to the ground after which push on the cat food bowl to the right. Jump up on top of the food and after that onto the table.

Run to the right and pick the paper up. Then pick up a purple grape that you will be carrying.

Run with the grape all the way back (to the kitchen space that is other).

Plug in the toaster. While taking the grape, jump onto the lever on the toaster. Wait for this to pop up you to the next ledge

Shove the salt shaker to the left so it’s handle. Afterward jump up onto the cup. Then jump down onto another end and wait. The salt shaker fall, catapulting you up onto the top of the fridge and will rise.

Grab the remote control then jump down to the floor. Subsequently run left back in the living-room.

more coming shortly