How do you beat timmy failure island on poptropica?
Well, buy them. That's the only way, other than making a new account but I don't know if they still give out free ones to new users.
The 9th Island was Astro Knights island released in 2009. (see the related question)
The island that includes a museum in the quest is Counterfeitisland. (see the related link) There are also museums on Early Poptropica, Shark Tooth Island,Nabooti Island, AStr…o Knights island, Mythology Island, Steamworksisland, Cryptids Island, and Game Show island.
The island "Nabooti Island" was sponsored by the "Choose Your OwnAdventure" books. (see the related question below)
There is no Spanish island on Poptropica. There is a French island (Counterfeit island) and an island thatcontains a search in Puerto Rico (Cryptids Island). (see related ques…tions)
looks like it is from the island with loc ness and mews is back so its a monster crashink city island i do not know how to complete it
There is currently no Ancient Island on Poptropica.
Skullduggery island is the 13th Island in Poptropica and opened June 17, 2010. *This solution contains spoilers* Enter the island from the Island Map (members had Ear…ly Access May 20, 2010) and climb down to Fort Ridley, one of a few small islands scattered about in the sea. For the first part of the island, you will collect items that lead to other items and clues. . Travel down Main Street to the right and cross the covered bridge. On the far side, climb down into the stream and go left to get the Doubloon from the sand. . Return left to Stinky Tim's store, and use the doubloon to buy a bag of chicken feed. Also go to the upper right shelf to get the Broken Mirror. . Give the feed to the boy with the chickens. He will give you a chicken. . Head right again, across the bridge to the corn farm. Use the chicken to eat some of the bugs, and the farmer gives you a Blue Candle. . Go far right. past the Governor's house, to the sea edge and talk to the woman there whose husband is lost at sea. . Enter the Governor's house and use the Blue Candle to reveal the missing writing on the Parchment. The Governor will tell you about the Treasure Map and the need to defeat Captain Crawfish the pirate. . Go back to the Fort and use the telescope at the top, where you will see a small raft. Signal the raft using the Broken Mirror, and it will dock. . The beach woman's husband is aboard the raft, and is grateful to be home. He gives you his ship, which is now crewed by a cabin boy and the old sailor from the fort. THE LONG SAILING AND TRADING PART OF THE GAME now begins, in the seas between the 5 outlying islands : Dragon Cove at the upper left, Bouffant Bay, Parrot Port, Golden Harbor, and Pirate Outpost. These are all indicated on the sailing map. Sail by lifting anchor (spacebar) and using the cursor to indicate direction and speed. Dock by dropping anchor and clicking the island dock. Each movement to an island is counted as a "day" in the quest, but there is no set speed of play. As the game progresses, you buy larger ships to hold more cargo, but the hazards increase somewhat as well. Find the Map Pieces : there is one on each of the five trading islands. (*see the related question below) Earning doubloons and cargo items : initially you "salvage" these from the water, and later you buy and sell them for a profit at any of the five ports. The prices for the cargo items vary from port to port, often allowing you to "buy low and sell high". Hazards that can cost you cargo or damage the ship : Giant pink sea creatures such as a crab, octopus, or puffer fish. Whirlpools, thunderstorms, and rock shoals can cause damage. Pirate ships can attack, and you can duel them by firing any cannon you have. If you are damaged or sunk you lose some doubloons or cargo items. New Ships and Skilled Crewmen can improve your durability, speed, cargo capacity, and armament use. Buy new ships at Dragon Cove, and hire crew (relatively expensive) at each of the four ports except Parrot Port. Ships are expensive but have a small resale value. You can borrow more cash, equal to your current wealth, at the bank in Golden Harbor, and this must be repaid. The interest is only 5% per day, but compounded, so large balances should be paid off as quickly as possible without losing your working capital. If you have an overdue loan, you cannot buy a new ship. Sailing Hint -- When sailing around rocks and salvage, drop anchor to pivot the ship. GETTING THE 5 PIECES OF THE TREASURE MAP . Dragon Cove -- go to the water's edge with the old fisherman. Sink the floating statue to uncover a Mallet. Slide the fisherman right, past the giant Bell Gong to the first barrel. When you use the Mallet on the Gong, fish will jump from the water, allowing the old man to catch one, and he will give you the map piece. . Bouffant Bay -- You can help the worker at the dock and get a clue from his wife at the residence (far right). A pirate also tells you the map piece is at "312 Hanging Fern Way", a reference to three hanging plants. At the plants, jump into the 3rd, then the 1st, then the 2nd plant to get the map piece. . Parrot Port -- There is a parrot flying around who leads you on a chase. First go to Petey's Pirate Pub and get the Cracker from the upper left. Now the parrot will have you dive into the sea (he moves to another window) then block the smoking chimney* (he's in a palm tree at the far right). He tells you to contact his owner, a pirate atop the tower at far left. Once you have, you can use the Cracker to lure the parrot back to the tower, where you receive the map piece. (You may have to dunk yourself and block the chimney again to find the parrot.) . Golden Harbor -- There are 5 hanging street lights, and after lighting any of them , lighting another will turn others off. Counting from the left, you need the 1st, 2nd, and 4th lights on. The way to accomplish this is to light them from right to left : the 4th, then the 2nd, then the 1st in that order. Leaving the dock and returning will reset the lights. The piece appears in a draped archway. . Pirate Outpost -- Climb the giant skull cliff, jumping over the pirates to avoid being knocked back. At the top of the tall mast is a Cannon Starter kit to use on any of the 4 cannons, but only the one at lower left is important. On the way back down. push the small barrel of explosives from the mast into the water below. Position the barrel under the giant Golden Tooth of the stone skull. If you fire the cannon and hit the barrel, the blast shakes loose the Golden Tooth and reveals the map piece. Assembling all 5 pieces reveals a hidden island, called Skullduggery, at the lower center of the map. Near the game's end, you will go there to find the Buried Treasure. DEALING AND TRADING -- The best profits are made by sailing a clockwise course around the islands. Sell any salvage, and you may want to leave room for more you might pick up. . Silk is bought cheaply at Dragon Cove (upper left), and sold at nearly double your cost at Bouffant Bay to the right. . Medicine is bought cheaply at Bouffant Bay (upper middle) and sold at Parrot Port to the south. There is nothing cheap at Parrot Port. . Grain is bought cheaply at Golden Harbor (lower right) and sold at Pirate Outpost to the left. . Spices are bought cheaply at Pirate Outpost (lower left) and sold at Dragon Cove to the far north. NEW SHIPS AND CREW -- Ships are bought from the dealer at Dragon Cove, each more expensive than the previous, requiring two or more trading runs to afford the next larger model. Take out a loan at Golden Harbor to help buy more cargo. Do NOT spend so much on a ship that you haven't enough doubloons for a FULL cargo or two for your new ship size. That would make your trades much less profitable. . Your raft -- free but holds only 20 total cargo items, speed 6 . Jimmy Rigger -- 3000 doubloons, holds 60 cargo, speed 7, has 1 cannon . Carabelle -- 9000 doubloons, holds 200 cargo, speed 8, 1 cannon . Sea Sultan -- 30,000 doubloons, holds 600 cargo, speed 9, 2 cannon . The Koi -- 90,000 doubloons, holds 1800 cargo, speed 12, 3 cannon . Steaming Fury -- 300,000 doubloons, holds 5000 cargo, speed 12, 4 cannon . Phoenix Warbird -- 1,000,000 doubloons, holds 6000 cargo, speed 13, 5 cannon Crew positions : . Shipwright (Dragon Cove) : 20,000 doubloons to hire, slowly fixes damage without docking . Cargo Master (Bouffant Bay) : 15,000 doubloons, increases cargo space of any ship by 50% . Navigator (Parrot Port) : 12,000 doubloons, increases ship speed . Cannoneer (Pirate Outpost) : 20,000 doubloons, increases firing rate of your cannon BATTLING PIRATES (and eventually Captain Crawfish) Anytime you face damage from a hazard or attack, the green "health bar" appears on the travel view. One will also appear for enemy ships or creatures. Aiming and hitting enemy ships, especially those with more cannon, can be fun but a losing proposition. They are hard to hit because shots take awhile to arrive at the target. Oddly enough, this also lets you "outrun" or swerve to avoid cannon balls. Only when you have a larger ship than your opponent can you regularly succeed. Smaller ships will tend to "gang up" on you, as well. You can salvage items from any destroyed ships or sea creatures. If you are sunk, you lose part of your doubloons (10%) and cargo (10% to 13%) and start sailing again from your previous dock. WIN THE GAME -- After from 25 to 100 days of trading, you will have acquired the most expensive ship, the Phoenix Warbird. This ship is a match for the dread Captain Crawfish. Sail to the Skullduggery sea to confront him. When he is apparently sunk, return to the Governor at Fort Ridley. You will receive a special card with the location of the Buried Treasure on Skullduggery Island, and a Bone Shovel to dig it up. When you finish, you are surprised by Captain Crawfish and his crew, who apparently survived the battle and are going to take the treasure from you. Fortunately, your valiant crew sails to your rescue, sinking the pirate ship and marooning Captain Crawfish. (He will never be seen again. Or will he??) Return the treasure to Fort Ridley and receive the Island Medallion! . Save Your Game Often! * Some users have lost a character and ship temporarily until rebooting the browser. Users have reported losing up to 45 days of playing time even with the browser open! Notes : 1) Having an overdue loan will prevent you from buying a new ship. 2) After initial release, a moving ash cover was added to the chimney of Petey's Parrot Pub, so that you only need stand on it to block the smoke. This was likely a child safety concern.
The 2nd Poptropica island was Shark Tooth Island (2007). See the related question below.
Steamworks Island is the 14th island in Poptropica. It was scheduled to open to general use on September 9, 2010. Paid monthly Poptropica members were granted Early Access on… August 12, 2010. This solution contains spoilers. Entering the Island : . There are four main sections to the island. 1) Main Street has the Clockwork Cantina , the trash bin, the Center and Museum and the Gear Shop. 2) To the left are scenes for Sully's Paraphernalia and the Living Quarters building. 3) To the right are scenes for the Hub of the Universe and the drawbridge to 4) the Botanical Research Laboratory (Production Zone). . Play the game at the Cantina to get the Multi-tool (place the larger gears on the hubs at top and bottom, with the smaller three in between, running down the right middle). . Get the Steam Battery from the trash bin. . Climb the Cantina and pull the lever to extend the crossing arm. Walk across, then use the wind-blowers to reach the upper right on the Center's roof. Enter by using the multi-tool to remove the bolts. In Mayor Crumb's office : . There is a large portrait of Mayor Crumb and Captain Ziggs. The only important item is the message in the typewriter ("remember the number 516"). In the Museum (lower entrance) : . Go to the right. Throw the lever to raise the machine's arm, then climb up the vines at the left, then to the right (avoid the weak steps) and get the Dirty Beaker . Leave and head left to the other scene : Sully's Paraphernalia and the Living Quarters. The Living Quarters and Sully's shop : . Jump on the lever arm to raise the left side, so that you can reach the doorway. (You won't have the key until later.) Jump on top of the Robot Crab , who will flip over revealing Sully's Key . Pick up both. . Return right to Sully's and open the right side door using the Steam Battery : to set the proper pressure, the connectors have to equal negative 5 (-5) between the starting pressure (10) and the output (5). The connectors change positions after each try. . In Sully's, find the robot Sprocket at the far right and ring the bell to wake him up. He will now follow you. In the junk pile to the left, collect the Rubber Mallet . . Enter the garage to the left, and you will see the incomplete Mech walker being built by Sprocket's owner, Zack. . Go to the final building on the left, and ride the wind-blower to the roof, where you will pick up a short length of Vine . Head back to the Hub of the Universe scene to the right of Main Street. The Hub of the Universe (Quarters of Captain Ziggs) : . Use Sprocket to pick up the robot crab and drop it on the hot hatch cover. The water inside will cool the hatch so you can go down inside. . Something is moving through the pipes, and it turns out to be a monster plant. Use the Vine to pull down a steam pipe onto it. . At the bottom, there are a series of three "tilt mazes" to solve, which restore power to the Hub elevator. Leave the underground steam room. . Climb up and throw the lever on the right side of the Hub to start it turning, so that you can reach the elevator to the Captain's Quarters. Go up. . Sprocket is attacked by giant plant tendrils! Save him by slamming the hatch covers shut on them. He will speak to you now, and has some information on the people of the island. . Enter the Captain's quarters and ride the mini-vators to the bedroom level. There is a rotary dial below the portrait (identical to the one in the Mayor's office). When each concentric wheel is pressed, it rotates, changing the numbers at the right. Stop and start them until the numbers read "0516" from top to bottom (outer to inner circles) . Enter the secret passage. You will find the skeleton of Captain Ziggs, long dead, on the floor. To the left is the Bridge Key , and the Mech Weed Whacker is on the ceiling above it. Exit the Hub and go right to the Drawbridge. Crossing the Drawbridge : . Use the Steam Battery again. You must raise the pressure by +6, from the input of 10 to the output of 16 (look for a path that includes four +2's). . Cross to the Botanical Research Laboratory. In the Research Facility : . Bounce up the spring to reach the Wrecking Ball control. Push all three levers down and press the green button. It will smash a hole in the weakened conduit below. Go down inside. . Head to the right and enter the engine room. There are three red pressure pads on each side that will power the two "toaster switches". Click on all three on each side. Have Sprocket "stand" on one switch while you stand on the other. This will power the circling step plates above. . Climb up to the right. As the step plate comes around, you can jump up on it. Jump off to the right and cross the upper platform to the left. (You can cross by jumping to the two sides of each plate, but this is more difficult.) Jump down on the left plate as it goes down to the left, then over to the non-moving ones. . Pressing the lever will start the final plate moving upward, to the next level. The Mixing Room, Giant Plants, and Maintenance Area : . Cross to far right and climb the vine to the conveyor belt. You will have to cross under the falling blobs. . Use the vines to reach the left side belt and get the Mech Steam Motor . Go up the vine. . Cross to the lab room on the left side (a chemical storage room). Use the empty Dirty Beaker to mix a Herbicide . Use the markings on the beaker to add the right amounts : 4 parts red, 2 green, 3 blue. (Fill it to the 4th line with red, then to the 6th line with green, and finally the 9th line with blue.) These are indicated on the wall chart. You should be as precise as possible, or you may need to mix again. . The carnivorous plant is on the level above. Go up the vine, stand close to it, and use the herbicide. The plant is destroyed and you can enter the Maintenance Closet behind it. . Take the Steam Key (for the Living Quarters), and leave after the robot guard starts the alarm. . Climb to the upper left and use the Rubber Mallet to break the dome glass to escape. Leave the research area and return to the far left scene (Living Quarters door) Back at the Living Quarters . Use the Steam Battery (you need to make a -3 path). . Use the lever-activated elevator and timed-action ladder to reach Zack's room, avoiding the cracked platforms. . At the upper left is the Steam Vent Game : steam is entering from the upper left and has to be connected to the lower right by a path of pipes. Uncover each of the hidden pipe shapes by clicking on them. Then click on a pipe to move it to any other pipe location (except the Dead End squares). You can keep ahead of the moving steam by adding sections as you uncover and build the pathway. If you complete the path before the steam, press the finish lever to move to the next pipe set. There are 4x4, 6x6, and 8x8 pipe sets, and you only need to complete each one once. It will automatically reset for the current level if you fail. . Go up the ladder, to the left, out the exit, and down the tightrope vine to get the Mech Crank at the far left. Drop down and go to Zack's Mech machine at Sully's. Finishing the Mech Walker and Whacking Weeds : . At the garage, install the two parts in the Mech (Motor and Crank). You can now enter the machine and use it to walk around. The teleporter on the seat will bring you back to the Mech if you get lost. Get in and attach the Weed Whacker from your items. . Exit riding the Mech and walk to the far left, the annex entrance. . Use the spacebar to activate the Weed Whacker and whack away the blocking weeds (you should need at least two whacks, down and across). Enter the door. The Plant Monsters of the Annex : . Jump down to the left with the Mech. You will squash a small attacker by aiming at him and using the Weed Whacker. Jump up on giant squishy plant to toss you and the Mech up a level. Falling in the Mech causes no damage to it or you. . Exit the Mech briefly to turn the small power wheel that runs the elevators. Stepping onto an elevator with the Mech will cause it to automatically rise. . Take the elevator and head right, splattering three more little enemies with the Whacker. . Take the next elevator and you will face the Whirlygig Plant. It is throwing off red fruit bombs that can knock you backward. DUCK them, or use the Whacker to splat a missile as you move to the left. Crunch the Whirlygig when you get close enough. . Go up a level, and cross right on the slow-crawling tractor platform. Go up again. . Heading left, you face the Smiley-Tongue Monster, not a formidable foe. It is easy to knock out its tongue then its body. Exit the annex through the door. The Fan Blades and the Hibernation Room : . Walk left to the fan blades, and smash your way through with the Whacker. But the fan blades will begin to turn, preventing you from entering the locked doorway. . Exit the Mech, and climb on the moving blades, which will carry you to the Fan Gear control. Use the multi-tool to lock the gear and stop the blades. Re-enter the Mech and go through the doorway that Sprocket has unlocked. . You are in the Hibernation Chamber, where all of the residents of Steamworks Island are in suspended animation. Walk left to the revival machine and use the Multi-tool to spin it up. . The Steamworks people awake from their long slumber. Talk to Zack and Mayor Crumb, and they will explain how a mutation experiment created monstrous plant creatures. (They have been sleeping for 200 years in the stasis pods.) . Unfortunately, the monsters have not gone away. You will have to go into the depths to battle their "brain plants" with the Toxic Blaster Attachment. . Hop out of the Mech and climb up to the weapons locker at upper right, and then attach the Toxic Blaster when you reboard the Mech. Go down the elevator to face the monsters. The Monsters (Underground Level 1) : . These few monsters can only slightly delay you by attacking. Shoot them with the rapid-fire blaster (spacebar). You can work your way past them to reach the final battle room below. . The exit door is on the second lowest floor. If you fall down the elevator, there is a screw-thread riser in the shaft. Like the ones you saw previously on the Hub, you can stand on it and walk to the left, and it will raise you to the next floor. . Take the slow-crawling pad across, and exit though the door on the right. The Final Battle : . You battle three nearly identical monsters. There is a pool of acid rising from the depths, which limits your time. . The monsters resemble the Hydra, and attack the same way, with their heads. You must get close enough to provoke an attack, then DUCK or jump away to avoid getting hit. For a few seconds afterward, the monster can be shot (splat). Hit the first one three times, then climb to the next level. (Jumping and turning is more difficult in the Mech Walker, and takes some practice. Be sure to stay ducked until it completes its lunge.) . The second monster also shoots discus-like bombs at you, which you have to shoot out of the air before they strike you. If they do, they can knock you backward. Avoid falling into the elevator shaft, as this wastes a lot of time. Get close to the monster, shooting each projectile as it fires, then duck and shoot the creature as before, three times. . Cross left on the slow tractor platform. (With the acid rising, this is a final delay.) . The third monster has caterpillar-like bombs dropping from the ceiling onto you, as well as the missiles and the head-butting attack. Hit the third one three times and you have won. . You will automatically return to the Hibernation Chamber, where Mayor Crumb gives you the Island Medallion. You can leave the Mech suit where it ends up (in the Hibernation Chamber), or walk it back through the Annex. Sprocket stays there with Zack. If you leave it there, you can return to see them again using the teleporter. If you are impatient to leave the island , you can skip the tedious path back out to main Street by using the Haunted House game from the Poptropica Store (previously free but now 350 credits). Entering the Haunted House game, and then leaving it, brings you to the Island Map. Notes : 1) The game puts a premium on acquiring items (vine, beaker) long before you know you will need them, with no hints to tell you what or where they are. Some players may find themselves searching the game for each next step. 2) The importance of not overlooking certain items such as the dirty beaker in the Center (or the Multi-tool as below) is that the game gives you no clues if you miss them. If you don't have the mallet, or don't know how to use it, you must return the Living Quarters key to the closet if you ever want to leave! (You can can also return the key at the end of the game and turn off the alarm.) 3) Why is there a teleporter? If someone were to guess or otherwise get the code "516", they would not need the Multi-tool until they reached the giant fan in the annex. It is a long walk back to the Cantina, but even longer there and back. 4) The biggest difference in Steamworks Island is the lack of Poptropica citizens. Part of the story is a mystery that you'll have to figure out, about where everyone has gone. Instead of seeing people walking around, you'll find only machines and robots. Glitches : 1) If you fail on your first try at the third set of steampipes in Zach's room, you may not be able to complete the set. The steam pipes can go dead. Exit the room and re-enter to play all three levels again. 2) People are getting lost when leaving, because you drop all the way to the bottom of the storage annex, and the exit is on the second level, where you came in. When you reach the "elevator plant", the exit is due right, not down and right.
The Heaviest Pumpkin Start off by going to the right of Great Pumpkin Island to the pumpkin patch . Find Linus and talk to him. He will ask you togive his sister (Lucy) the h…eaviest pumpkin. To do this, put anytwo random pumpkins on the balance scale to measure them. Set the lighter pumpkin off to the side so you won't pick it upagain, and keep weighing the pumpkins until you get to the heaviestone (the last one remaining), and give it to Lucy. Rolling the Pumpkin Lucy will then ask you to roll the pumpkin over to the Van Pelthouse. To do this, just keep pushing it. When you reach the rabbitholes, don't let the rabbits come up under the pumpkin. If ittouches a rabbit head, it will be sent flying and you'd have tostart over at either the starting point or the last flag youpassed. To avoid getting it stuck in the log, build up speed on the pumpkinbefore rolling it through there. At the swing set, get as close aspossible and stop, then roll through quickly while all three kidsswing back. Van Pelt house At the Van Pelt house, speak to Linus and he will reward you with a Trick-or-Treat Bag . Then Lucy will chop the pumpkin, and a quick cutscene will follow.Later, give the bag to Pig-Pen (the dusty boy outside the house),and he will give you a lemon-flavored Sucker inreturn. Return to Linus, give him the sucker, and he will give you a Party Invitation . When he leaves the room, walk over to his desk and pick up the Pen . Exit the house. Leaf Pile Walk left to reach Charlie Brown's Backyard. Talk to Charlie, andhe'll ask Snoopy to help him put the falling leaves into a pile.You will then get to play as Snoopy - your task is to wait for a leaf to fall anduse the dog's breath to move left until the leaf rests onto thepile of leaves. Do this for 5 leaves. Then Linus, with his wet sucker and blanket flying behind him likea cape, will jump in and ruin the pile. Go back to Main Street,where you will find Linus by the mailbox. Talk to him, and he'llwonder where is blanket went. Go back to the backyard, click on theremains of the pile, and move your cursor in a fast and circularmotion to blow the leaves out of the way, revealing Linus'Blanket . Football Go back to Main Street and and return the blanket to Linus, who isstanding by the mailbox at the far right. He will use the blanketto mail his letter to the Great Pumpkin. Now return to thebackyard, where Lucy is trying to talk Charlie Brown into lettingher practice a football trick with him. She even asks him to sign a document stating that she won't trickhim, but Charlie doesn't have a pen. Give Charlie the pen you gotfrom Linus' desk and he will sign the contract. However, Lucytricks him anyway and he falls flat on his back trying to kick,plus it turns out the contract was never notarized. Flying Ace Pick up the Football from the ground and go overto Snoopy. Throw it up in the air, and the aviator cap will be knocked out ofthe tree. Now playing as a World War I flying ace (Snoopy), yourmission is to infiltrate the enemy's territory and last 60 secondswithout being shot down to succeed. All you have to do is fly around on Snoopy's doghouse and avoid thebombs being dropped from the Red Baron's plane. One way is to flyinverted along the top of the screen. When he drops bombs, veerback the opposite way to dodge them. Crashing behind enemy lines, your character and Snoopy will have toavoid being seen by the searchlight. Hide behind rocks, in atrench, in a haystack, behind a road marker, in the river, behind abush, and finally behind a chimney. Click to go right. Halloween Party Take the green Halloween Mask off the scarecrowand put it on your face. Enter the farmhouse and a voice will welcome you, saying, "Come onin and join the party!" Inside, you will see kids from the Peanutsgang partying in the spirit of Halloween. Succeed at each of theparty games: Bobbing for Apples: Click on apples when they areup. Bite 6 of them, and don't miss - three strikes before you winmeans you have to play again! Drawing a Jack o' Lantern: Carve out anyreasonable face you like into the pumpkin by drawing on CharlieBrown, who is modeling for this task. Pin the Face on the Pumpkin: Put each of the 5features (stem, right eye, mouth, nose, and left eye) close towhere they belong, in the dark. Get at least 85% accuracy towin. Schroeder's Piano: To play the song, press the keybelow each of the falling balls when it enters a box in the rowabove the keys. Hit the correct notes while keeping Snoopy's dancerate above the red line to win. There will be sound when playingthis game! Trick or Treat Once that's done, you get to go trick-or-treating! Go with the gangdressed up in costumes when they walk away from the pumpkin patch.Knock on the door by clicking on the house. Candy will be throwninto the air. Jump up to get one of the treats - in the 4 housesyou go to, your goal is to get 4 different types of candy. Eachtime, the gang will report on what they received - and CharlieBrown will always get a rock. Take the Bag of Candy to share with Linus andSally back at the pumpkin patch. A cutscene will follow where Sallystorms off angrily, having been cheated out of tricks-or-treatstime as there was no Great Pumpkin after all. Lucy comes in thanksyou for watching her over little brother Linus, who later fallsasleep in the pumpkin patch. She will award you with the islandmedallion and credits to spend in the Poptropica Store. Goodgrief!
There is no robot island, but two islands prominently featurerobots: Astro Knights island (June 2009) and Game Show island (November2011). See the related questions below.
Cryptids Island is the 16th island in Poptropica, with a release date of January 18, 2011. Early Access was available to paid monthly members beginning December 20, 2010. A p…review of one section was available prior to release. NOTE : This answer contains spoilers. See the related link for a video. Errors may be edited or reported on the Discussion Page for this question. * Cliff Park / Main Street / Mansion Row Main street consists of three buildings : Bert's Bed and Breakfast (multiplayer room), the General Store, and Kitty's Kites. To the left is Cliff Park and to the right is a row of mansions, including the home of billionaire recluse Harold Mews. You receive a flyer announcing the Mews million-dollar reward for proof of the existence of cryptids : legendary creatures whose existence is unconfirmed by fact. . At the General Store, everything is too expensive (but have no prices on them). You could get a free kite at Kitty's, but the most interesting, the KiteSurfer X-250, does not have any nylon rope to use. Continue right to the row of mansions. The Mews mansion is gated and locked, but you can find $5 in the tree just before you get there. His gardener is overworked and thirsty. . Use the $5 to buy a sports drink at the General Store and give it to the gardener, who will loan you his shears. Take them left, past Main Street to Cliff Park. . Help the other adventurers on their way. Give the hang glider a push and use the shears to cut loose the hot air balloon. You will get some nylon rope. . Go back to Kitty's Kites and get the KiteSurfer. Take it to Cliff Park and launch it into the waves. You will surf for awhile until evil Gretchen Grimlock shoots a flare into the kite, leaving you to flounder until you are rescued by a helicopter owned by Mews. * Mews Mansion and Museum, and the Cryptid Hunt You are recovering after your rescue, and Mews offers to help you in the hunt for evidence of the Cryptids. Drink the last of your medicine and follow him to his Museum and Laboratory. After you familiarize yourself with the creatures, he lets you use his helicopter to travel to locations around the world. Exit the house and go to the Heliport. Your first stop should be Loch Ness, because you will need items from there at other locations. . Loch Ness (Nessie) - The ticket counter for the Rowboat and Submarine is closed, but you can view the loch from the hill above, using the binocular telescope. . Help the man whose truck is stuck under the bridge. Let some air out of the tires to lower it. The driver will give you his Digital Camera. Continue right to the Pub. . In the Pub, pick up the book of matches from the bar. . Play darts against the players there. If you win, you get a Rowboat Ticket. (to throw, aim at the center and "pull back" -- lower your dart -- between 1/2 and 3/4 of the way to the dartboard edge, then release) Eventually you will win and get the ticket. . Go left to the Loch and take the Rowboat ride. While on the loch, you will get a photo of some "humps" in the water. You could return to the Mews Mansion with it. But to save travel, you can continue on to the rest of the four sites, beginning with the Himalayas. At the Himalayas , there is a base camp set up, and you meet another fortune hunter. But none of the guys is going to help you up the mountain in search of the Yeti. The monastery at the top of the mountain has the alleged scalp of a Yeti. Begin climbing left until you meet a helpful Sherpa guide. . With the Sherpa, climb the mountain using the Rope Anchors. As you go up, you must tie off the rope at each of the round anchors along the way, and wait for the Sherpa to catch up. (Even if you don't slip, the play is extremely glitchy.) Avoid slipping, and don't move until he ties up. . At the mountain-top monastery, go in and talk to the head monk. He will not give you the Yeti scalp, because it is a sacred artifact. . He does give you a lantern, which you can light at any time with your matches. . Leaving, you climb the mountain at left, and meet another monk who will challenge you to a simple game of Hunt The Yeti (fox and hounds), which you must win to go further. To win, move toward the hunters, then back and to one side, and eventually one will make a mistake and let you reach the left side. The monk lets you pass. . Go down the path, climb the temple, and go up and left higher on the mountain. At the upper left, you will find a clearing with flowers blooming. There is a large footprint that might have been made by the Yeti. Take a photo, then go back down across the rope bridge to return to the helicopter. The next stop is Puerto Rico. In Puerto Rico , the farmers and goat herders are concerned about losing livestock to the Chupacabra (goat sucker). The farmers rescue another of Gretchen's victims from a tree. He offers to let you use his jeep to drive around the countryside. As you drive, you find yourself splashing through streams, knocking down fences, and scattering herds of goats. . In the jeep, drive up the road to the first "star" on the map (middle right). This is the herder's brother, who shows you some fur left on his barbed wire after an attack. It is supposedly from the chupacabra. Collect it from the fence. . The second star (top left) has a resident who says that the Chupacabra prefers spotted goats. You can see them nearby. If you climb the springy poes to the right, there is a Bolt Cutter at the top. . The third star (center) is Snaggletooth rock, where three spotted goats are sure to attract the Chupacabra. . At the fourth star (middle left), the resident says that the Chupacabra only attacks goats when there are three of them. This will figure in your ability to pursue the creature. But for now, you can leave and head for New Jersey. In New Jersey you are looking for proof of the existence of the Jersey Devil, sort of a small, demonic-looking flying dragon. You land at a gas station in a wooded area near the interstate highway. . Enter the restroom to find claw marks and other evidence of the Jersey Devil. Writing on the wall outside and inside gives you clues. . If you collected the bolt cutters at Puerto Rico, you can open the dumpster at the gas station. Inside is the removed toilet door. When placed next to the other door inside, it gives complete (if roundabout) directions to the house in the forest : right, left, left, right, right, right, left, left. . As it is dark in the woods, use the Matches to light your Lantern. . Hop on the motorcycle parked nearby and drive into the woods. Follow the directions on the list you wrote, or just alternate, right then left turns, to reach a cul-de-sac deep in the woods, where you park. . Walk up the path to the deserted house and go inside. There are noises from above. . Climb the stairs and push the dresser over to reach the attic, where thumping sounds are being made. You see a dark, red-eyed shape emerge from a barrel, but find that it is only a raccoon. Pick up the grappling hook next to the raccoon barrel and head downstairs. . Just when you are leaving, the Jersey Devil appears in the window! . Unfortunately, you can't get a photo. Go outside, where you see the Jersey Devil again. Apparently it has a nest in a tall tree. . Use the grapple to reach the nest and recover pieces of egg shells from the it. You now have evidence on all 4 creatures, so return to Mews. * Back at Mews Museum Laboratory You show your collected materials to Mews, and use the DNA Analyzer to test the samples. . Unfortunately, the Nessie photo is only tires in the water, but there is a suspicious shadowy form in the background. . The photo of the Yeti footprint turns out to be from a snowboot, so you can cross off the Himalayas as a source. . Using the DNA analyzer shows that the "Chupacabra fur" is just a coyote's. . But you do confirm one of the four : the Egg Shells are definitive proof of the unknown DNA of the Jersey Devil. Now you have to return to Loch Ness and to Puerto Rico to see if anything new can be found. At Loch Ness, you confront the rowboat guide about the fake photo. He leaves, and you have the rowboat for your use. Return to the pub for more conversation and more darts. One of the two players claims to have seen Nessie . Play darts against his skeptical friend to win a Submarine ticket. . Go back to the loch and take the Submarine tour. You will descend into the loch and get a photo of a "Nessie" on the bottom. It looks suspiciously like a hoax. . Back at the pub, the players confirm the hoax. The first dart player you beat returns for a rematch. But when you win, he refuses to give you anything. . However, the bartender gives you a Pennywhistle that is rumored to attract Nessie. . Return to the Rowboat and go left, then farther left into a small cove. . Blow the pennywhistle and a huge Nessie will emerge from the water! . Take a photo and return to the helicopter. (You can return later to show up the haughty dart player and display your astounding photo.) You now see what you can find back in Puerto Rico. In your absence, the goat herder has decided to catch the Chupacabra. Take his jeep to his brother's house again, where he suggests you use the jeep to corral three spotted goats into the rocks (center star on map) as bait for the chupacabra. . Drive over, and steer around the three spotted goats until they are all between the rocks. . Get out and meet the goat herder, who has a plan to trap the creature in a huge wooden box with locks and chains. . After a short wait, his "trap" succeeds, and the Chupacabra is caught! . Unfortunately, as you push it toward the truck, the box bursts open, releasing the savage Chupacabra, who knocks you down and escapes! . Fortunately, he has lost a tooth in the process. Pick it up and head back to the Mews mansion with proof for both Nessie and the Chupacabra. * Mews Museum Laboratory and the Bigfoot Hunt . The photo confirms that Nessie exists. . The Chupacabra tooth confirms it is a real creature . 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. . Fly above him and keep him in view for about two or three minutes until he reaches some caves. . You report in to Mews, but Gretchen has bugged the radio, and swoops in using her own copter, and traps Bigfoot in a cage. Fly in close to her to stop her. . Jump from your copter to hers, avoiding the rotor blades. If you fall, you can try again. To stop her, you have to open her copter's gas tank, on the side near the door. This will spill out the fuel and force her to ditch the helicopter. . Quickly jump down to the cage and use the shears to cut the connecting rope. Descend to the ground safely using the cage's parachute. * Mews Museum (Finale) . The existence of Bigfoot is finally confirmed, and you are the winner of the million-dollar prize! But Mews has had financial trouble, so he hasn't any money to buy the caves as a Bigfoot preserve. . You decide to turn down the money to keep the Bigfoot safe. :-( . But you have confirmed all 4 of the cryptids and win the Island Medallion ! -- Notes : 1) You can use the shears to trim some of the hedges, much to the dismay of the rich lady. Fortunately, the damage disappears when you leave the mansion. 2) You can fly another kite any time on the island, but not the surfer kite. Like the balloons on Counterfeit Island, they let you jump higher. 3) After you see the cryptids, they do not appear again on the island. You can examine the caves where Bigfoot is staying. (see related questions and links)
There is no Nessy Island. The name of the quest is Cryptids Island. (see related question)
The "cowboy island" is Wild West Island, the 17th island inPoptropica. (March, 2011) For a solution see the related questions below.
You beat Spy Island when the control room crashes in the satellite. If you do not automatically return to Spy Headquarters, you may have a glitch that requires you to either w…alk back to Headquarters (to get your Medallion) or replay the ending (if Director D or the minibots stop moving). Once you have the Medallion, that is all you have to do. You can replay the island by choosing "restart" from the small map, but you cannot earn any more credits on it. Normally you would just go to play the next island(s).
solve the mystery