Friday 2 September 2011

Shrink Ray - Written Walkthrough


  1. On Shrink Ray Island

  2. 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 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. 
  3. 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. 
  4. 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). 

  5. Layout of the Apartment: 
  6. CJ's Room Left Side/CJ's Room Computer/Living Room/Bathroom/Kitchen/Stove-Dining Room 

  7. Shrunken in CJ's Bedroom
  8. 4) Climb the telescope to the bulletin board, where you will find coordinates for the school (87, 16). In this part of the room is a fan, a bed, and a large poster of Marie Curie. Make your way across the room and climb on the electric fan, which will move lower on its post. 
  9. 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. 
  10. 6) Head right to the book shelf and computer desk, where you will see a lamp, a wall thermostat, a microscope, a diary on a shelf, and a computer. Continue right to the apartment entrance and Living Room. 

  11. In the Apartment
  12. 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 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 Dining Room table. You cannot immediately get the truck's remote control, which is atop the refrigerator. 

  13. In the Kitchen
  14. 8) Climb the drawers to get the Screwdriver. Continue up to the counter, and go right to the stove. Push the Rolling Pin to the right, which will shove the Tea Kettle to the right on the stove. 
  15. 9) You can ride the steam from the kettle to reach the shelf, where you will knock over a bottle of oil. Jump down and slide the cat's food dish left across the puddle of oil. It should be just at the right side of the counter. 
  16. 10) 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. 
  17. 11) Climb down and push the cat dish right so that you can climb onto the table. 
  18. 12) Pick up a grape and grab the piece of paper. It appears blank but smells like lemon. 
  19. 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 cabinets. 
  20. 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, and 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. 
  21. 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. 

  22. Inside the Kitchen Trash Can
  23. 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. 
  24. 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. 

  25. In the Living Room
  26. 18) Find the toy truck and back it up. Use the screwdriver to remove its battery. 
  27. 19) Put the battery in the TV's remote control and press the green button. 
  28. 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. 
  29. 21) Jump 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. 
  30. 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. 

  31. CJ's Room (Computer and Telescope) 
  32. 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. 
  33. 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. 
  34. 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. 
  35. 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. 
  36. 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. 
  37. 28) Decipher the dots and dashes to read "FLUSH THE THUMB DRIVE," which you will go to the bathroom to do. Head left through the living room. 
  38. (*See step 32 if you want to take a shortcut by using the computer now.)

  39. In the Bathroom
  40. 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. 
  41. 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. 
  42. 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. 

  43. At the Computer and Back to the Bathroom
  44. 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. Now you can return to the bathroom and flush the drive. Not a moment too soon because someone is still looking for it. Go back to the telescope. 

  45. CJ's Room
  46. 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! 

  47. In the Living Room
  48. 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! 

  49. On the Street
  50. 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. 

  51. In the Science Room
  52. 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. 
  53. 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. 
  54. 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. 
  55. 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. 

  56. At the Science Fair
  57. 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." 
  58. 40) You receive the Island Medallion, and you can check out any exhibits that you hadn't looked at on your first visit.

Reality TV - Written Walkthrough


  1. Part I - Getting on the TV Show
  2. Arriving on the island, go just left to Mike's Market. Inside to the left are the clerk and a customer. To the right, by the donuts, is a guy reading a PopTop!cs magazine. When you approach him, he drops the magazine. Pick it up and look inside to find the entry form for the Reality TV show. Tear it out.
  3. Go right to the TV World store and get the address for the mail-in application, which is 123 Star Avenue in Hollywood.
  4. Go left to the Wayside Motel manager's office and use one of the cheap pens to fill out your application form.
  5. Dial the number for Pete's Pizza (555-7383) and order a pizza to be delivered to Room 4-B. Outside, meet the delivery driver and take the pizza up yourself.
  6. In the room, meet Bucky Lucas, one-time contestant (the first voted off) on the show. He now hides in squalid seclusion to avoid the show's persistent fans. He will give you a Bucky Lucas special-edition stamp which you attach to your application.
  7. Leave the motel and go far right to the mailbox to mail the application. You will appear back at the motel where the Reality TV helicopter has landed on the roof.





  8. Part II - The Show Challenges (can be in any order)
  9. Balanced Diet : As the brown dot (top of the pole) moves, move your cursor toward the opposite side of the circle to keep it centered.
  10. Boulder Push : your most rapid clicking will almost always be successful
  11. Coconut Catch : Stay to the left and center and time your jumps to get groups of single coconuts or preferably groups of three. (More than two others will usually get in each other's way.)
  12. Geyser Guess : This is just guessing, and the same geyser CAN erupt twice in a row!
  13. Mountain Race : avoid the rocks as you run uphill. Running farther to the right (higher) is an advantage even if you get hit once or twice, because most of the overhead rocks will miss you.
  14. On the Line : Click as soon as your line can come close to any fish's mouth. You can time its rise again to hit them. Shallow catches save time.
  15. Pole Climb : Click right or left to dodge the falling coconuts.
  16. Shot Put : Click to aim at a 45-degree angle. Click again when the power meter is close to the top. (Best score is 55-60.)
  17. Shuffleboard : Select a long shot (long arrow) for the first shot, or bank it hard into one side to go around your opponents. Get close and don't shoot too hard.
  18. Turtle Shell Toss : The others will seldom toss 20 pointers. Throwing at a 45-degree angle will guarantee three hits on the 20-point shell. Tip: Aim for the middle of the palm tree in the background and hold your spot for all throws.
  19. Totem Hop : When a totem starts to shake, you may have time to leap to another (click on the one you want to jump to). Avoid jumping to the tallest totems (center) as you can get "stuck" there.
  20. Water Run : Jump the obstacles and avoid the boar. Fill your bottle COMPLETELY full so it will only take four trips (one less than full) to fill your container to 100%.
  21. Hang Gliding (new) : You fly across the sky and avoid the volcano erupting and birds Tip: Always stay near the top of the screen.
  22. Knockout (new) : Each contestant takes one shot ineach of the three rounds. Aim for the plate with the least damage (except your own). Pull about halfway back to hit the lower row, and farther back to hit the top row.




  23. Winning a day's challenge always gives you immunity when the votes are taken. If you are voted off at any stage, you can return again "the next season" (which is right away) and begin the 7 days of challenges again. The first challenge on your return will likely be the one you last played. 

  24. Something to watch for : the game seems to "pick on" users who are 2nd Place finishers on some days. There is no way to guarantee your position, but you may wish to try for 3rd or lower if you see that you cannot win. 

  25. You are most likely to be voted off on Day 5 or Day 6. If you win on Day 6, you will obviously determine your final opponent by voting the other one off the island. 

  26. If you beat your opponent on the 7th day's challenge, you win the Island Medallion, and the attention of all the fans in the town of Wayside! 

  27. ---

  28. Avoiding Losing a Challenge (Browser reset) 
  29. Save your game when you first arrive on the TV show. 
  30. For the Geyser Guess or any challenge, you can escape by closing your browser window before you actually lose the challenge. The game will reboot to the start of that day, and will usually select a different challenge from the one you were playing. Getting challenges you do well in can often save time in acquiring your Island Medallion. Very seldom do players succeed in the first set of 7 they play. 

  31. Beating the Challenges Again
  32. Even if you win, you can come back as many times as you like and do the show again. Each time you win, your medallion will say the corresponding number: "1-Time Winner", "2-Time Winner", etc. However, you will only earn the 100 credits for the first win.

Great Pumpkin - Written Walkthrough

  1. Arrive on the Island and go to the right. You will meet Charlie Brown on the way, and he has received an invitation to a party Halloween night. Lucy is in the Van Pelt house, but she is heading to see Linus at the Pumpkin Patch. Violet is in her house next door, which is decorated for a party. Pigpen is outside the house. Continue right to reach the Pumpkin Patch.
  2. The first challenge is to pick the largest pumpkin from the patch. You have a seesaw balance to check them with. The one at far right is the one.
  3. You must roll the pumpkin back to Lucy's house. Go slowly over bumps, turn back to reach each of the three flags, which are checkpoints. For the rabbits, don't let them come up under the pumpkin. Roll it very quickly to get through the hollow tree bridge. At the swing set, get as close as possible and stop, then roll through quickly while all three kids swing to the rear.
  4. After Linus and Charlie Brown discuss the Great Pumpkin vs. Santa, take the bag from Linus and give it to Pigpen, who gives you a lemon sucker.
  5. Give the sucker to Linus, who will give you his invitation to the party. Also pick up the pen from the desk.
  6. Leave the house and go left into Charlie Brown's yard, where he is raking leaves. Help Snoopy corral 5 leaves by keeping them in midair with his breath as he moves them from the tree, and left to the leaf pile.
  7. Linus arrives and jumps into the leaf pile. When he leaves, follow him until he misses his blanket. Return, recover his blanket from the leaves and bring it to him at the mailbox.
  8. Go back left where Lucy is preparing to again trick Charlie Brown with the football. Use the pen to let him sign the "agreement".
  9. After he falls anyway, take the football all the way left and throw it into the tree. Knocking down the aviator's helmet begins the Snoopy adventures. You will fly against the Red Baron, then infiltrate enemy territory.
  10. In the doghouse / Sopwith Camel, avoid the shots and bombs of the Baron for 60 seconds. (One way is to fly inverted along the top of the screen.) When he drops bombs, veer back the opposite way to dodge them.
  11. Crashing behind enemy lines, you will have to avoid being seen by the searchlight. Hide behind rocks, in a trench, in a haystack, behind a road marker, in the river, behind a bush, and finally a chimney.
  12. Take the mask from the scarecrow and wear it. You are at the party and must succeed at each of the Party Games.
  13. *Bobbing for apples : bite 6 of the apples, and don't miss.
  14. *Drawing a Jack o'Lantern : any reasonable face will do
  15. *Pin the face on the pumpkin : put each of the 5 features close to where they belong, in the dark. (Stem, two eyes, nose, and mouth)
  16. *Schroeder's Piano : to play the song, press the key below each of the falling balls when it enters a box in the row above the keys. This will actually play a song. The party ends and it is later in the night
  17. Go trick-or-treating with the gang. Originally you had to get at least 2 different types of candy from among the stuff thrown at the 4 houses. (The game no longer forces you to catch any, and gives you a bag.) Charlie Brown catches all the rocks instead. Take the candy to share with Linus and Sally.
  18. Just when Linus is sure the Great Pumpkin will arrive, one of the patch's large pumpkins ominously rises! But... it turns out to only be Snoopy lifting it up.
  19. Sally leaves, then Lucy arrives to retrieve Linus, and gives you the Island Medallion.
  20. The characters all return home : Lucy and Linus to their house, Charlie Brown to the backyard, and Snoopy to his doghouse.

Nabooti - Written Walkthrough


  1. 1. THE MUSEUM First enter Nabooti Island via the Poptropica Blimp. Once there, turn to your left and go inside the Nabooti African Museum in the tree. Inside there are lots of monuments of tribes from Africa. Walk to your left, fall down then walk to your right until you see the Nabooti Monument. Talk to the girl standing left of the statue. She will tell you the story of the five missing jewels. When she asks you if you would like to find the jewels, click 'Yes! I'm in'. She will hand you a map of Africa. 
  2. ii) Venture your way outside and walk to your left until you see a plane. Click on the seat. It should say 'FLY'. It should now bring up a map of Africa. Your mouse is now the plane. Fly your way over to the right until your reach a point called Mountains of the Moon. Click on it or place your plane on the dot. 
  3. 2. MOUNTAINS OF THE MOON [Beware of the Goats and falling boulders at this place.] Run to your left and jump over the Goats. Go through the water and jump over the next Goat. Keep going until you're at the end. Stop. Let the goat run at you and whack you up to the next ledge. 
  4. Jump on the tree to your right, then again, then jump up onto the next ledge where the girl with blue headwear is. Talk to her, she will tell you she wants the red fig that is above you. Jump on the boulder to your left then jump at the red fig. You should be able to reach it. 
  5. ii) Go right, jump over the flowing water, (Note: Boulders will crash on you if you stay in one spot.) and keep going until you reach the end. Jump up onto the next ledge and then make a big jump over the goat and land on the ledge on the other side. Jump the small gap until you reach some icy slopes. Jump um the icy ledges (They are slippery), then right, then jump up on the ledges until you reach the old man. 
  6. He will not let you in the cave unless you beat him in Mancala. Once you win, enter the cave. 
  7. Fall down to the bottom to pick up the cell phone.* Jump up the rocks until you're on a rock that overhangs out from the main rock. Jump on the rock column right of you. Jump so you don't hit the hanging icicles. They will hit you to the ground. Slide off this rock to the next, Jump up on the next column, slide onto the next one and then finally run off the edge to land on the ledge with the Red Jewel. Now fall down to the bottom and make your way out of the cave. Fall down to the bottom of the mountain and get in the plane again. 
  8. * SPECIAL PHONE NUMBERS When you find the phone, if you dial 911 you will get a cool cop costume. If you dial 411 then you'll get a brain in a case on your head. If you call 1225 you will get santa hat and bag. Call 1337 and get a nerd look with freckles. 
  9. 3. BLUE NILE FALLS Fly your plane North-East to a dot called Blue Nile Falls. Once there, jump onto your plane, then jump onto the grassy ledges, and jump up to the top of the cliff where there is a Purple Flower, called the Egyptian Blue Flower. Walk over it to get it. 
  10. ii) Go back down the cliff, go across the water until your reach some more grassy ledges. Follow the grassy ledges to the top to find a woman with a Chicken, corn feed and a Fox. Talk to her and ask if she needs your help. This should start the game. 
  11. iii) To solve the problem follow these instructions: -Bring the chicken to the other side. -Bring the feed to the other side. -Bring the chicken back to the other side. -Bring the fox to the other side. -Bring the chicken back to the other side to finish the problem. When complete the women will tell you about the secret cave behind a bush to the right of the waterfall. Jump off to the right and try land on the ledge with the large bush. If you don't then jump up on the rocks till you get to it. Click on the large bush to reveal the secret cave. Now enter the opening. 
  12. iv) Once inside jump onto the skinny column to your right. Keep jumping right. (Note: Do this fast because spikes will fall on you, if you fall just make your way to the left and start again.) Once you reach the end walk over and grab the purple jewel. Go back outside and make your way back to the plane. 
  13. Fly your plane left, back to the dot named Nabooti. Once there walk right until you see a stall. Talk to the woman wearing orange clothes. Trade your purple flower for a turban. Run back to the plane. 
  14. 4. THE SPHINX AT GIZA Fly your plane north-east to a place called Giza. Once there go into your Items and put on your desert turban. Go to your right until the man gives you a shovel. Walk to your right until you see a man outside a tent. Go into your items and view the shovel. The number on it belongs to the man in front of you. Go to your phone and dial this number: 555-6789 Once done the man in front of you and his workers will have left. Click on the bag in front of you to receive the Moon Stone. Now go left and then jump up on the Egyptian structure. Go to the top where a ring is. Go into your items and click 'Use' on the Moon Stone. It will open a passage way down below. Go down and enter it. 
  15. iii) Go to your right until you see a block with four rectangles on it. Click on it. These rectangles move the platforms ahead of you so you can access the next room. The aim is to make all of the rectangles flat. Follow the instructions below in order to make them flat: -Click on number 1 rectangle. -Click on number 3 rectangle. -Click on number 4 rectangle. Go right and jump up onto the platforms. Avoid the scorpion below the platforms! Keep going right until you see the next passageway. Go into it. 
  16. iv) Jump up the small rocks to reach a room with four blocks. You have to match the blocks with the same pattern as the bottom one. Follow the instructions below to make them in order: [If you make a mistake pull the reset switch to try again.] 
  17. -Push block number 4 off and push it left until it is roundabout where the reset sign is. -Push block number 1 off and push it to number 4. -Push number 2 off but then push it so it is under the ledge. -Push block number 3 of and align it with the others. -The block order should be now: 4 - 1 - 3 - 2 Push the groups of blocks until it's in front of the carvings on the wall. This should open up the next passageway. Jump up on the ledge and then jump left through the new opening. 
  18. v) Keep going left until you reach a room with ledges with pictures on them (These pictures are called hieroglyphics and are an ancient language in Egypt.). You have to jump onto the right pictures to make it to the top. Otherwise they will collapse on you. Follow the instructions below to make it to the top: -Jump on the block with a person. -Jump on the block with an upturn boat and a jagged line. -Jump on the block with a bird and a staff. -Jump on the block with an eye and a boat. Once you have reached the top click on the rope to go up. 
  19. vi) Go up and enter a room with two large statues. In the middle of the room there is a tablet with markings on it. The dots on the cups tell you which switch to pull in what order. The switches are found on each column half way up. When a switch is pulled it will make a cup with a number of dots fall. As soon as you pull one, sand will start to fall and begin to rise. Remember the order to pull the switches and do it fast. Follow the instructions below to achieve the task: [If you make a mistake pull the reset switch to try again.] -Pull switch number 4 -Pull switch number 2 -Pull switch number 3 -Pull switch number 1 Once complete the mummy at the top will open to reveal the Blue jewel. Grab the jewel and exit the room to your left. Climb down the rope then fall down to your right, then climb down another rope to your right. Now exit to your left. Make your way back to the plane. 
  20. 5. THE KAYA FORESTS Fly south to Kaya Forests. Jump onto the hut, and jump right onto the trees. Keep going until you see a gold object in the tree. Pick it to get a Gold Nugget. Fall down and walk right until you see a giant shell. Stand next to it and go into your items. Click 'Use' on the Opuntia Fruit The turtle/tortoise will wake up and move over to eat it. Walk over to the small hole in the ground, go to your items and click 'Use' on your shovel. You will find an Ebony Elephant and two mysterious ghosts will rise from the hole asking for a Fingo. Now go back to the plane. 
  21. ii) Fly northwest back to the Nabooti dot. Walk right to the stalls and talk to the girl wearing blue clothing. Trade your elephant for a Fingo. While you're here, walk right to the man wearing purple orange clothes. Trade your Gold Nugget for a camera. Now make your way back to the plane. 
  22. iii) Fly back to the Kaya Forests and talk to the ghost man again. Say you have found the Fingo. As a reward he will give you a Green Jewel. Now walk back to the plane. 
  23. 6. THE SAFARI Fly your plane just above you to Safari. Once there, run all the way right till you reach Big Zeke. Talk to him and ask if he needs help. He will tell you he needs 7 good pictures of different animals. Follow the instructions below to find the animals: -There is a Giraffe in the middle next to the tree. -Left of the Giraffe there is a Zebra next to a stream. -Left of the Zebra there is a lion in the bushes. -In the top left-left-hand corner a bird will appear in a tree. -Right of the Giraffe an Alligator will emerge in the water. -At the very right an Elephant will appear behind a mound. -In the very bottom-right-hand corner a Gazelle will appear. Once you have take the 7 good photos press close and Big Zeke will give you a Mining hat. Go back to your plane. 
  24. 7. THE DIAMOND MINES Fly south until you reach Diamond Mines. Once there, put on your Mining Hat. Go over the dirt mound, go right, and then pass the man and the electric fence until you reach a switch board. Click on the switch between the two lights. This will turn off the electric fence but only for a short time. Your time left will be shown in the bottom left-hand corner. Run left, go up the dirt mound, jump onto the metal structure, go along it and fall down the gap onto a ledge. Walk along this ledge until you see an opening in the fence. Enter it. If you do not make it in time, then go back a flick the switch again. 
  25. ii) Go left until you see some oncoming mine carts. Stand underneath the railings until a mine cart falls of. Jump on and make your way up. Stop underneath the next railings and wait for the cart to fall. Jump up and rung along. Repeat this process until you reach the top. Then enter where the Mine carts come from. 
  26. iii) First click the green light to turn it off. Now push the flammable canister right until it stops at a rock. Go back to the green button and turn it on. This should ignite the oil trail left by the canister. When it reaches the canister it should blow destroying the rock in front of it. Turn off the green button again and push the canister to the very end. Go back and press the green button to ignite the oil. This should open up a new passageway. Enter it. 
  27. iv) Go right and push the mine cart forward. This should start the mine cart ride. During the ride you need to jump over the spikes and duck when its at the top. Follow the instructions below to reach the end of the track: [If you fall off, click Try-again.] -Bend down to avoid hitting your head at the top. -Jump when its says jump near the bottom of the bend. -Bend down immediately after. -Jump when you're near the bottom again. -Bend down again. -Get ready to jump again. -Bend down. And then just let it finish. It should take you to the next room. 
  28. v) Go right and jump on the platform via the bump in the wall. Jump up again until you are on the jewels. Click on the jewels to view them. Click and hold onto the magnified glass in the right-hand corner. Move it to one of the jewels to the left until you see a marking on one of them. Hold it over the diamond until it asks if you want to take it. You will have now received the last jewel, the White Jewel. Climb up the rope. Now go to the plane. 
  29. 8.) COMPLETING NABOOTI Fly north-east back to Nabooti. Go right and enter the Nabooti African Museum again. Go down the bottom and talk to the girl. All you have to do now is put the jewels in the right order. Follow the instructions below to put the jewels in the right order: (The gems are placed from bottom to top.) -Yellow -Orange -Blue -White -Red -Green -Purple. Then the monument/totem statue will fly away and the lady will exclaim that it was an alien origin. 
  30. 9.RECEIVE YOUR MEDAL! - you also earn 100 Poptropica credits to use for costumes, effects, and early access.

Cryptids - Written Walkthrough

  1. Go right past the mansion, the dog lady, and the two adventurers, and you will find a $5 bill in the last tree at the right.
  2. Return to the General Store and buy a sports drink.
  3. Go back to the thirsty gardener and give him the drink, and get his garden shears (hedge trimmer). Take them and go left, past Main Street to the Cliff Park.

  4. Cliff Park and the Kite Store
  5. Go left past the balloon chairs and give the hang glider woman a push.
  6. Use the shears to cut loose the hot air balloon, and you get some nylon rope. Go back to Main Street.
  7. Get the free use of the KiteSurfer X-250 by showing the nylon rope.
  8. Take it back to Cliff Park and launch it at the far left rocks.
  9. After you ski for awhile, the evil Gretchen Grimlock shoots the kite with a flare gun, leaving you to drown. You are rescued by a helicopter from Mews

  10. Mews Mansion
  11. Recovering at the mansion, you are visited by Mews, who wants to help you on your quest. Drink the rest of your medicine and follow him downstairs.
  12. In the Museum, review the 5 cryptids. One, the giant squid, is confirmed, and you are to seek proof of the other four at locations around the globe.
  13. Exit the house and go right to the heliport to begin your hunt.

  14. Loch Ness (Nessie)
  15. The ticket counter for the Rowboat and Submarine is closed, but you can view the loch from the hill above, using the binocular telescope.
  16. Help the man whose truck is stuck : let some air out of the tires to lower it. He will give you his Digital Camera. Continue right to the Pub.
  17. In the Pub, pick up the book of matches from the bar.
  18. 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)
  19. Go left and take the Rowboat ride, and get a photo of some "humps" in the water. You can now return to the Mews Mansion, but to save travel, you can continue on to the next site, the Himalayas.

  20. Himalayas (Yeti / Bigfoot)
  21. Since initially you can get no guide, climb left up the mountain until you meet a Sherpa.
  22. With the Sherpa, climb the mountain using the Rope Anchors. As you go up, you must tie off the anchor and wait for the Sherpa to catch up. (Even if you don't slip, the play is extremely glitchy.)
  23. At the mountain-top monastery, go in and talk to the head monk. He will not give you the Yeti scalp, but does give you a lantern.
  24. Leaving, climb the mountain at left, and meet a monk who will challenge you to a simple game of Hunt The Yeti (fox and hounds), which you must win to go further.
  25. Go down the path and up farther left, and find the Yeti Footprint. Take a photo, then go back down across the rope bridge to return to the helicopter. The next stop is Puerto Rico.


  26. Puerto Rico (Chupacabra)
  27. Meet the goat herder, who rescues another of Gretchen's victims from a tree. He offers to let you use his jeep to drive around the countryside.
  28. In the jeep, drive up the road to the first "star" (middle right) on the map. This is the herder's brother, who shows you some fur on his barbed wire, supposedly from the chupacabra. Collect it from the fence.
  29. The rest of the path takes you through fences, streams, and herds of goats.
  30. If you continue to drive to the other stars, you can find Bolt Cutters at the upper left star (climb the springy poles). You will get information from other locals about the habits of the chupacabra, and find a likely capture location, Snaggletooth Rock (the center star). But these are not required and you must return later anyway. Drive back to the copter and go to New Jersey.

  31. New Jersey (Jersey Devil)
  32. At a gas station in a wooded area near the interstate, enter the restroom to find evidence of the Jersey Devil. Writing on the wall outside and inside gives you clues.

  33. *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, it gives complete (if roundabout) directions to the house in the forest : right, left, left, right, right, right, left, left.
  34. As it is dark in the woods, use the Matches to light your Lantern.
  35. Hop on the motorcycle parked nearby and drive into the woods. Use your directions (or just take the first right, and then left, then right and left again, then again). This brings you to a cul-de-sac where you park and Look Around.
  36. Walk up the path to the deserted house. Climb the stairs and push the dresser over to reach the attic, where sounds are being made. You find that it is only a raccoon. Pick up the Grappling Hook near the barrel.
  37. As you leave, the Jersey Devil appears in the window! Unfortunately, you never get a photo. Go outside, where the Devil has a nest in a tall tree.
  38. Use the grapple to reach the nest and recover pieces of egg shells from the nest. You now have evidence on all 4 creatures, so return to Mews.

  39. Mews Museum Laboratory
  40. 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 is only a snowboot mark. And using the DNA analyzer shows the Chupacabra fur is just a coyote. But you do confirm one of the four : the Egg Shells are definitive proof of the unknown DNA of the Jersey Devil. You have to return to Loch Ness and to Puerto Rico.

  41. Loch Ness 2 (Nessie)
  42. Confront the Rowboat guide about the fake photo. He leaves you the boat.
  43. Return to the pub for more conversation and more darts, this time for a Submarine ticket.
  44. Take the Submarine tour, stopping to get a photo of a "Nessie" on the bottom. It looks suspiciously like a hoax.
  45. Back at the pub, the players confirm the hoax, but the first dart player returns for a rematch. When you win, he refuses to give you anything. But the bartender gives you a Pennywhistle that is rumored to attract Nessie.
  46. Return to the Rowboat and go left, then farther left into a small cove.
  47. Blow the pennywhistle and a huge Nessie will emerge from the water!
  48. Take a photo and return to the copter. (You can return later to show up the haughty dart player and display your photo.)


  49. Puerto Rico 2 (Chupacabra)
  50. 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 at Snaggletooth Rock (center star on map) as bait for the chupacabra.
  51. 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.
  52. After a short wait, his "trap" succeeds, and the Chupacabra is in a locked and chained box. Unfortunately, as you push it toward the truck, the box bursts open, releasing the savage Chupacabra, who knocks you down and escapes!
  53. Fortunately, he has lost a tooth in the process, and you recover it. You can take the tooth and your Nessie photo back to Mews.

  54. Mews Museum Laboratory
  55. The photo and the tooth confirm both Nessie and the Chupacabra, leaving only the Yeti / Bigfoot unproven. But Mews has word of a sighting, so you fly the helicopter to the Pacific Northwest to investigate.

  56. Pacific Northwest (Bigfoot)
  57. You sight Bigfoot travelling on the ground through trees. Keep him in view from the helicopter as he moves, for about two or three minutes until he reaches some caves.
  58. You report to Mews, but Gretchen has bugged the com line, and swoops in using her own copter to trap Bigfoot in a cage. You have to fly in close to her to stop her.
  59. Jump from your copter to hers, avoiding the rotor blades. To stop her, you have to open her copter's gas tank, spilling out the fuel. Quickly jump down to the cage and use the shears to cut the connecting rope.
  60. You descend to the ground safely using the cage's parachute.

  61. Mews Museum (Finale)
  62. The existence of Bigfoot is finally confirmed, and you are the winner of the million-dollar prize. But Mews has had financial trouble and has no funds left to buy the cave site to use as a Bigfoot preserve. So you turn down the money. :-(
  63. But you have confirmed all the cryptids and win the Island Medallion!