Yeah, it’s finally here. Have a load of it.
CTRL+F Apple Key+F to find.
Walk over to the Clockwork Cantina and complete the gear puzzle. Place the two brown gears on the ends and the three blue gears go in the middle. Turn the crank when they’re all in place. Now pick up the Multi-Tool that just appeared on the ground.
Now walk to the right and you’ll see a garbage bin. Jump up on it to get the Steam Battery.
Walk to the right again and go inside the Museum. Run to the right and you’ll see a big yellow machine. Click on the blue lever to raise the arm. Then jump up on the platforms and make your way to the upper-right corner. Watch out for the darker platforms which will crumble and fall when you step on them. Grab the dirty beaker out of the display case in top right. Then exit the museum.
Go back to the Clockwork Cantina. Jump up and click on the blue lever here. A mechanical ramp will extend. Run up it and then jump onto the steam chutes to fly up and over the tower. You should land on top of a glass dome. Use your multi-tool to open it and then go down inside.
You’re now inside the Mayor’s office. Check out the painting and the note on the typewriter, which give you an important number to remember for later: 0516. Leave the office, jump back down to the street and run to the left to enter the next zone.
Pass by Sully’s shop and go to the blue building in the middle. This is the living quarters. Jump up the platforms on the left side and then run past the door. You’ll see a robot crab here. Jump up and land on top of him to make him bounce and flip over. When he does, he’ll drop Sully’s key. Pick up both the key and the robot crab.
Drop down to the street and go to the next building on the left. Jump up on to the steam chute and leap up to the roof. You’ll find an old vine here. Pick it up to place it in your backpack.
Run to the right until you get in front of Sully’s Steam Powered Paraphernalia store. There’s a Steam Terminal here. Use the steam battery in your backpack. You’ll get a puzzle here where you have to regulate the steam pressure in the terminal. The starting pressure is 10 and the ending pressure needs to be 5. You need to adjust the valves so that the pressure will lose five points as it travels to the end.
Once you get inside Sully’s you’ll find a robot in the right corner. It’s Sprocket! Ring the bell on the desk next to him to wake him up. Then go pick up the rubber mallet from the junk box in the left corner.
Leave Sully’s and Sprocket will follow you. If you click on him you can ask him some questions. He’s not very talkative right now but you’ll hear a lot more from him later.
Head to the right to return to Main Street. Run all the way to the right side and then proceed onto the next zone, known as the Hub.
When you arrive in the Hub, run along the ramp until you get to a metal hatch that is glowing red-hot. If you try to click it, you’ll see it’s much too hot to touch. Walk up to it and use the robot crab in your backpack. Sprocket the robot will take it from you and then drop the poor crab on top of the hatch. The water from the robot will cool down the hatch so that you can open it up.
Go down the hatch. When you get to the bottom of the ladder, Sprocket will look pretty scared. Make your way down the pipes until you run into a plant monster living inside them. Use the old vine from your backpack underneath the sign that says, Caution: Hot Steam. This will spray steam onto the plant monster and kill it. Move along to the bottom left of the room and you’ll find the bottom of an elevator. Click on the round hatch above.
Now you’ll need to solve three levels of a ball tilt maze game that’s a lot like the classic wooden box Labyrinth game. Spin the wheel either clockwise or counter-clockwise with your cursor to get the ball to the center. After you complete all three levels, the elevator will power up.
Go back up out of this area to the street. Go a few steps to the right and jump up onto the spring. After three jumps, you should land up next to another blue lever. Click the lever and the giant Hub wheel will start to move.
Go back down onto the street and run to the left. Jump up and grab the vines and climb up to a platform. Wait for the moving platform on the Hub wheel to come around and then jump onto it. Then jump off in the upper right corner (aim for the yellow pipe). Walk to the right and use the steam valve to jump up and to the left. Continue moving until you get to the elevator entrance to the Captain’s Cabin. Then go inside.
A soon as you enter, Sprocket will be captured by some plant vines. Go down and click on the metal window shutters to snap the vines and free him. When you do, he’ll speak to you for the first time and say, “Thank you.” Now you can talk to him and ask him questions and hear his story.
Run to the right and use the moving platforms to get up to the large painting. It’s a copy of the painting you saw in the mayor’s office.
Click on the dial at the bottom of the picture. This is a combination lock. The combination is the number from the mayor’s office: 0516. Starting with the innermost ring, click on each triangle to get the wheel to spin. Then click on it again when it’s pointing to the right number. The rings get faster so this can be tricky.
When you get the combination right, a secret door will open. Go inside and you’ll be in Captain Ziggs’ room. Go to the left and pick up the bridge key (on the floor) and the Weed Whacker (up on the wall). Then leave the room.
Go down and to the right and jump off the patio to return to the Hub zone. Go right until you get to the Steam Terminal at the end. Use the steam battery and then solve the puzzle. It’s just like the first one, but now you need to adjust the pressure from 10 to 16 (+6). Once you’re successful, the bridge will lower and you can run across.
Take a few steps to the right and jump on the spring to get to the platform above. There’s a control panel here with three red levers and a green button. Move all the levers to the down position and then press the green button. The giant wrecking ball will drop and hit the ground, creating a hole.
Jump down and go through the hole. Make your way down and to the right and you’ll enter a mechanical room. First, press the three red pressure pads on each side of the machine. Then you’ll need to press the two remaining pads (the ones on the machine) at the same time. Sprocket will offer to hold down one while you get the other.
The machine will turn on and the moving platforms above will start turning. Use this to get up to the top of the room. There’s a lever on the left wall. Click it to get another platform to move up and down. Then jump up to the right and use the platforms and vines to get to a moving conveyer belt. Here you’ll need to avoid blobs that drop from a plant monster.
Continue across the vines and soon you’ll find the Mech Steam Motor, one of two parts you’ll need to repair the Mech in Sully’s shop garage. Continue up on the vines and go up to the Greenhouse.
Walk to the left and you’ll find an area for mixing Herbicide. Pay attention to the chart on the wall. Use the dirty beaker from your backpack and then fill it with three parts blue, two parts green and four parts red. When you’re done, you’ll have some Herbicide Mixture.
Go to the right and then up to the platform above. Use the herbicide on the plant monster. It will shrink and disappear, revealing a maintenance closet. Go inside.
There’s an old custodian robot here. He’s holding onto the Living Quarters Access Key. Take it from him and then he’ll wake up and the alarm system will go off. You can’t leave the way you came because the security system has a pressure hose that knocks you back. This is where I got stuck on this walkthrough. Special thanks to DR3 from the PoptropicaSecrets.com community who provided the next step.
Go back out of the maintenance closet and then climb the vines above. Go to the left and you’ll see that the glass dome has some tiny white cracks here. Use the rubber mallet from your backpack to smash a hole in the dome and escape.
Now run all the way back to Gear Alley, which is on the left of Main Street.
Gear Alley Redux
When you arrive, go to the bottom of the living quarters building (blue) and jump on the right platform of the lever on the gear. This will raise the one on the left.
Take a few steps to the left, then jump up the platforms to arrive at the doorway to the living quarters. Use your steam battery on the terminal and then solve the steam valve puzzle again. This time, you need to adjust the steam by -3 to get it from 10 to 7. The door will open. Go inside.
Go click on the blue lever on the left to make the platform rise. Use it to get up to the next level and continue making your way up. Jump on the blue button on the floor to make the ladder rise. You’ll need to quickly jump up the ladder because it falls back down a second or two later. When you get to the top left, there’s another door leading to Zack’s room. Go through it.
Go up to the top left corner and click on the wall to solve the next puzzle, which is a timed game where you have to get the steam to move safely from one corner to the other. You must click on the squares to reveal pipes underneath and then swap the pipes around to create a clear path. There are three levels to get through.
Go outside and then cross over the vine that acts as a tightrope all the way to the left, where you’ll find the Mech Crank which is the second piece you need to repair the Mech in Sully’s Garage.
Jump down to the street below and then go to Sully’s Garage.
Use both the Mech Crank and the Steam Motor from your backpack on the Mech. It will be repaired and now you can walk around in the Mech. Is this the coolest thing ever in Poptropica or what? You’ll also get a teleporter device that you can use to instantly travel back to the Mech from anywhere you go on Steamworks.
Walking in the Mech, head out of the garage and over to the left. There’s a big doorway covered by vines. Attach the weed whacker from your backpack to the Mech and then use the spacebar to smash all the vines. Go through the door when it’s clear.
Now you’re inside a storage area. Make your way through, using the space bar to smash plant monsters that attack. At one point, you’ll need to leave your Mech and power up one of the lifts. Then get back in the Mech and ride it up to the next platform.
Continue through this zone, killing plant monsters as you go until you get to the final plant monster in the room and get rid of him. Go through the doorway to the next zone.
Go down the ramp to the left and you’ll find a giant windmill. Walk all the way up to the blades and then Sprocket will offer to help.
Exit the Mech and stand on the blades as they spin to ride almost to the top. Then jump onto the platform above. Use your multi-tool to stop the blades. Sprocket will open the door.
Get back in the Mech and go through the doorway.
And now we finally learn the secret of what happened to all the inhabitants of Steamworks Island. First, exit the Mech and go to the machine. Use the multi-tool on it and the room will light up.
Zack will emerge from hid hibernation chamber and he and Sprocket will be re-united. How sweet!
The mayor will also appear and tell you the story of what happened. Then you’ll see and hear bumps from below. There’s still work to be done.
Jump up to the platforms on the right and get the Toxic Blaster. Then get back in your Mech and attach it.
Take the elevator down to the next zone.
Move through the room and shoot down the attacking plants by aiming with the mouse and using the spacebar to fire. Kill all the plants.
You want to end up on the platform just above the floor. If you miss it, you’ll need to stand on the bolt/screw thing and spin it to raise yourself up.
There’s a moving platform here. Wait for it and then ride it across to the doorway and prepare for the final battle…
You’re now in the final boss battle. There are three boss monsters to kill and to make things even tougher, acid starts to fill the room from below. If you touch the acid, you lose and have to start over. You only have a short time to defeat each boss monster.
The basic technique for all three monsters is to get up close enough so that they try to strike you with their heads. It’s kind of like the Hydra from Mythology Island. When they do, you can shoot them, causing a splat. Each monster needs to be splatted three times and then it will disappear and you can move on. There are some basic moves for each monster: move into position so that he starts to attack, then duck and wait for his head to snap back, then shoot. For the second and third monsters, you need to avoid the seed pods and bombs they hurl at you. If you’re still having problems with this, read my complete Final Boss Cheats Guide for Steamworks, which has a step-by-step video.
After you defeat the final plant monster, you’ll re-appear next to the mayor, who will present you with the island medallion. Congratulations!
The official Poptropica Steamworks promo page is also available and it has a short teaser summary of the plot, which is as follows:
The silence of empty streets welcomes you. Metal and machines fill the lonely halls, and a growing mystery lurks behind a shroud of steam. Can you uncover what happened to the inhabitants of this ancient island? Gear up for a steam-powered adventure you will never forget!
GREAT PUMPKIN ISLAND
Run down Main Street to the right and head to the Pumpkin Patch, where you’ll find Linus and Lucy. Linus will ask you to help find the heaviest pumpkin in the patch. You have a timer and need to drag the heaviest pumpkin onto Lucy’s picture before time runs out. The quickest way to do this is to pick any two pumpkins and put them on the scales. Remove the lighter one and drop it off to the side so you don’t accidentally pick it up again. Then keep putting pumpkins on the scale, always removing the lighter one. After you’ve gotten through all the pumpkins, the one remaining on the scale is the heaviest, so drag it over to Lucy.
Next, Lucy and Linus need you to roll the pumpkin back to their house. This launches a challenging mini-game where you push a pumpkin along hills and obstacles. There are several spots where it can drop off or get hit by something and be destroyed. If it breaks, you’ll get sent back to a starting point (either the very beginning or the last flag marker you passed). The toughest part is near the end, where three kids are on swings. The best strategy is to get the pumpkin into position right next to the first swinger and then as soon as she passes you while swinging backwards, run and push as fast as you can all the way through. You and the pumpkin will end up safely next to Lucy.
Next you’ll go inside the Van Pelt house (Van Pelt is Linus and Lucy’s last name). Linus will give you a trick or treat bag. Lucy will carve the pumpkin and then the screen fades out to “Later that Day.” Charlie Brown and Linus have a quick conversation with you and then Linus starts to write a letter to the Great Pumpkin. Once this is over, run outside into the street and find Pig Pen. Give him the trick or treat bag and he’ll give you a lemon flavored Sucker. HEad back inside the Van Pelt house and give the lemon sucker to Linus. He’ll leave and then you can grab the pen he leaves behind on the desk. Now run outside.
Run left through Main Street to Charlie Brown’s backyard. There you’ll find Charlie Brown and Snoopy over by Snoopy’s doghouse. Talk to Charlie and then you’ll play a game as Snoopy where you have to blow leaves that fall from a tree onto the leaf pile. You need to move five leaves over to the pile to complete the game. You move left and right with your mouse and then click to blow up into the air to keep the leaf aloft. It takes a little getting used to because normally in Poptropica you click to move. Once you finish, Linus will arrive and jump into the pile of leaves. He’ll then walk away to go mail his letter to the Great Pumpkin.
Now run back to Main Street and you’ll find Linus next to the mailbox. Click on him and he’ll ask where his security blanket is. Now head back to Charlie Brown’s backyard and click on the pile of leaves. Move your cursor around really fast in a circular motion to blow all the leaves out of the way and then click on the blue blanket when it appears. Take the blanket back to Linus and he’ll use it top open the mailbox and mail the letter.
OK, now head back to Charlie Brown’s backyard once again (there’s a lot of running back and forth on this island!) and you’ll find Charlie Brown and Lucy playing football. Charlie wants a signed agreement from Lucy before he kicks it. Give him the pen you found on Linus’ desk when he asks for it. He’ll try to kick the ball but Lucy takes it away at the last second and he falls flat on his back. They’ll leave and then you can pick up the football. Go back over to where Snoopy’s doghouse is and stand under the tree. Use the football to kick it up into the branches, where it will knock down Snoopy’s aviator cap.
Now begins the whole Snoopy part of the quest. The first game is where you are Snoopy flying on his doghouse trying to avoid the Red Baron (who looks a lot like Woodstock!) The main strategy here is to fly around in loops and avoid the Red Baron as much as possible. You especially want to stay clear of the bombs he drops. Stay alive for one minute and then you’ll make an emergency landing behind enemy lines. The next part is where you run across the countryside at night while trying to avoid being spotted by the searchlight. This is a lot like the laser beam part in the museum in Counterfeit Island. You just need to run to the right and stop at each obstacle that you can hide behind. When the searchlight passes back to the left, run again to the next hiding place. When you reach the house, jump up on twice to get onto the roof and hide behind the chimney. Then drop down to the right and you’ll be standing next to a scarecrow. Take the mask off the scarecrow and walk to the right where you’ll find the entrance to the Halloween Party.
Inside the Halloween Party, you’ll find a bunch of different games that you need to win. The first one is bobbing for apples. This is very easy. Just click on one apple at a time when they appear. As soon as you get five, you win. The next game is where you carve a pumpkin using the back of Charlie Brown’s head as a model. All you need to do here is trace the shapes of a jack-o-lantern and then you’ll see your handiwork carved on the pumpkin.
The next game is harder. Here you’ll see a jack-o-lantern move around and then the screen goes dark. You need to place the jack-o-lantern pieces so that they overlap as closely as possible where the jack-o-lantern last appeared. It’s a bit like pin the tail on the donkey. If your pieces are all close enough, you’ll win. Here’s a quick tip: when the jack-o-lantern stops moving, put your finger on the screen right where it’s nose is. That way, you can line up the pieces very closely.
The final game is a rhythm music game on Schroeder’s piano. You need to click on the piano keys just as the falling dota land on the squares above them, just like in Guitar Hero or Rock Band. As long as you get enough of them to keep the blue progress bar past the red line, Snoopy will dance. At the end of the song, if he’s still dancing, you win.
The party will come to an end and everyone goes out in costume for trick-or-treating. All you really need to do here is ring the doorbell at each house and then jump up and catch one piece of candy (get a different at each house). When your candy bag is full, the trick-or-treating is over.
Now head back to the pumpkin patch, where you’ll find Sally and Linus still waiting for the Great Pumpkin. Give the bag of candy to Sally, and she’ll thank you. Once that happens, you’ll see a pumpkin moving in the foreground. Is it the Great Pumpkin? Nope, just Snoopy! Sally leaves in disgust but Linus says he’s going to stay. You’ll offer to stay with them. Then as night progresses, Lucy will arrive and thank you for watching out for Linus, who is now fast asleep on the ground. She’ll give you the island medallion as a reward and then she’ll take Linus home. Congratulations! You completed Great Pumpkin Island. Good grief!
After it’s all over, you can still go back and visit with most of the characters.
Poor Linus in Great Pumpkin Island
Members who log in during the Great Pumpkin Island early access period will get a special limited edition Woodstock follower as a prize. This is the best thing ever in Poptropica. Woodstock rules!
Beginning on Main Street, where you receive a flyer announcing the hunt for proof of the existence of cryptids, sponsored by the eccentric billionaire Harold Mews.
Main Street and Mews Mansion
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.
Return to the General Store and buy a sports drink.
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.
Cliff Park and the Kite Store
Go left past the balloon chairs and give the hang glider woman a push.
Use the shears to cut loose the hot air balloon, and you get some nylon rope. Go back to Main Street.
Get the free use of the KiteSurfer X-250 by showing the nylon rope.
Take it back to Cliff Park and launch it at the far left rocks.
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
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.
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.
Exit the house and go right to the heliport to begin your hunt.
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 : let some air out of the tires to lower it. He 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)
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.
Himalayas (Yeti / Bigfoot)
Since initially you can get no guide, climb left up the mountain until you meet a Sherpa.
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.)
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.
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.
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.
Puerto Rico (Chupacabra)
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.
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.
The rest of the path takes you through fences, streams, and herds of goats.
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.
New Jersey (Jersey Devil)
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.
*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.
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. 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.
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.
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.
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.
Mews Museum Laboratory
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.
Loch Ness 2 (Nessie)
Confront the Rowboat guide about the fake photo. He leaves you the boat.
Return to the pub for more conversation and more darts, this time for a Submarine ticket.
Take the Submarine tour, stopping to get a photo of a “Nessie” on the bottom. It looks suspiciously like a hoax.
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.
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 copter. (You can return later to show up the haughty dart player and display your photo.)
Puerto Rico 2 (Chupacabra)
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.
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.
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!
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.
Mews Museum Laboratory
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.
Pacific Northwest (Bigfoot)
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.
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.
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.
You 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 and has no funds left to buy the cave site to use as a Bigfoot preserve. So you turn down the money. 😦
But you have confirmed all the cryptids and win the Island Medallion!
WILD WEST ISLAND
Dusty Gulch and Diamond Plains
As soon as you arrive in the entry place (Dusty Gulch) run to the right until you get to Rusty’s Ranch. Talk to the guy to help him train the horse.
In this mini-game, you need to move your blue mouse cursor left and right to try and stay close to the white cursor that is moving around. This will keep the horse balanced and after a while you’ll win and get the horse and a special horse whistle to call him.
Click on the horse to ride him and then head to the left to talk to the woman riding the horse near the beginning. She will give you a letter to deliver to Marshal Taylor in Diamond Plains.
Go to the left and leave town.
Now you’re on the overhead map. There’s a small mini-map in the upper-right corner that will show you where you are. Ride to the right towards Diamond Plains and go over one of the yellow badge stars on the ground to enter the town.
Your first stop is the Marshal’s office. Talk to the deputy inside and he’ll tell you that Marshal Taylor isn’t here. He tells you to check the Saloon. Head to the right to go to the next area, where you can find the saloon.
Go inside the saloon and walk to the right where you’ll find two guys spitting chewing gum into a bucket (gross!). They’ll let you play.
In this mini-game, called Spit-N-Time, the object is to get your gum into the bucket. You move the arrow to select the angle and hold the mouse button down for more spitting power. A small arc appears and moves. Release the mouse button when it hits the center of the bucket. If you beat the other player, you’ll win and the guys will point you to Marshal Taylor who is sitting on the left. Note that if you try to talk to Marshal Taylor before winning this game, he’ll just be asleep.
Go over and talk to Marshal Taylor. Read him the letter and he’ll give you his Marshal’s Badge. Congratulations, you’re now the Marshal!
Now you need to go back to Dusty Gulch and talk to the guy at the photo booth. Because you’re now the Marshal, he’ll take your picture. Use the mouse to try and keep the camera steady and straight and when you do, you’ll have your very own photographic portrait.
Now ride back to Diamond Plains and go inside the Marshal’s office. Click on the portrait in your backpack and select the Use button. Your picture will appear above the door and the deputy will give you the pea shooter gun that belongs to the marshal.
As soon as that happens, there will be a jail break. It looks like Mustachio’s gang has arrived!
In the next scene, you’ll need to chase the gang on the overhead map, but they’ll get away in a train tunnel. For now, it’s on to the next town in Wild West Island!
Dos Cactos and Rock Ridge
Look at your map and head for the town of Dos Cactos. When you first arrive, you’ll be at the shooting contest.
In this game, you compete against other shooters to hit targets. There’s a timer and whoever gets the most points in the time allowed wins. The first opponent is the Man With No Name. The next opponent is Young Kid. If you beat both of them, you’ll take on the Gunslinger. After him, it’s on to Old Gunslinger. Finally, you’ll go up against Miss Annie Oakley, who is a tough and fast opponent to beat.
Once you beat Annie, you’ll win the competition and they’ll give you an upgraded gun, the Spud Gun. Potatoes are way better than peas!
Now head to the right and jump up the huge cactus. At the top is a casino. Go inside.
Walk upstairs and talk to the guy up there. He’ll tell you to play a game of Slap-Jack.
If you’ve never played it before, the game is simple. You take turns putting cards in the middle of the table. Whenever a Jack appears, the first person to slap their hand down on it wins all the cards in the pile. If you slap another card by mistake, you lose one of your cards. Whoever evnds up with all the cards at the end is the winner.
After you win, the guy there will give you a treasure map showing where to find gold.
Leave the casino and go down to the right. Talk to the guy with the big head. He’ll tell you he needs the rare blue tulip to shrink his head down to normal size.
Now leave town and ride southeast to Rock Ridge. When you arrive, talk to the guy with the cows. He’ll tell you that he needs you to find and catch his calf. He’ll give you a lasso to help.
Leave town and follow the trail of horseshoe marks. You’ll see the calf shortly. Now chase after him and lasso him when you can. This is just like the sneak preview round ‘em up game. Press the space bar once to start twirling the lasso and then press it again to release. Once you catch the calf, lead him to the ranch (it’s on your map) and then return to the guy in Rock Ridge.
He’ll give you an old saddle as a reward. He’ll also ask you for another favor, which is to capture five cows that have wandered off. This is how you get the rare Rattlesnake Wrangler outfit. But we’ll get that a little later…
Run to the right and you’ll see R.J. Earl’s wagon, where he’s selling elixirs and mixtures. Watch as he gives a guy a vanishing potion. Then run to the right and talk to the guy at the bank. He’ll tell you that El Mustachio Grande is planning to rob his bank. Now leave town and ride back to the ranch. Look around to find the five cattle and rope them the same way you did with the calf. Lead each one back to the ranch. When you have caught all five, go back to the guy in Rock Ridge and he’l give you the Rattlesnake Wrangler outfit.
Leave town again and ride all the way back to the starting town, Dusty Gulch.
Trading for Gold, Oil and Elixirs
The first stop here is the trading post. Go inside and jump up to the top. Trade your old saddle for a Gold Pan.
Leave town and ride to the spot in the East on the treasure map you got from the guy in the casino.
When you get here, you’ll use the gold pan to try and find gold nuggets in the river. All you need to do is to pick a spot that is sparkling and click on it to put your pan down. Then move your mouse cursor slowly back and forth many times to shake out the rocks and dirt. It may take a few tries, but eventually, you’ll find a gold nugget.
Ride back to Dusty Gulch and go inside the Trading Post again. Now trade the gold pan for the oil can.
Now ride East to Diamond Plains. Go to the right and jump up onto the clock tower. Go inside (the entrance is next to the guy repairing it). Work your way to the right and then up and over. You’ll need to click on the rope pulleys to drop the red iron girders so that you can pass. Once you make it all the way through, use the oil in your backpack to loosen up the gears. Click on each gear inbetween the two main gears and drop just enough oil so that each one is sparkly-clean. Then click on the turn gears button in the lower-right and the clock will be fixed!
Leave the tower through the exit and then head right to the train station. You’ll see the train has arrived and it’s ready to go. But we’re not going to take it just yet. We need a little something from R.J. Earl first.
Ride down to Rock Ridge and go speak with R.J. Earl. Open your backpack and use the gold nugget you found in the river. He’ll sell you all of his potions for the gold nugget.
Now ride out of town and return to Diamond Plains.
Train and Mine Cart Rides
Board the train and head for Dos Cactos. The first time you ride the train, you’ll play the Train Robbery game. This one is tough but the idea is pretty simple. You need to shoot the bandits that are attacking and prevent them from reaching the front of the train. They also shoot back, so you need to avoid them when they point their guns at you.
The key to winning is to use the Concentration Carbonate in the lower left corner. This freezes everything until your next shot, making it very easy to hit the target. Use it, but do so sparingly because it will run out.
After you defeat all the bandits, the train arrives safely.
Now ride the train again and this time go to Rock Ridge. Go straight to the right to the mine.
Before going into the mine, walk to the left and click on the canary. You’ll shoot your gun and frighten him, making him drop a key. Use the key to enter the mine to the right.
Walk to the right and jump into the mine cart. This will start a long mine cart ride.
During the ride, all you need to do is wait for the signal flags to appear and then click on them to shoot them. When you do the track will correct itself so that you avoid some nasty obstacles in your way. After several of the signals, you’ll arrive at the end of the mine track.
Jump up onto the hill and you’ll find a Blue Tulip. Then a cave-in will start and you’ll appear at the bottom of a rope. Climb up the rope. Pay no attention to the cow in the mine cart.
You’ll be up on the other side of Rock Ridge. Run over to the bank and jump up above the door frame, where you’ll find half of the map to the bandit hideout.
Now ride your horse to Dos Cactos and speak to the guy with the big head. Use the blue tulip in your backpack to give it to him. His head will return to normal size and he’ll give you the second half of the map to the hideout.
The hideout now appears on your main map. It’s on the left side, near the bottom. Ride out of town and head for the hideout.
The Bandit Hideout
When you arrive, you’ll see the bandits nearby on lookout. Use the transparency tonic in your backpack to sneak past them and go inside the building.
Inside, the bandits are all hiding behind things and can’t be shot. You need to shoot at the items above them, which will knock things from the wall down and force the bandits out of their hiding spots. For example, shoot the candle to light the rope on fire and shoot the shortgun on the fireplace mantle to force two of the bandits out. Then you can shoot them out in the open to knock them down.
When you get all of the other bandits, El Mustachio Grande will jump out of his hiding place and flee. Now you can chase him on horseback.
Follow him closely until you get to the river and then use your lasso to capture him when he stops.
Lead him all the way back north to Diamond Plains. When you arrive, he’ll be in jail and Marshal Taylor will be there to congratulate you and give you the island medallion. Great job!
Arrival and Science Fair
Poptropica Shrink Ray Island Science Fair
Go to Shrink Ray Island on the main Poptropica map and you’ll arrive on Main Street and land on top of a slide and swing set. You can head to the left to enter the multi-player room, which is the Sweet Dreams Candy Shop, but for now you want to head to the right and go inside PS 101, which is holding the River City Science Fair.
Enter the school through the double doors next to the sign.
Run to the right and go through the doors with the Science Fair sign.
Fun Fact: you can click on the water fountains as you pass by to make them squirt water.
Once you’re inside the science fair, run past all the exhibits until you get to the right. If you want, you can check out the different exhibits, which include The Sixth Sense in Calamari, Balloons, Fashion, and Electricity, Chocolate Volcano, Candy and Soda Propulsion, Evolution of the Belly Button and an empty exhibit at the far right end near the stage. Go to this last exhibit and talk to the guy standing there.
The man is Mr. Silva, the science teacher, and he’s worried that his star pupil, CJ, is missing. The two people on the right are CJ’s parents. Talk to them and CJ’s dad will tell you to go look for her at their apartment on Avenue A.
Head back out of the school and go to the right to enter the Avenue A zone.
Avenue A and CJ’s Apartment
Outside CJ’s Apartment in Shrink Ray Island
When you arrive on Avenue A, you can head all the way to the right side to get to CJ’s apartment. It’s the one with the orange cat outside the door and a telescope inside the window. Inside, you’ll see that CJ and her family are kind of messy!
Click on the door to enter the apartment. The cat will follow you inside.
Follow the cat from room to room to try and chase it back out. After it leaves the bathroom, it will go back outside the door.
Go into CJ’s bedroom, which is on the left side of the apartment. Click on the microscope that is on her desk next to the computer.
A masked man will come in the room. He looks like he’s right out of Wild West Island. And he’s carrying a shrink ray gun! He’ll tell you he’s going to put a stop to your snooping around and will chase you to the left side of the bedroom.
You’re cornered! The bad guy uses the shrink ray gun on you and you’re shrunk down to a miniature size!
CJ’s Apartment: I’ve Been Shrunk!
Bedroom Fan in Shrink Ray Island
This is the main part of the quest. You’ve now been shrunken down to miniature size and need to find out how to get back to normal size, catch the thief, and rescue CJ!
Run to the right, jump up onto the shelves, and then jump to the right on top of the fan. It will start to drop down. When it’s done, press the red button to start it and it will blow away all the dust bunnies under the bed, revealing the thumb drive underneath.
Turn the fan off, and jump up and over it. Then go under the bed and pick up the thumb drive.
Run to the right to get to the next part of the bedroom and then go right again to enter the living room.
Watch out for the cat’s paw when you run past the living room door. Jump up in the air as you run past.
CJ’s Apartment: The Kitchen
Kitchen Floor in Poptropica Shrink Ray Island
This is one of the most complicated parts of the entire quest. You need to do a lot of different steps to navigate through the kitchen and get the remote control on top of the refrigerator.
Head right one more time to get to the kitchen. When you arrive, you’ll see there’s a remote control on top of the refrigerator, but getting to the top is going to be more complicated than you might think.
Run to the right until you see some open drawers above a green and yellow sponge jump up on them and get the screwdriver. Then jump up onto the counter and run to the right to get to the next part of the kitchen.
There’s a piece of notepaper here that you need to get and it’s on the far right side on top of a table. Getting there is a bit tricky!
First, push the rolling pin so that it knocks the teapot onto the other burner. Then run up and jump into the steam coming from the teapot. It will lift you up to the shelf with the flour and sugar.
There’s a bottle of oil here. Push it over onto its side so that it starts dripping out.
Drop down to the floor and then push the cat’s food bowl so that it’s under the dripping oil from above.
Next jump back up onto the counter and then jump up and down on top of the cat food bag several times to make lots of food fall out. You should jump on it at least 4-5 times.
The food and oil will stick together making a little stepping stool out of the cat food that you can use to get up on the table. Next, push the cat food bowl to the right so that it is underneath the table.
Jump up on top of the cat food and then up onto the table top. Walk to the right to pick up the piece of paper. Also, pick up one of the purple grapes, which you’ll need for the next task.
Drop down to the floor and run to the left to get to the first part of the kitchen.
Jump up on the counter and run over to the toaster. Click on the plug to plug it into the socket.
Jump onto the toaster handle while holding the grape and stand there for a few seconds. The toaster will heat up and then the handle will pop up, sending you flying up into the air. You’ll land on a shelf with a spatula, a cup full of utensils, and a salt shaker.
Push the salt shaker to the left so that it’s on the very end of the spatula handle. Then jump up onto the cup and then jump to the right so that you land on the other end of the spatula.
Hold still and let the salt shaker fly up in the air and come back down. When it lands, it will make you fly up in the air. Jump a little up and to the left as you fly through the air and you’ll land on top of the refrigerator, where you can now pick up the remote control.
Now head to the right and push the green and yellow sponge next to the Power Clean spray bottle on the floor. Jump on the sponge and then onto the top of the bottle. Finally, jump to the top of the garbage can and go inside it. (Gross!)
Once inside, you need to solve a puzzle by moving certain objects, like tuna treats cat food cans and blocks of cheese. Objects that can be moved are clickable. First click on it, and then click on either the right or left green arrows to move it. Be careful: if you move an object that was holding up others you want to watch out that everything doesn’t fall on top of you!
First push the can of tuna treats near the entrance to the right.
Then jump down and pull the cheese to the left.
Go back up and push the milk to the right. Then jump down on top of it.
Next push the cheese above you on the shelf to the right.
Walk over it and pull the tuna can to the left.
Stand on on top of the can and jump up one shelf so that you’re standing right next to the tuna can above. Push it to the left to give you running room. Jump up and to the right.
Pull the tuna can on the bottom to the left then jump on it and finally jump up to the right to get the Torn Page.
To leave quickly, click on the green restart button in the lower left.
Run left to leave the kitchen and head to the living room.
CJ’s Apartment: Living Room
Fish Food in Shrink Ray Island
Here fishies! Have some food!
We’re getting close to the end. In this part, you need to get CJ’s Diary Key out of the fish tank. You can’t just jump directly in the tank because the fish will bump you out. We need to distract the little fishies!
Run over to the toy truck and then use the screwdriver from your backpack. This will remove the battery from the truck.
Jump up onto the table top, stand next to the TV remote, and then use the battery from your backpack. Then jump onto the green button on the remote to turn the TV on.
Now jump up onto the TV and climb the antenna to build up a static electricity charge. You’ll see white sparkles all over you.
Then jump up to the left to the green ballon. The static electricity charge will attach you to the ballon and you’ll float up and to the left. You will land safely on the frame of the Poshville Boardwalk picture on the wall.
Jump off to the left, and you’ll land on the shelf with the fish food. Push it to the left so that it tips over and drops food into the fish tank.
The fish will start eating the food and will be distracted so that you can jump into the tank and take the key.
Jump out of the fish tank onto the floor.
Return to CJ’s Bedroom
CJ’s Bedroom Telescope in Shrink Ray Island
Now that we’ve got the diary key, it’s time to head back to CJ’s bedroom and find the next clue.
Go left to CJ’s bedroom and then jump up on her desk. Open your backpack and use the thumb drive to put it in the computer. You’ll need to enter the password. The correct password is m4r13 cur13. Marie Curie is CJ’s hero and you should replace the i’s with 1′s, the a with a 4 and the e’s with 3′s.
The blueprints for the shrink ray gun will be uploaded.
Jump up again to get on the shelf with the Rubik’s Cube and her green diary.
Use the key in your backpack to open the diary.
Use the torn page in your backpack to complete the ripped part of the diary and you’ll get a message from CJ. It sounds like the thief is close by!
Now jump on the thermostat and make it spin to red so that the heat turns on.
Jump down onto the desk and stand next to the microscope. Then use the piece of paper from your backpack to put it down on the desk.
Jump up onto the lamp and then bounce up and down a few times to bring it down closer to the paper. When it won’t go down anymore, click the light switch to turn it on.
The heat from the lamp reveals the secret message from CJ that was written in lemon juice on the paper. It says, Look for me in the telescope. School coordinates.
Now go to the left to the next section of the bedroom.
Knock over the wastepaper basket and a bunch of paper will fall out and then rise up in the air from the heat coming up through the vent.
Use the papers as jumping platforms to get up on top of the bed. Then pick up the morse code key from the top of the bed.
Jump over onto the telescope. Then stand on each dial and spin them to the following coordinates: x – 87 and y – 16.
Now look through the telescope. CJ is inside the classroom at PS 101 and she’s sending you a message in morse code. Use the key to decipher the message and click each letter as she sends them to you. The full message is: flush the thumb drive.
Leave the bedroom and head for the bathroom.
CJ’s Apartment: Bathroom
Bathroom in Poptropica Shrink Ray Island
This toilet is disgusting!
The bathroom in CJ’s apartment is kind of disgusting. Good thing we only need to spend a short time here. The goal is to get past the bathtub and over to the toilet so that we can flush the thumb drive.
Run to the left and jump up on the drawer handles to reach the counter top.
Jump onto the hair dryer and stand on the back end so that it tips up. Then click on the red button to turn it on.
Leap into the stream of hot air and then you’ll end up on top of the shower curtain rod and move to the next part of the bathroom.
Drop down onto the soap dish and push the bar of soap off to the right. Jump down into the tub.
Go to the right and climb up the rope. Then stand on the faucet handle and run to spin it and turn the water on. The water will fill up the tub so you can swim over to the floating bar of soap.
Jump onto the bar of soap and from there jump onto the rubber duck’s back.
Now jump out of the tub to the left.
Jump onto the red plunger and onto the stack of toilet paper. Then leap up to the toilet bowl.
While standing on the bowl, use the thumb drive in your backpack to drop it inside.
Next jump onto the flush handle to send the thumb drive on its merry way.
Finally, head back the way you came to leave the bathroom.
CJ’s Apartment: The Great Escape
Great Escape in Poptropica Shrink Ray Island
Yee-haw! We’re outta here!
Now we need to get out of the apartment, which is going to be challenging because we’re still shrunken. Here’s how to do it!
Go all the way back to the telescope in CJ’s bathroom and set it to the same coordinates (87,16). Peek into it again and CJ has a new message for you.
The new message reveals the villain. It reads, thief is Mr. Silva.
Now we need to escape the apartment and rescue CJ!
Go back to the living room and take the battery out of the remote control. Then put it into the toy truck.
Get in and drive the toy truck left into CJ’s bedroom.
Get out of the truck and jump up onto CJ’s bookshelf. Go to the top where you’ll find a book called, Tess’s Tree by Jess M. Brallier. Push the book off the shelf to make it land and form a ramp that your truck can go over.
Fun Fact: Jess Brallier is one of the Poptropica Creators! He is the publisher and general manager of the game.
Jump back down and get in the truck. Drive over the ramp and you’ll see a short cinematic where you drive up and through the glass window out into the street.
Rescue at PS 101
Rescue at PS 101 in Poptropica Shrink Ray Island
Now we’re off to rescue CJ and stop Mr. Silva once and for all.
You’ll start playing an easy overhead mini-game where you need to drive the truck down the street while avoiding obstacles. The ride lasts a little over a minute and it very easy to complete.
You’ll end up inside the window of Mr. Silva’s office in the school. Run to the left and there’s CJ!
Unfortunately, Mr. Silva shows up and he’s trying to shrink you into oblivion. Now you need to avoid the ray gun.
The next sequence is a lot like the World War I sequence with Snoopy in Great Pumpkin Island. You need to hide behind objects when the ray gun appears so that it shrinks the object instead of you. Move to the left across the floor. You can either pause behind each object or skip every other one (if you’re quick enough). If you get hit by the ray gun, you have to start over.
When you reach the reticulated quartz sample and Mr. Silva shrinks it, jump up onto the yearbook on the left and then immediately jump onto the desk above. Then quickly hide behind his microscope.
After he shrinks the microscope, run right to the base of the globe. Mr. Silva will shrink it and the globe will fall off to the floor. Jump down to the floor and hide behind the books.
Wait for him to shrink the books, then push the globe under the chair. Jump up onto it and then leap to the chair and to his desk. Land behind the apple and lunchbox.
After he shrinks the apple and lunchbox, run all the way to the right until you are hiding behind the mirror.
When Mr. Silva tries to shrink you this time, the shrink ray reflects off the mirror and hits him! He shrinks himself and falls into the ant farm jar, where he’s trapped!
CJ appears and tells you to flip the switch to grow. Walk over and click the switch and then you’ll both return to normal size.
You’ll be back at the science fair, standing with CJ and her parents. Her new exhibit is on display and it’s called, The Incredible Shrunken Man. Looks like CJ won first prize for the exhibit and you get the island medallion for solving Shrink Ray Island. Congratulations!
Okay, it’s done. Thank you fo everyone who saw this. Thank you.