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June 27 2016

brockkeyw

Clash Royale Domination Guide


Be Patient With Your Offensive Strategy


Clash Royale takes the Battle of Kin formula and mashes it up with card battling mechanics. Lots of exactly the same troops and magic attacks you’re comfortable with are included in trading card kind. On the battle field, it might seem like a great idea to rush the attack and take down your opponent as fast as possible. But during the opening minutes of a match, start out slow with your offensive strategy. Do’t freak out too much when you find your towers are becoming assaulted; remain calm and send out your troops according to your tactical plans. When you do take down a minumum of one Competition Tower, that’s the time where you grab the win as fast as possible and should ramp up your attack. As the time winds down to seconds and its last minute, the speed at which your Elixir refills will double. This gives you an opportunity to place even more troops on the field than before.



When You’re Ready to Place Waste to the King’s Tower, Smash it With Fireballs and Arrows


Here’s an important hint that once one of your challengers’ Opponent Towers go down you’ll have to take heed of –, its King’s Tower will begin attacking you. That super tower that is important may also start attacking you once you hit them. If you think you’re prepared to beat ’ em down early or the King’s Towers’ attacks are starting to rev up, throw some fireballs and arrows its way. The King’s Tower is a powerful foe, but a mix of those attacks plus the help of troops that are already on the field should whittle its health down in no time. To be fairly frank, your group of arrows and fireballs should just be used on the King’s Tower. Using those attack cards in any style that is other works just as well.


Use Your Elixir Intelligently


Pay close attention to your Elixir meter as you pull out new cards and place em that is ’ into play. Fight the impulse to put a strong troop out at the start of a match; play the type of cards who’s value reaches up to a max level of four. In order to flood the battle field use smaller units and whittle down your foe’s tower wellness. It’s better to let your towers wipe out the smaller troops attacking them instead of spending to be able to defeat them Elixir to spawn a card. You should just spend some Elixir to spawn a strong troop when you know you’ll have enough to spend on another troop right after. Do’t function as the sort of player who has little to none to work with against an overwhelming force and overspends Elixir.


The Best Troop Cards You’ll Must Apply


We have a couple favorites, when it comes to the troop cards you’ll desire to unquestionably take into battle. Goblins and Super Goblins are not expensive as it pertains to spending Elixir, so it’s easy to throw a bunch of em that is ’ on the battle field. Archers are great long-range troops who you should set up near your towers. Baby Dragons can prevent the attacks of some troops, plus its fireball attacks have the opportunity to wipe out greater than one troop at once. Barbarians pack a lot of HP, helping to make them excellent “Tank” type characters who can tear up enemy troops quickly and last a good clash royale tips and cheats while. Golems are the strongest troop type there's , so throw one out near the ending minutes of a match to nab the triumph ASAP. Giant Skeleton, Minion Horde, Wizard and Prince cards come too, so embrace a strategy for them that works for you.


Getting New Cards Takes Some Time, So Here’s How You’ll Need To Wait for Those New Torsos to Open


If you’re pressed for time, chances are high that you’re gonna spend a few jewels to open up recently obtained torsos immediately. You’ll be allowed access to cards that are new just by cracking open any chests that come into your possession. You ’ll be fortunate enough to gain an Infrequent or type card that is Epic Poem. Then you should’t, if you’re patient have much of an issue waiting the allotted time needed for a chest to reveal it’s goods. Free Torsos open up when you get ’em (you’ll get a brand new one every four hours), plus Silver Torsos take three hours to open. Gold Torsos take eight hours, Magic Torsos take 12 hours and Crown Torsos open up instantly (you’ll get a brand new one every 24 hours). For the last two chest sorts in the game, Giant Torsos take Super Magic Torsos and 12 hours take 24 hours to open.


The Greatest Time to Break Out Your Poison Spell


Make sure that you put it to use during one specific situation that occurs during every match, when you finally add the Toxin charm card to your deck. It’s best to hit this gaseous cloud of death against them, when you find your towers becoming a bit flooded by enemy troops. This way you’ll be able open them up for more attacks out of your towers and to impede the march on incoming enemies. The Toxin charm card also helps give your troops an advantage since they’ll have an easier time wiping troops that are poisoned out. The Toxin charm card costs four points of Elixir, so when the time’s right it should be easy to break it out.


Understand Your Building Cards!


Conflict Royale’s cards predicated on buildings includes the Barbarian Hut, Tesla, Goblin Hut, Bomb Tower, Tombstone, Inferno Tower, Cannon, X-Bow Elixir and Collector. You should already have a hint about skills and the advantages behind these cards if you’re a hardcore Battle of Kin player. Our favored Building cards are the Barbarian Tesla Hut and Elixir Elixir Collector. The Barbarian Hut helps occasionally add more troops to the field, the Tesla is and the Elixir Collector does an amazing job of giving your more Elixir than customary.


Understand Your Arenas!


So that you can achieve higher stadium ranks, you need to win those online PVP matches. The better the stadium, the more powerful the adversaries and cards you’ll come across. So the starting Training Camp is a fundamental tutorial camp where 12 cards are unlocked for you. Check the list below to see the stadium dislocation, the Trophy Rank you’ll need to enter it and the number of unlocked cards you’ll get out:


– Goblin Stadium: Six & 0 Cards

– Bone Pit: Six Cards & 400

– Barbarian Bowl: 800 & Six Cards

– PEKKA Playhouse: Six & 1100 Cards

– Enchantment Valley: 1400 & Five Cards

– Builder Workshop: 1700 & Three Cards

– Royal Stadium: Four Cards & 2000

– Mythical Stadium: No Card Unlocks & 3000


Taking Several Losses in the Early Stages of the Game Might Pay Off For The Card Collecting


Early game epics appear to be the most useful, including the Witch, Prince, and Mini P.E.K.K.A. As you go into new stadiums, more cards unlock, meaning your chances of getting the card you desire go down. To level up these early cards the quickest, you may need there to be as few other cards that can come out of torsos as potential. To try it, lose. Yes, you read that right, lose. Get back to less or 400 prizes. Open all the chests you might have, once you get there. You'll now get the uncommon cards you need to succeed at a high level.


Be Smart About Your Gold Spending


It’s very tempting at first to upgrade every card you possibly can, but it’s far more effective to be choosy about your upgrades. Usually, I’d stick to updating cards that are largely common since they're more economical. Additionally, only use your gold to upgrade cards you know you use often and enjoy. Free torsos get at regular times to you and you get a chest when you win a battle so you will be able to upgrade other cards on the way in the goodies you get in those torsos. Gold is extremely clash royale deck strategies tough to come by in the game, so being careful about how you spend it'll make a difference for your deck and the variety of battles you win.

September 12 2014

brockkeyw

Some Outstanding Star Wars Commander Tips And Techniques



Star Wars: Commander is a brand new mobile game from LucasArts that plays a lot like Clash of Clans. Here are some awesome Star Wars: Commander Cheats and Secrets for novices.

1. Take Advantage of Your 1st Few Days of Immunity Against Player Assaults

When you first step into Star Wars: Commander, you'll see that there is a live player vs. player element of the game. Since you will not have the troops or resources needed to attack/defend yourself, you are given a couple days of resistance by the game. Use this protective period of time to become more acquainted with the single-player areas of the sport.

Note that once you attack someone during your immunity period, that will instantly remove your protection that is timed. And when you're prepared to buy some protection that is timed, you always need to cop the 1-week protection boost.

2. The Empire Troops could not Be stronger, But They Have use of Extra Component Conveyances

When choosing which side (the Rebels or the Empire), note that you will have use of the same infantry kinds with appearances that are distinct of course. You will reach train and use the aid of rocket launcher equipped soldiers heavy machine gunners, snipers and more.

Notice the Rebels are the more powerful of the sides you will really get to select from. Although the Empire is somewhat poorer, heavy machine have use of extra component conveyances.

3. On Updating Your Research Facility As Much as Possible focus

One of the buildings you must focus your updating efforts on is your Research Facility. A strong Research Facility leads to your troops (leveled up and all) becoming even stronger. For instance, training stormstroopers within your Barracks and then researching your troops will cause them to become super reliable.

4. Build A Healthy quantity of Barracks Up

Your Barracks are needed to be able to train your troops. Build plenty of Barracks up and also make your troops a top priority on your own set of building to upgrade the. Doing this can lead to your troops getting through training much faster and additionally the larger amount of troops at a time can be trained by you.

5. Towards Using Your Starship Order Airstrikes, the most effective Approaches

Once you unlock the starship order, you will be able to make use of airstrikes for even quicker and greater amounts of damage. Your best bet with all the airstrikes is to you either take out resource buildings or take the firearms out. Or, if you're really trying hard to go for metals, unleash your atmosphere stripes on the enemy headquarters so it's very simple to take out.

6. Update Your Credit Vault a Short Ton, Too

Another building you focus on upgrading is the credit vault. You'll have to stash those crystals and all that money you will be amassing as time goes on. This also goes for your alloy storehouse.

7. Keep Your Foundation Clean and you will Be Granted Some Crystals on your Troubles

This suggestion's rather simple - ensure you clean off all the junk and stone heaps you've got trashed around your base. Make sure you will earn a few extra crystals and your droids do all this dirty work. Complete missions and login with Facebook to nab some more crystals also.

Be sure to finish any narrative assignments with three stars. This achievement will gift you with some crystals too.

8. Defend Your Buildings that are Important By Building Walls and Use Your Less Significant Buildings to Defend Against Assaults
Star Wars Commander

You need to allow it to be a top priority to offer up some walls around your significant buildings, for example credit vault and your alloy storehouse. That also goes for the sets of headquarters. Then you need to use them to encircle the perimeter around your buildings that are better if there is any building you're prepared to sacrifice for the greater good.

Make sure you put some turrets near your defensive walls and constructing forts live players do not get too close to your cherished buildings.

9. The Smartest methods to Approach

Once you are able to take on a player that is live, you should make sure you've got a worthy amount of troops and resources before you head into battle. You need to make once a habit to take their gun turrets out ASAP, it the live player conflict starts. Then be sure to tear their gunturrets walls down if they happen to get any. Once you've done this all, concentrate your attention on knocking down their buildings and depleting their resources.

You also need to make this resource a top priority to tear down, in the event the live player you're taking on includes a shield generator. During these live player skirmishes, you must set your chosen heroes to work as much as really possible. You may as well give attention to beating down those much weaker players that are live.

10. Try to Build Up More of all of Your Resource Generators At a Time

You can construct up several resource generators at a time so that they will make more alloy and circuits:

You'll be able to upgrade your resource generators to create credits and more alloy, but you can also construct more than one determined by the degree of your headquarters. Building more than one troop transport is very significant when later missions start comparing you against large amounts of enemy soldiers.

September 03 2014

brockkeyw

How To Beat Poptropica Red Dragon Island



All people desire to travel anywhere on earth. So that it will likely be wonderful if we've our own time machine, you will go for a great number poptropica tips of areas anytime you want, and less fare...sounds wonderful. Here sure you can have it to travel now to Japan and appreciate every part of it. Here's the entire Red Dragon Island Walkthrough

Getting Started:

Run till you see a tire swing following the mansion, when you arrive in the island.
Wherein the tire swing says click it Enter. A white magic sparkle will fly passing the roof Annie and Jack will run to the tree house.
You'll will cut the rope, and go to the tree. Then bring along the tire with one to the left. Keep pushing on the tire on the left till you locate Jack's eyeglass in the earth that's near the tree where the tree house is found.
Pick up the eyeglasses, subsequently using the tire, jump on it to scale to the hanging ladder.
You will meet Jack and Annie, when you enter the tree house. Get the eyeglasses in your backpack and provide it.
Walk to the left and pick up the large blue book that is the Frog Creek Pennsylvania. Home Town USA novel.
Next, you'll ask Annie how the tree house works and talk with her, she'll tell you first to get the book that is pink on her right which will be the A Journey to old Japan. Pick up the book and use it and say the magic words "I wish we could go there". Your wish is likely to be allowed. Hold tight for you'll travel to historical Japan.


Journey

The Magic tree house functions like a machine that is traveling. It's going to proceed quickly to the air and be amazed! You are in Japan! Cool ride! You three will appear outside. Jack and Annie wear their kimonos.
Jack gives you a Magic amulet which you can use to return anytime. You will going to follow them; although you will be left by them now and tells one to find your kimono.
On your way, you'll meet with two samurai guards, when you click on them they'll detain you for having no passport. They'll bring you on penitentiary, and there is no way out. But recall you have your magic amulet, thus get it on your backpack and in split seconds you are back in the magic tree house.
Leave the tree house and run to the left again. Go in the Bonsai Trees shop which door is now open. You'll meet a girl whom you may speak about kimono. Subsequently she'll certainly will offer you a kimono you need and proceed to the cabinet. Only pick what colour you've like and wear it to experience wearing Japan national costume. After wearing it, you will find a passport on the pocket; I suppose you're no illegal alien anymore.
Since you have the passport and look as a citizen, you can pass the guards. Visit the left to enter your next location.
When you arrive, you'll observe that Jack and Annie happen to be detained by the samurai guards for they don't have passport. You have got to save them, so it is the time to show off some Ninja moves.
After you pass on the bridge, you'll meet with a guy with a hat in front of a seafood store that is fresh. You will talk to the man and he'll tell you that you must caught a kappa utilizing a rotten fish for you yourself to go in.
Walk a bit left, and you'll begin to see the green rotten fish on the stone staircase, go up and pick up it. Afterward continue to go upstairs and enter the fort.
Regrettably a soldier does not understand although you'll meet with him wherein you'll ask for the ninja master. When you are underneath the dragon head statue hanging on wall and that means you head to the right, a piece of paper will be thrown away. That's a parchment. When you analyze it, you will see a letter from Annie saying that you must find because captives of the Shogun kept on that place are now them, the Ninja master to rescue them. Go down and leave the place. Afterward go all the way to the left till you find Mortar's Tote. You'll see a house in the event you continue to go. Go inside.
You'll meet an old man whom you'll ask regarding the Ninja master, he'll tell you that Ninja master Basho is just purchasing eggs in town.
Leave the place till you see a samurai guard with five individuals in a line, and run back to the right, they are looking for the fish thief. You'll offer him help. You will have an endeavor wherein you are going to arrange the defendants in an arrangement that is correct. First you'll switch the place of the 5th woman and also the 4th guy with moustache. Afterward change the position of that girl that is 4th to the 1st girl in the front line. Then place the 3rd guy the man on the fourth row, and eyeglasses without you just solve the case and eyeglasses will cry.
You will be given a betting slip on a sumo match as a return by the samurai guard. Go the right till you reach the bridge. Take advantage of your bag of mortar to assist the people mend the bridge. You simply need to place the crumble bits in the bottom in the two walls of bridge. It is just just like a jigsaw puzzle, bits can be set aside to the background, then attempt the other bits, they are correct if they glow and then will attach.
A sumo wrestler will run and he'll lose something, after repairing the bridge.
Go ahead of time and pick it up, at this point you have your Bonsai scissors. Walk a bit right and go down the bridge.
You visit the left till you visit a fisherman on a boat. Get your rotten fish on your backpack and you're going to have your second job, to catch the kappa.
The kappa fish is tricky so you've got to block all potential passages of it so that he'll enter the center hole where your internet is positioned. Plan the bee hive to block the tree hole, light the lantern and the camp fire at the same time. Push on the huge stone to block additionally one other hole in the right, on the pond put the frog in the lily pads to block the kappa, when you began placing your fish bait that is rotten on the web. Provide the kappa to come back and the fisherman to the Bonsai Tree shop towards the right.
You will use your bonsai scissors to trim among the bonsai trees; it should match the image accurately. The guy enters the store will buy that bonsai tree you can give it Yokozuna and trimmed. Way Out the place and go to the left at the Sumo Arena (after fish market, continue until you are in the next zone then climb up the rock stairs, to go left). Go to upper left and enter the doorway.
Next, walk to the right and you will meet Yokozuna's manager, you'll help them duplicate the Kanji symbols on the cards for his devotees. Once done, you go to right, talk to the sumo adversary to take his place because he's frightened.
The victor will now jump to the ring, prepare for the fight. Yokozuna will try and push you outside of the ring, you need to jump over him when he runs towards you when he stomps his foot, and jump again. When you avoid each of these three times the champion will get angry and his face will turn reddish. He'll charge at you, you'll need to leap getting the ring side fall from the ring, in case you are near him and you win.
The nearby soldiers who lost their money will come to you and for your passport as well as ask certainly will question you. Then the old man in the lake house will come which is the true Ninja master, Basho. He 'll be followed by you'll about the lake house you'll now have your ninja training.


NINJA Training

Initially , you'll have your ninja clothing. Get the customize card in your backpack.
Basho will teach you how exactly to make use of the SHUKO, which are the hand-held claws that permits you jump from walls which are additionally attached constantly in your hands and to cling. You'll move about the next job, after getting the red ribbon around the tree after the cherry blossom tree.
Because the shuko are consistently equipped, it is possible to put additional tools from the menu at the bottom left corner of the display.
Additional tools are the throwing smoke bombs and stars; use the space bar to throw them in the direction. Another is the bo staff, in case you tap the spacebar while standing you'll develop a spin that is defensive. But while running, if you employ it, you will leap in the air. The faster you run, the larger the vault. One more use it on any metal rings, only click the ring then click again to release, and to start swinging. Last is the ninja eye/vision which allows a scene to magnify, works like a telescope (use the spacebar to activate this).
After mastering the ninja tools, you are final training will be fixing the stone wall near Basho's hut.

Saving Annie and Jack


Go back to the right before you get to the fort where Annie and Jack being held go to the right and start climbing the stone wall using your shuko (claws). Avert to be hit by the logs, instead jump over them to rely on them as a step near the very best.
You'll be able to employ your ninja eyesight to check the wall and spot some enemies, when you're on top. Go down afterward use your smoke bombs around the Shogun soldier you'll encounter. Climb up the wall.
As you go through the chamber, use your ninja vision to test the place. It is possible to throw your star use the smoke bombs to the grapping hook on metal rings and blind the guards to swing. You should get the key in every chamber to leave the door and must collect the three haiku poetry to get the password for the 3rd chamber. Always apply your ninja eyesight to check the place of the stuff you must collect and to be prepared to the Shogun's soldiers.
When you get to the shogun chamber, he'll turn up for a fight because he got Jack and Annie's cage the key, but you can just throw up a star in the rope to make it fall on the ground and release them. The wand will be used by the shogun he gets from Jack and Annie, but simply to release the red dragon's fury. The dragon throws up fire; finally you will be given the wand by the shogun.
The wand will bring you to the Cloud dragon that's on the top of Mount Fuji, so climb up the mountain and jump onto the blue Cloud dragon.


Closing Dragon Battle (Cloud Dragon versus Red Dragon)

You need to fly the Cloud dragon behind the Red dragon that spews fire out to the buildings of city. Make use of the water in the Cloud dragon to turn away it. You have to get close to the Red dragon and hit its head with water in the event that you are able to in order to weaken it. Also, you need to turn the Red dragon entirely red before it combusts all until the last building. This really is the challenging degree because of those two challenges: you've got to fly on the clouds to refill your water and second is the red dragon dives out of your view which makes it more difficult to follow.
Fortunately, there is an easy mode you'll be able to try if you are unable to win on the difficult mode which removes the two challenges on the fight.
After you conquer the dragon, Basho and Shogun will be reunited, who both trained as samurai together. Shogun will undoubtedly be sorry for his acts that are dreadful.
Utilize the magic amulet to return to the tree house, then utilize the Frog Creek Pennsylvania. Home Town USA novel, to return in the woods where the magic journey began. Just say the magic words, "I wish we could go there".
The three of you're back on Frog Creek, PA. Annie will give you the island medallion.

August 23 2014

brockkeyw

Poptropica Mythology Island Step By Step

Here is a complete guide to beating Mythology Island in Poptropica.

Go left to find the Tree, when you arrive on Main Street. You are able to climb to the top by bouncing on mushrooms, jumping from branch to branch, and climbing on the snakes like they were vines.

Accumulate 10 jars of honey within the time limit. Then return to the satyr. The Satyr will open up a secret path.

Follow the secret route to the Golden Apple. Click the branch to drop the apple to the ground.

After you pick the Golden Apple, Zeus will appear. He will give you the Sacred Things Scroll.

Click on the Sacred Items Scroll inside your backpack for more information about all the various items you have to locate and bring to Zeus.

Climb to the highest part of the acqueduct and flip the switches until the water runs to the pool below the Sphinx.

Now the water is flowing into the pool, the Uncommon Bloom will blossom right alongside the Sphinx.

Pick the Pomegranates in the tree above the Sphinx.

Return and go inside the Museum of Olympus. You'll locate the Starfish stuck to the face of Poseidon's statue.

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

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

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

Next you will need to head all the way to the left where you'll locate the entrance to the minotaur's Labyrinth. To open the door, use the Reed Pipe to play the notes you see there in the right sequence.

Once you are inside the Labyrinth, it can be easy to get lost. However, you can always follow the golden thread to get back to the last turn you made inside the labyrinth.

To pass through the middle of the maze, you have to solve the bones puzzle. But it is a sneaky trick. Remove six bones so that the ones which are left spell out the word TEN.

Snap on the three red eyed snakes to open the gate.

Discuss with the Minotaur before you leave to get his Ring.

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

You will see an altar inside Hades' Temple. To get into the Underworld, put the Pomegranates on it.

You will go on a short boat ride across the river. Jump and duck to stay away from the challenges.

Play the Pipe Melody on poptropica help and tips your Reed Pipe to put the Cerberus to sleep. Then pluck his whisker.

Go into Poseidon's Temple and put the Starfish on the altar. This takes you to Poseidon's Realm.

Aphrodite will ask you to name several Greek gods. Every one of their identities can be present in the Museum of Olympus.

You will get the Touchscreen Mirror as a prize for finishing the challenge.

Dive down below the surface to enter the submerged maze. Fill up your oxygen meter by swimming into bubbles.

Inside the maze you'll locate an oyster. Wait for this to open and then take the Pearl that you'll see inside.

You should jump in the air just as it strikes and then land on top of each, to conquer against the Hydra. That'll knock it out.

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

Now you've got all five of the Sacred Things in your property. Return to the tree and speak with Athena.

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

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

Once you are inside Hades' throne room, discuss with him and he'll give you his crown to help you in your fight against Zeus.

Warp with Hercules to Poseidon's Realm. Hercules will open up the way for one to enter.

Talk with Poseidon, who's sitting on his throne. He will present you with a powerful weapon to assist in your battle with Zeus.

Use the Touchscreen Mirror once more to travel to the Gates. Hercules will open the gate for you when you arrive.

To get up the mountain, you'll want to buy a Bag of Wind in the blue-haired guy here. His name is Aeolus. The price is one Drachma, which you brought in from cleaning up the grafitti outside Hades' temple.

Use the Bag of Wind and it will carry you up part. From there, just jump up on the remaining platforms to reach the top.

Shoot Zeus with Poseidon's Trident to damage him. Avoid his lightning bolts and wind gusts. Pick up pink clouds to restore your energy.

August 22 2014

brockkeyw

Reality Tv Island Is Here On Poptropica



Presently there is a completely wonderful island which was just introduced on Poptropica called Reality TV island. The only individuals who will enjoy immediately are paid members, who receive an early access pass to the island. If you're definitely not a member you need to wait a full month until March 24 to be able to enjoy it. I checked out a great Poptropica Reality TV Island walkthrough today and it appears to be like excellent. This new island is actually quite distinct from the various other islands like Astro-Knights and Counterfeit. There are two separate parts to this island that play completely differently. The first part takes place in a town that is really obsessed with reality TV and a famous reality TV star that came from the town. After you solve it you get to be on the show. The reality TV show is a lot like the show Survivor where you first compete in an event. If you win, you get immunity but if you lose, you could be voted off the island and you'll have to start all over. The quest is over if you beat all of the other contestants to win the show. What's truly great is that there are about seven events in the competition but overall there are plenty more games which means that each time you play there are different events to perform and learning them all is fun.

August 16 2014

brockkeyw

Secrets For Shrink Ray Island



Here is a step-by-step walkthrough of Shrink Ray Island with all the cheats and keys for the experience!
When you arrive at Shrink Ray Island, go to the right to the honest building and inside find the door on the left that has a Science Fair door.
Continue to go right till find a teacher with a mustache, he's a Mr. Silva and the two individual on his right parents of CJ, they are worried to the student CJ is missing.
Go out to the building and move to the Avenue A and locate the flat of CJ.
You can easily understand their apartment because there's a cat standing. When you enter to the apartment, the cat will even go inside and you should get him go out to the house.
Follow the cat until it leaves the flat. Now go to the computer table on the left side and when you do that a masked man will appear and cause you to shrink.
Now jump above the drawer and attempt to visit the blower, turn on the blower and a thumb drive will be revealed under the bed. Pick it up and proceed to the right.
You are going to be on the computer table again, if you look beside the notebook into the microscope, there's a note about a missing invention.
Run to the privilege to get to another portion of the bedroom and go right again to enter the living room. Watch out for the cat's paw when you run past the family room door. Jump up in the air as you run past.
Go in the room. There's a remote control at the top of the fridge.
Run to the right and on the drawer and jump push the yellow sponge. On the second drawer you see a screwdriver. Then jump up onto the counter and run to the privilege to get to another part of the kitchen.
On the following site, a piece here that you just should get and it's on the far right side on top of a table. Getting there's a little tricky!
First, push on the rolling pin such that it knocks the teapot onto another burner. Run up and jump into the steam coming in the teapot. It is going to lift you up to the shelf and Push oil over such that it starts dripping out. Go down to the ground and then push on the cat's food bowl so that it's under the dripping oil. Now jump back again on the counter then discover cat food bag and jump into it repeatedly to make bunches of food fall out. You should jump on it at least 45 times. Oil and the food will stick together forming a stepping stool out of the cat food that you can use. Now go down again to ensure that the cat food bowl is underneath the table and shove it to the right,. Jump up together with the cat food and then up onto the table top. Walk to the right to get the piece of paper. Afterward before you go, pick up among the purple grapes, which you'll need for the following task.
Head to the left side on the first section of the kitchen. shrink ray island cheats Jump on the counter and run to the toaster. Click the stopper to plug it into the socket.
Jump handle while holding the grape and stand there for a couple of seconds. The toaster heats up and the handle pops up, sending you flying upwards into the air. You will land on a shelf with a salt shaker, and a spatula, a cup full of utensils.
Push the saltshaker to the left until it's at the end handle. Jump up onto the cup filled with utensils and then hold and wait and jump to the right for the saltshaker to fly back to the spatula and that'll make you fly up in the air.
You will then land together with the fridge, where you could pick up the remote control.
Use the batter, go down and head to the right till you locate a trail toy, use your screwdriver and you will obtain a battery, right above the track is a remote control and jump off the green button, the TV will turn on. Jump above to the right's antenna and you'll be electrified. As a result of this you are able to stick on the balloons and jump to the portrait.
Jump to the left and you'll see fish food, shake it 5-7 times so the fish will not eat you, turn the aquarium off and dive in. Under it's the diary key.
Once you got the key, turn on the aquarium and you will blow outside.
Now proceed to the right and push the green and yellow sponge alongside the Electricity Clean spray bottle on the floor. Bound onto the top on then and the sponge. Eventually, jump to the highest part of the garbage can and go inside it.
Once inside, you need to solve a puzzle by transferring items. Objects that may be transferred are clickable. First click on it, then click on either the right or left green arrows to transfer it. If you move an item which was holding up others be cautious you wish to watch out that everything does not fall on top of you! You aim will be to get to the top right corner and get the Torn Page.
Once you've got the Torn Page, select the green restart button in the lower left of your screen to leave fast.
Run left to leave the kitchen and head to the living-room and head back to the CJ's bedroom in order to find the next clue.
Go left to CJ's bedroom and jump on her desk. Use the thumb drive to set this in the computer. You'll need to enter the password. The correct password is m4r13 cur13. Marie Curie is CJ's hero and you must replace the "i" with 1', the "a" with a 4 and the "e" with 3. The patterns for the shrink ray gun will be uploaded.
Jump upwards again to get on the ledge with the Rubik's Cube and her green diary. Use the key in your backpack to open the diary. Then use the torn page to finish the ripped part and you will get message. It sounds like the thief is close by!
Now jump on the thermostat and get it whirl to reddish so the heat turns on.
Jump down and stand close to the microscope. Then use the piece of paper out of your back pack 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 will not go down click the light switch. The secret message is revealed by the heat in the lamp from CJ that was written in lemon juice. It says, "Look for me in the telescope. School coordinates."
Now go to the left to another section. Knock over the wastepaper basket and a group of paper will fall out and climb in the heat coming up through the vent. Use the papers as platforms to get up in addition to the bed. Then pick up the morse code key in the highest part of the bed. Jump over onto the telescope. Subsequently stand on each dial and spin them to the following coordinates: x - 87 and y - 16.
Look through the telescope. CJ is inside the classroom at PS 101 and she's sending you a message in Morse code. Use the secret to decipher the message as they are sent by her to you and click each letter. The full message is: flush the thumb drive. Head for the toilet.
The goal is so that we are able to flush the thumb drive to get past the tub and around to the bathroom. Run to the left and jump on the drawer manages to reach the counter top. Jump onto the hair dryer and stand on the back end in order that it points up. Then click the red button to turn it on. Bound into the stream and after that you'll end up on top of the shower curtain rod and go to another section of the toilet. Drop down onto the soap dish and push the bar off to the right. Jump down into the bath. Go to the right and climb the rope up. Then stand turn the water on and run to spin it and handle. The water will fill the bath up so you can swim over to the floating bar of soap. Bound onto the bar of soap and from there jump onto the back of the rubber duck. Now jump to the left out of the bath. Bound onto the red plunger and onto the stack. Then jump to the toilet bowl. While standing on the bowl, use the thumb drive in your back pack to drop it inside. Next, hop to the flush handle to send the thumb drive down. Head back the way that you came to exit.
Set the telescope in CJ's bathroom to the same coordinates and go all the way back to it (87,16). Peek into it again and CJ has a new message for you. The new message reads, "Robber is Mr. Silva. Now we have to escape the apartment and save CJ!"
Return to the living-room and take the battery out of the remote control. Subsequently put it. Drive the toy truck and get in left into CJ's bedroom.
Escape from the truck and jump up onto CJ's bookshelf. Visit the top where you will locate a novel called, Tess's Tree by Jess M. Brallier. Push the novel off the shelf to make it land and form a ramp over your truck can go that. Jump back down and get in the truck. Drive over the ramp and you'll see a brief cinematic where you drive up and through the glass window out into the street.
Outside the street, you'll start playing with a simple overhead mini-game where you must drive the truck down the road while avoiding obstacles. The ride lasts a little over a minute and it very easy to finish.
You will wind up inside Mr. Silva's office in the school. Run left and there is CJ!
But will attempt to Mr. Silva to shrink you into oblivion. Now you should avoid the ray gun.
In this game you need to hide behind items when the ray gun appears so that the item instead of you shrinks. Move to the left across the floor. You are able to either pause behind each item or bypass every other one (if you're quick enough). If the ray gun hit you, you have to start over. You're aim is go up to the table and hide to reflect and when Mr. Silva tries to shrink this time to you, the shrink ray reflects off the mirror and hits him! Himself shrinks and falls into the ant farm jar, where he is trapped!
Click the switch and then you'll both return to regular size.
Now you're back on the science fair and you get the island medallion for solving Shrink Ray Island.

August 15 2014

brockkeyw

Poptropica Walkthrough And Tips For Counterfeit Island



Counterfeit Island is the 10th journey in the well-liked internet adventure, Poptropica. It started in early access mode in late December, 2009 and then became publicly available in January. In this encounter, you are required to reveal the mystery about a piece of stolen fine art in the Counterfeit Island art gallery. Along the way, you'll meet lots of interesting figures and encounter many twists and turns in the mystery of counterfeit island cheats the stolen art. Counterfeit Island is fun to play but can be pretty challenging at times, so here is a full walkthrough for the adventure.


Your Arrival On Counterfeit Island

The very first thing to do is to use your Poptropica map to journey to Counterfeit Island. Your balloon will park right next to the art museum on the island. Start running all the way right and head to the Downtown area. When you arrive, the first store you'll see is called Bobo's Clown Store. Go inside. You'll see several colored balloons inside. Click on the green one to pick it up and then leave the clown store.



SECRET: hop up onto the top of the store and you'll find Bobo standing alone on the roof. He's creeped out by all the mimes standing on the sidewalk below and is hiding up here. This is just a fun little joke on the island and you don't have to visit Bobo to complete the mission.




Your next stop is the wonderful country side. Go to the right and follow the signs there. There's a crying kid here together with his mother (or sister?). The kid is really annoyed about a problem. You are able to perk him up by giving him your green balloon. Click on him to give it over. When he tales it fom you, he'll lift up into the sky. Poor balloon boy! Don't worry about balloon boy for now. You need to head back to Main Street now, which is two zones over to the left. When you get to Main Street, look for the Web Browser Internet Cafe and go inside. Look for a guy wearing a hat and camera over on the right and then speak with him. The poor guy lost his tunnel tour tickets. He would like you to help him find them and if you do, he'll give one to you. A neat little thing in this mission is that while you're talking with him, you can see balloon boy flying in the sky on the television behind you. Now walk outside and run to the right to go Downtown.



Look for a garbage can that is right next to the entrance of the Tunnel Tour. Click on the garbage can to look inside and you'll get a new screen that shows you the contents of the garbage can. Click on each piece and drag it away from the center. You'll soon spot the tickets that were lost. Click on the tickets to pick them up and put them in your backpack.



Now run back to Main Street and the Internet Cafe. Go inside and stand next to the man who lost the tickets. Find the tickets in your backpack and click on Use to give them to him. The guy will thank you for finding them and just as he promised, he'll give one back to you so that you can use it to take the underground tunnel tour.



EXTRA: On your way back Downtown to go to the underground tunnel tour, you can stop in at Bobo's Clown Store again to pick up another balloon. I think it makes getting the torn picture in the tunnel a little bit easier, but this is optional.




The next thing to do is to go back Downtown and walk up to the entrance for the underground tour. You will see a woman with a green hat standing right in front of the entrance. Stand next to her, then open your backpack and click "Use" on the ticket inside. Ready to begin the tour? Just click on the gate behind you to get going.



The tunnel tour is very easy to do, because there's just one path to follow. At the very bottom of the tunnel, there is a lightbulb hanging down in the center. It's attached to a long cable. Jump up onto this cable and climb to the top. There is a torn piece of paper sitting on another cable over to your right. Of course this is another piece of the torn picture that you are collecting all over the island. Now jump to the right to catch the piece of the torn picture. As you fall over the torn picture, you will pick it up and it will go into your backpack. Keep following the main tunnel until you see a stone staircase heading up out of a door. Follow the stairs to leave the tour.


The Strange Guy

Once you finish up the tour, step outside and you'll spot a strange man wearing sunglasses and an overcoat waiting outside. He'll tell you a story and ask you to get a job at the museum, then meet him in this same spot after nightfall. OK, the next thing to do is walk a little bit over to the right, where you'll see another torn picture piece. Grab this picture piece. Now run over to the left of the docks and leap up onto the top of the fishing boat, where you'll see the next torn picture piece. We're done here for now. Go to Main Street and then enter the museum.


In the Museum


Talk to the security guard inside the museum and he will tell you to go speak with the assistant curator. The assistant curator is standing right over you on the staircase. Walk up the stairs and click on him. He says that there are four paintings inside the museum that someone placed incorrectly. He'd like you to help fix everything and place the paintings in the appropriate places. In each wing, you can pick up one painting on the wall (the others won't move) and take it somewhere else. Follow these instructions to get all the paintings in the right places.



  1. The painting in the cubism wing goes into the impressionism wing.

  2. The painting in the impressionism wing goes into the expressionism wing.

  3. The painting in the expressionism wing goes into the realism wing.

  4. The painting in the realism wing goes into the cubism wing.



When you're done placing all of the paintings, go back and speak to the assistant curator. He'll hire you on the spot and tell you to start the training. Follow him into the Lab to begin. Speak to him and then he'll tell you to select a station to begin your training. Click on the first desk to get started. Use the X-Ray device and drag it over each of the paintings until you find the painting with the sketching underneath it. You can use the arrows at the top of the screen to move between the different paintings. Then you click on the one you think is the real deal.

Now comes the next test. In this one, you need to use a magnifying glass to attempt to determine the fake in a group of paintings. Take a peek at the corners of each painting and locate the signatures. One of the signatures is slightly different than all of the others. The one with the different signature is the forgery. Good job!


The next training exercise is to examine a photograph and find the area that proves it is a fake. Move up to the left to where the moon is and click on the dark side of the moon to prove that this photo is a fake. The reason you know this is fake is that if it were really a picture of the moon you wouldn't see any stars here because the moon would block them out.

Now go on to the next station to continue your training. Here you will learn how to do a chemical analysis of a painting. In this test, you select a paint sample and then it drops into the beaker. You'll see a red bar go across the screen. When it reaches a square, it will light up with a color. When that happens, click on the corresponding color beaker while the square is still lit. If you're fast enough, you'll see a green check appear over the square. Keep going until all four squares are done correctly. Now repeat the whole process for the remaining two paint samples. Once you complete this experiment, your schooling is finished and the assistant curator will offer you a key to the supply room.
Leave this room and then walk right following the signs that direct you to the statue room and then into the security office. Walk left past all of the statues and follow the sign that directs you to the security office and supply closet. Walk all the way to the left and you'll find the door to the supply closet. Inside your backpack you'll find the key that the assistant curator gave to you. Use it to unlock the door and go inside. In here you'll see that sixth piece of the torn photo. Now that it's put together you'll see it forms a picture of the head of a gargoyle.

Next, come out of the closet and head back through the statue room. Walk back into the main area and go outside the museum. You'll see that night has fallen. Now remember that you need to meet the strange guy. Go left to get to the city docks. The strange and mysterious man will be standing right where you saw him last. Go inside the gate to the underground tour area and then follow the tunnel back to the wooden ladder. Climb the ladder and then click on the hatch at the top. The hatch cover will appear on screen and it has a gargoyle face on it. Use the mouse to move all the pieces on the hatch to match the version from the torn picture pieces you collected. You need to get all of the facial features on the hatch gargoyle to exactly match the picture. When you're done, the hatch will open and you can proceed up through it.


When you get through the hatch you will find youself back in the museum supply closet. Use the key again to unlock the door and then walk out into the hallway. Watch out because the shadow of the security guard will walk by the window to the security office. Stay put until she passes and then dart past the window and keep going until you reach the door to the statue room. Go inside and then move across the room carefully, avoiding the laser beams. You are safe from being spotted by a laser beam when you're hiding behind something, like a statue or potted plant. When you get across the room safely, go outside into the main hall.

Next walk up and left until you get to the spot where the painting of the Scream is hanging. Click on the top of the painting and you'll leap up to the light fixture hanging right above it. All of the sudden the museum alarms will go off and the police will arrive. This doesn't look good! Next you'll find yourself inside the jailhouse being interrogated by the police. The first thing you have to do is undergo a lie detector test. It's very easy to pass. Next you'll be invited to speak with the chief inspector back inside the museum office.

While you are walking back to the museum office, go into the clown shop. Here you will see the security guard from the museum. Click on him to ask him why he left his post and you'll get his time card. After you get it, head to the museum and go up to the security office. Once you arrive, walk to the right and click on the big computer. You'll automatically check the security camera footage and because you have the time card from the security guard, you'll know where to look. The mystery man from the docks will show up on screen and walk to the painting. You can get a print out of the security camera footage by pressing the print screen button on the computer. Now go speak to the lead investigator. Her advice will be to show the picture around to the citizens of the island. Walk out of the museum and head back to the outside of the clown shop.

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

This is where the scooter ride chase scene begins. You'll both be riding scooters. You don't actually catch him during this scene. What you need to do is to keep away from all the roadblocks and obstacles that you'll pass during the chase. After about a minute of chasing, you'll both end up at the docks. The thief will escape in a waiting motor boat but will drop a key card which you will pick up.





And now it's time to go back to the museum. Once you enter, you'll see the assistant curator standing there. He's waiting with a package that was addressed to you. When you open up the package, it reveals a painting of "Starry Night" by Vincent Van Gogh. And there is also an X-ray device inside. Open your backpack and find the painting. Click on the examine button to inspect it. Pull the device over the painting and it will reveal a hidden message from the curator telling you to come to the Pop Art Museum on Early Poptropica island. Now you get to do something pretty neat. You're going to temporarily leave Counterfeit Island and go to Early Poptropica for a bit. Head back outside and return to your travel balloon, which is just to the right of the museum entrance. Click the balloon to travel and then when the map appears, choose Early Poptropica as your destination.

Walk left to the Pop Art Museum and then go inside. You'll see a woman wearing purple. Click on her to hear her story and then she will give you a key. Go back outside the museum and get on your balloon again. Now return to Counterfeit Island.

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

When you awake, you'll be deep inside an underground hideout. Both you and the mysterious thief will be tied to chairs and you are captives of the Black Widow, the world's greatest art thief. The Black Widow will leave the room and then you and the mysterious guy will talk about how you were both set up by her. The guy asks you to move your chair closer to where he is so that he can free you. To move your chair, click and drag your mouse to the left. Inch by inch, you'll get a little closer each time. Once you get next to him, you'll both escape the chairs and he'll suggest that you both go after the Black Widow. Head out of the room to the right.

You'll show up in the next room of the hideout. Run all the way to the left and then jump up on the crates. You need to avoid the guards while you do this. One of the most difficult guards to get past is the one walking on one of the platforms above. Wait until he reaches the end of the left side and then switches direction and starts going to the right. Don't waste any time. Immediately jump up and follow him for a few paces until you get to a couch. Leap onto the couch and then use it to bounce up and left. There's a door with a security access panel here. Use the key card you got at the end of the scooter chase at the Docks. Go through the door to enter Black Widow's private gallery. Then walk to the left to begin the final confrontation with Black Widow.

The guy will move to the left and climb up onto a giant platform that is operated by a handle. You need to turn the handle to raise the platform up so that he can catch her. But once he does that, the Black Widow will start dropping art onto the ground, destroying it. Now it gets more complicated. You must try to catch the artwork as she throws it down while always attemping to turn the handle so that the platform will rise and the mysterious guy can get to the top. This is a really tough part to finish! You'll see a counter on the screen when the Black Widow starts breaking the art. If more than $1 million worth of art is destroyed, you'll have to start over the battle. Here's the key trick: after every four pieces of art you catch, the Black Widow gets steaming mad and pauses for a few seconds. This gives you the chance to turn the handle a few turns. But watch out because after a few seconds, she'll throw a bomb towards you. You need to avoid getting hit by the exploding bomb and then return to the middle to try and catch four more pieces of art. Keep repeating the cycle until you raise the platform all the way to the top.
Once you're done, the Black Widow will be captured! You'll appear inside the Internet Cafe and the Curator will be there. She will ask you to meet up with her over at the museum. The curator will show you that the museum has actually been a secret safeguard for some of the world's most important works of art. She'll then present you with the medal for completing the Counterfeit Island quest. Congratulations on completing this quest.

August 14 2014

brockkeyw

Poptropica Counterfeit Island Walkthrough



Counterfeit Island will be the 10th adventure in the popular web-based game, Poptropica. It was revealed to Early Access gamers on December 21, 2009 and became accessible to everyone in early Jan, 2010. The storyline of Counterfeit Island is that a notorious art thief may be arranging to take a incredibly valuable painting from the Counterfeit Island fine art museum. You have to uncover the plan and attempt to halt the crook. You'll encounter many odd people as you try to solve the mystery and run into many different plot twists as you play. Counterfeit Island is fun to play but can be pretty challenging at times, so here is a full walkthrough for the adventure.


Arriving on the Island

Certainly, first things first. Utilize the map to travel by balloon to Counterfeit Island. You'll arrive by balloon right next to the museum. Your first stop is going to be Downtown. Start off walking right and follow the signs. The first store you'll see Downtown is a shop called Bobo's. Walk inside the store. You'll see several colored balloons inside. Click on the green one to pick it up and then leave the clown store.



 



Now go completely right and enter the Countryside area. A few steps into this spot you'll notice a young lady with a sobbing kid. He'll stop crying if he gets a green balloon. Fortunately, you've got one so click on him to give it up. When he tales it fom you, he'll lift up into the sky. Poor balloon boy! You don't need to try to save him, though. You need to head back to Main Street now, which is two zones over to the left. When you arrive at Main Street, go inside the Web Browser Internet Cafe. Look for a guy wearing a hat and camera over on the right and then speak with him. The poor guy lost his tunnel tour tickets. He would like you to help him find them and if you do, he'll give one to you. While you're talking to him, look up at the TV behind you. It's balloon boy on the news! Next, walk outside the Internet cafe and then run to the Downtown zone to the right.



Your next stop is the garbage can just to the right of the entrance to the underground tunnel tour. Click on the garbage can to peek inside and see all of the garbage. Exciting! Move all the garbage pieces away from the middle by clicking and dragging them. Soon, you'll reveal the lost tickets that are buried inside. Pick up the tickets.



OK, now run back to Main Street and enter the Web Browser Internet Cafe again. Head inside the cafe and go to the tourist who lost the tickets. Find the tickets in your backpack and click on Use to give them to him. The guy will thank you for finding them and just as he promised, he'll give one back to you so that you can use it to take the underground tunnel tour.



 



The next thing to do is to go back Downtown and walk up to the entrance for the underground tour. There's a woman standing outside wearing a green beret. Stand next to her, then open your backpack and click "Use" on the ticket inside. You're ready to begin the tour. Click on the gate to the entrance behind you to start it.



Fortunately the tunnel tour is very easy to follow. When you get to the bottom, you'll see a lightbulb hanging down from a cable in the middle of the tunnel. Jump up and grab the cable and then climb to the ceiling. You'll see a torn piece of paper on top of another cable just to the right. The paper is another piece of the torn picture that you're trying to collect. Once you're at the top of the cable, jump off to the right. When you pass over the torn picture, you'll pick it up. Keep following the main tunnel until you see a stone staircase heading up out of a door. Go up the stairs to leave and finish the tour.


The Mysterious Person

Right after you exit the tour, you'll meet a mysterious man standing next to the exit. He'll tell you a story and ask you to get a job at the museum, then meet him in this same spot after nightfall. Next, go back up and to the right. You'll find one more piece of the torn picture. Pick this one up. The third torn picture piece is over to the left on top of the mast of the fishing boat. Go over there and pick it up. Now that you've got both the torn picture pieces from here, go back to the right and go to Main Street and then walk into the museum.


Inside the Museum


When you get inside the museum, talk to the security guard who is standing there. He will tell you to speak with the assistant curator. You'll find the assistant curator standing right above on top of the staircase. Go up to the top of the stair case and talk to him. He'll tell you that he needs some help with some paintings. They have been placed in the incorrect spots and he needs you to help put them all in the right places. In each wing, you can pick up one painting on the wall (the others won't move) and take it somewhere else. Follow these instructions to get all the paintings in the right places.



  • cubism -> impressionism

  • impressionism -> expressionism

  • expressionism -> realism

  • realism -> cubism



Now that you've got all the paintings placed correctly, walk back to the stairs and talk with the assistant curator. He'll tell you that you are hired and will take you inside the Forgery Detection Lab to begin your training. Now speak to him again and he says to pick a station to start the training. Click on the first desk to get started. You'll get a special X-Ray device that you can use on the paintings. Use it on each one until you find the canvas with the sketches underneath the paint. The arrows up to allow you to move between the different canvases. Click on the one you think is real.

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


The third test is a photograph and you need to click on the area that shows it is a fake. Move up to the left to where the moon is and click on the dark side of the moon to prove that this photo is a fake. If this was really a picture of the moon, there would be no stars on the dark side of it.

Now move to the next station, where the museum does chemical analysis of paint samples. In this training exercise, you select a paint sample and then it will be placed inside the beaker. A red bar moves across and when it reaches a square, that square lights up with a color. Click on that color beaker above while the square is lit to add it into the test solution. If you're fast enough, you'll see a green check appear over the square. Repeat this exercise until all four of the squares are done right. Now repeat the whole process for the remaining two paint samples. Once you conclude this experiment, your coaching is finished and the assistant curator will provide you a key to the supply room.
Leave the forgery detection lab and walk right and then follow the signs to the statue room and security office. Walk left past the statues and follow the sign to the security office and supply closet. Go left to the end and you'll arrive at the supply closet door. Inside your backpack you'll find the key that the assistant curator gave to you. Use it to unlock the door and go inside. In here you'll see that sixth piece of the torn photo. Now that it's put together you'll see it forms a picture of the head of a gargoyle.

OK, now head back over to the right side and then go back through the room of statues. Follow the sign to the main hall and then exit the museum. You'll see that night has fallen. Go back to the city docks, which are over to the left. The strange and mysterious man will be standing right where you saw him last. Go back inside the tour through the gate. Walk through the tunnel until you get to the wooden ladder. Climb up to the top and then click on the hatch you see above. The hatch cover will appear on screen and it has a gargoyle face on it. Use the mouse to move all the pieces on the hatch to match the version from the torn picture pieces you collected. All of the features have to match the picture exactly. When you're done, the hatch will open and you can proceed up through it.


You will appear back inside the museum supply closet. Use your supply room key to unlock the door from the inside and then go into the hall. Be careful because the security guard can be seen pacing back and forth inside the security office. Wait for her to go by and then run past the window all the way to the statue room door. Enter the statue room and then move to the right slowly and carefully while avoiding the moving laser beams you see there. To avoid being spotted by a laser beam, hide behind either the plants or statues. When you get across the room safely, go outside into the main hall.

Next walk up and left until you get to the spot where the painting of the Scream is hanging. Click on the top of the painting and you'll leap up to the light fixture hanging right above it. All of the sudden the museum alarms will go off and the police will arrive. You've been framed! Next you'll find yourself inside the jailhouse being interrogated by the police. The first thing you have to do is undergo a lie detector test. It's very easy to pass. Then you'll be asked to join the chief inspector over at the museum security office.

On your way back to the museum, make a quick stop at Bobo's. Inside you will find the museum security officer. Talk to him and ask him about why he left his post. He'll turn over his time card to you. After you get it, head to the museum and go up to the security office. When you're inside the office, head over to the right of the room and click on the large computer. Because you have the time card that the security guard gave you, you'll know where to look when reviewing the footage. The mystery man from the docks will show up on screen and walk to the painting. Press the print screen button to get a surveillance video screen print. Now go speak to the lead investigator. Her advice will be to show the picture around to the citizens of the island. Walk out of the museum and head back to the outside of the clown shop.

After you get to the clown store, use the security camera printout and show it to the mime by the door. The mime will pretend to play music, which is a clue that the mysterious guy you're counterfeit island cheats looking for is hiding in the jazz cafe. Walk a little bit to the right and then go inside the cafe. When you arrive inside the cafe, walk to the right and the mysterious man will be there. As soon as he sees you enter, he'll make a run for it. Follow him out the door to chase after him.

During the chase scene, you'll be riding on a scooter trying to catch the mysterious guy. You don't really need to catch him during this part. What you need to do is to keep away from all the roadblocks and obstacles that you'll pass during the chase. After about a minute of chasing, you'll both end up at the docks. The mysterious guy will escape in a boat but as he departs he'll accidentally drop a secret key card that you'll be able to pick up from the ground.





Your next stop is the museum. When you arrive in the main lobby, the assistant curator will be waiting for you and give you a package that arrived addressed to you. When you open up the package, it reveals a painting of "Starry Night" by Vincent Van Gogh. And there is also an X-ray device inside. Open your backpack and click on the Examine button on the painting to take a closer look. Drag the x-ray device over the painting and you'll see a secret message from the curator telling you to meet at the Pop Art Museum in Early Poptropica island. Now you get to do something pretty neat. You're going to temporarily leave Counterfeit Island and go to Early Poptropica for a bit. Go outside the museum and get back into your balloon. Choose Early Poptropica on the map.

Walk left to the Pop Art Museum and then go inside. Walk a little bit to the left and you'll find an older woman wearing purple clothes. Click on her to hear her story and then she will give you a key. Exit the museum, go back to your travel balloon, and head back to Counterfeit Island.

You'll return to Main Street in Counterfeit Island. When you get there, jump down out of the balloon and walk to the right. Keep going until you get to the Countryside. You'll see the Inspector's house here and you can use the key that the Curator gave to you to get inside. Head upstairs and you'll see a painting hanging on the wall. Click on it to remove the canvas and you'll see that it's hiding the stolen painting from the museum! But then the lights will go out and you'll be knocked unconscious.

When you wake up, you find that you are underground in some sort of hideout. You and the mysterious art thief guy in sunglasses and a trenchcoat are tied up together in a chair and the Black Widow is here. She has captured you! The Black Widow leaves the room and then you learn about how you were set up because the mysterious guy tells you his story. The guy asks you to move your chair closer to where he is so that he can free you. To move your chair, click and drag your mouse to the left. Inch by inch, you'll get a little closer each time. Once you get next to him, you'll both escape the chairs and he'll suggest that you both go after the Black Widow. Leave the room to your right.

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

The guy will move to the left and climb up onto a giant platform that is operated by a handle. You need to turn the handle to raise the platform up so that he can catch her. But once he gets on the panel, the Black Widow starts to destroy all the art she has stolen by hurling it down at you. You need to catch the art to keep it from breaking while continuing to try and turn the handle to raise the platform. This is a really tough part to finish! You'll see a counter on the screen when the Black Widow starts breaking the art. If more than $1 million worth of art is destroyed, you'll have to start over the battle. Here's the key trick: after every four pieces of art you catch, the Black Widow gets steaming mad and pauses for a few seconds. This gives you the chance to turn the handle a few turns. However you need to move very quickly because after just a couple of seconds, she tosses a bomb at you. Move away from the bomb before it explodes and then get back to the middle of the room to resume catching falling art. You just need to keep doing this same cycle over and over until you get the platform with the guy on it all the way to the top.
When you get the platform all the way up, the guy captures her. You'll appear inside the Internet Cafe and the Curator will be there. She'll tell you to meet her at the museum. Go there and then the Curator will show you that the museum has been the secret hiding place for some of the most famous works of art in the world. You'll receive the medallion for finishing Counterfeit Island. Congratulations!

August 12 2014

brockkeyw

Boom Beach Assault Strategy



There are two main elements to having an effective offensive strategy: the deciding of your army makeup and sequence of deployment, and using the special capabilities of the Gunboat.

Gunboat

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

The most frequently used are Battery and Artillery. Both of these price damage. It's a good idea to ruin crucial defenses like Boom Cannons and Cannons before deploying troops. But this order may change according to the kinds of troops you want to deploy. It must be noted that shells from both these bargain splash damage to enemy buildings; more or two buildings that one shell can touch that.

In this sequence (with Artillery and/or Barrages), with number one taking the highest precedence:, defensive buildings should be targeted for armies consisting of lower-health units, including Riflemen and Zookas

Rocket Launchers, due to high range and splash damage. A single string of shots might be able to wipe out most of a military that includes low health units.

Capability, and mortars, because of splash damage hit Zookas with rocketlaunchers range.

Flamethrowers, because of their ability to inflict high damage to multiple units along with their damage.

Sniper Towers, due to ability -shot lower- relatively fast shooting speed and health units. Not as dangerous -health units as some other defensive buildings, nevertheless.

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

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

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

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

Boom Cannons' damage that is high and long range allow them to decide of your high health units one by one, badly crippling your army.
Cannons also deal high damage to health units that are high and can eat away at your heavies fairly well, but their shorter range prevents them from getting off as many shots before being destroyed, in order that they should be prioritized after Boom Cannons.

Rocket Launchers have adequate and exceptionally long range DPS splash damage which allows them to pummel your Troops all for a long time. Also, if your Heavies get in DPS's spot, it is going to start killing your delicate Zookas which have a range longer than the blind spot of the Rocket Launcher.

Sniper Towers deal decent, long range damage to your own Troops. Given enough time, troops can seriously damage your high health Troops, but their well-being that is higher than standard makes them advantageous to take out with Gunboat Weapons.
Mortars have shots that drop which may make them fire over your Heavies as they move up which may lead to a ball Zookas dying.

Flamethrowers can deal high damage to chunks if they're permitted to, but their ability to fire your Troops enough to make a big difference is hindered by their short range. Tanks may also destroy it without it hitting any of them because Tanks have an extended attack range than the Flamethrower.
Machine Guns do such low, incorrect damage, they can be an incredibly low threat to health units that are high.

Another ability that is extremely important is the Flare, formerly called the signal smoke. This ability is employed to direct troops towards a designated place or to attack a particular building. The careful utilisation is an excellent means to destroy the opponent's defensive buildings like the Sniper Tower and the Cannon that can only fire one target at once. It ought to be noted, nonetheless, that the Flare can be utilized in conjunction with the Shock Blast to facilitate a Warrior rush.

Both the Smoke Screen and the Shock Bomb enable troops the opportunity at not being hit by defenses. The primary difference, however, is that the Smoke Screen shields troops from enemy fire within its area of effect (allowing troops to move through it but not shoot), while the Shock Bomb disables defenses within its area of effect. It is strongly recommended to use these to disable and prevent the effect of high damage or splash damage units, based on what military makeup can be used.

Troops can be cured with use of the Medkit. It must be noted that although it could be used to counteract the damage of splash damage defenses like the Mortar, Machine Gun and Flamethrower, it does not do much to counteract the damage -target defenses, particularly at higher amounts. They are particularly useful when working with Flamethrowers, even after it's ceased shooting fires at troops as it deals damage to them.

Common Offensive Plays

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

Hurrying
Normally used with Riflemen, opposing defenses overwhelm with the absolute amount of troops. Single-shot defenses are often no match for this military, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops at the same time.

Sniping
A base that is laid out with the HQ at the very rear of the map is exposed to being sniped. By sending in Riflemen or Heavies around enemy defenses with Flares, a HQ with few defenses behind it is vulnerable to attack boom beach strategy from the tree-covered regions behind the foundation. Use this to your advantage.

HQ Hurrying
Usually used Flaring the HQ and supporting them with Shock Bombs and Smoke Screens, the Warriors rapidly destroy the HQ because of their high damage. AOE (area of effect) and splash damage is usually healed back by the Warriors, but high level Boom Cannons, Cannons and Sniper Towers can 1 shot or 2 shot them make sure to Shock Blast these defenses.

August 11 2014

brockkeyw

Poptropica Land Announced



Kids can create, destroy and rebuild at will whatever their imaginations can dream with Poptropica Property, established now from Poptropica, the popular virtual world for kids. Developed in response to requests from children, Poptropica Land allows Members to "change the world" by inventing their very own Islands.

In Poptropica Land, players find a mysterious tool, spoken of in Early Norse legend, which grants them incredible power over the world around them - the power to investigate, the power to create and the power to ruin.

Last February, Poptropica Members were invited to participate in the first Poptropica Laboratories experiment - for testing new attributes with players a notion - to assess the Poptropica Acreage prototype. Members rose to the occasion, crafting Islands that might be inhabited by everything from space creatures to dragons, and sharing their experiences, which were used to develop the "alpha software, variant 2" of the product.

"Kids love Poptropica Islands, but they also need to invent their own virtual worlds and narratives, and now they can," said Jordan Leary, game designer and developer for Poptropica, who leads the effort to create Poptropica Land. "Using feedback from thousands of Poptropica Members, we could present a new experience that puts the power of creation, and of storytelling, in the hands of our players."

Parents can buy Poptropica Membership because of their kids in one for less than $4 per month -, three- or six-month increments that are recurring. Membership gives players access to the newly released Poptropica Property, Early Use of new Islands, use of costumes and unique powers in the Poptropica Store, the power to save costumes to some personal closet, and access to pictures showing achievements in Isle quests.

Now's launch is only the beginning for Poptropica Acreage. New features will be added as time goes on, allowing even more opportunity for creativity and building stories.

Hundreds of countless children have visited Poptropica since its launching almost 7 years ago, and the number grows every day. Poptropica players have their web browsers set to more than 100 different languages and come from more than 200 distinct nations and territories.

Children can remain current on news about coming new Islands and other exciting developments in Poptropica's world on the official Poptropica site.

Poptropica is a virtual world where children investigate and play in complete safety. Every month, millions of kids from around the world are amused and educated games, narratives and by Poptropica's participating quests.

Kids create a "Poptropican" character to travel the many Islands of Poptropica and use gaming literacy to love a story that's often rooted in factual history. Problem-solving skills are honed as kids discover and solve enigmas distinctive to each Island.

There are constantly new areas to explore in this ever-expanding world where things can gather, read digital books and comic books, view movies and compete in head-to-head competition. Parents can always trust that their kids are playing - and learning - in a safe mobile and online environment.

August 10 2014

brockkeyw

Poptropica Unmasked




In Poptropica, you'll find that there are countless hours of entertainment available. The primary goal of the game is to take part in and finish the different islands, or quests, in the game. Each island has a unique storyline and theme and certain things that must be done. Poptropica has a very fun feel and is an exciting game to play. There are many secrets. You'll find so many Poptropica secrets that they cannot all fit into a single place but I've got a brief overview of the game to show what can be done in Poptropica.



Poptropica Islands




You can adventure on more than twenty islands in Poptropica, with many more coming every month or so. The current quests are:





* Early Poptropica

* Sharktooth

* 24 Carrot

* Time Tangled

* Super Power

* Spy

* Nabooti

* Big Nate

* Astro-Knights

* Counterfeit

* Reality TV

* Mythology

* Skullduggery Island

* Steamworks Island

* Great Pumpkin Island

* Cryptids Island

* Wild West Island

* Wimpy Wonderland

* Red Dragon Island

* Shrink Ray Island

* Mystery Train Island

* Game Show Island

* Ghost Story Island

* S.O.S. Island

* Vampire's Curse Island

* Twisted Thicket

* Poptropolis Games

* Wimpy Boardwalk

* Lunar Colony

* Super Villain Island

* Charlie and the Chocolate Factory

* Zomberry Island

* Night Watch Island

* Back Lot Island

* Virus Hunter Island

* Mocktropica Island

* Monster Carnival Island

* Survival Island

* Mission: Atlantis





You can play any island adventure at any time, but you might want to get started with one of the easier islands, like Shark Tooth to obtain a feel for how to play.



Tips for Playing the Game




You may be either gender and you can customize the appearance before you start the game. You can start with a new player each time or register with an account to save your character as a veteran player.




The game plays as a 2-D side-scroller. You begin each island by arriving via balloon and then have to talk to characters that you meet to uncover what must happen. Then you progress along the adventure until you have completed all the tasks you need to finish.




Poptropica combines logic challenges and missions with basic arcade skills like jumping, running and playing with objects in the world. Most of the game includes jumping around things in the way or climbing up buildings to find secret spots.



Other Players




There are locations on many of the Poptropica islands where you can play mini-games against other players. Winning a lot of mini-games increases your battle ranking. You can also chat with other players using built-in questions from a menu.

June 21 2014

brockkeyw

24 Carrot Isle Walkthrough

In 24 Carrot Isle, you need to help a ravaged village solve the puzzle of its evaporating carrots. During the course of the quest, you may fall upon the bad villain Dr. Hare and attempt to put a stop to his diabolical plans to steal all the carrots on the island. This walkthrough shows you how you can make it all the way through the 24 Carrot Island assignment in Poptropica.

Entry Place and Carrot Farm

You'll arrive on 24 Carrot Isle. Immediately head to the left and head to the Carrot Farm. You want to go into the farmhouse and the manner in is through the chimney. Go several steps to the right and you'll get an empty bowl that is on the ground near the sofa. Go back upward through the chimney to get outside the house. Return to Main Street, where you arrived by balloon. Now walk a little bit over to the right and go inside the diner. Click on the waitress and ask her to fill your empty bowl with milk. Now you have a bowl full of milk, return to the Carrot Farm and return back into your house through the chimney once again.

Once you're inside, keep walking to the right. When you pass where you found the empty bowl, you will bend down and place the full bowl on the flooring. Head all the way to the right then go up to the second floor. Walk to the left until you reach the tub at the far end. Turn the water handle on the tub to start filling it. A cat that has been hiding inside the bathtub will jump out to avoid getting wet. Follow the cat to kind of push him along and induce him to go downstairs. The cat will be really happy to see the bowl of milk and will drink it. The cat becomes your buddy and will follow you. Leave the farmhouse then return to Main Street.



Walk all the way to the right until you arrive at Charlie's shop. Walk to the right and talk to the girl standing close to the counter wearing the apron. cat (his name is Whiskers) and then she will give you a crowbar.

Leave the shop and proceed to the right. Follow the indication to the Factory. Go a couple more strides to the right once you arrive in the next area. Jump up in addition to the factory roof and you'll locate the port blueprint. You don't actually need it but it can allow you to navigate the ports inside the factory if you get a little lost. Go down another side of the factory and you will land near a drainage pipe with a grate. Just select the lid of the pipe and you will pry the crowbar open, since you've got it. Afterward you will head in.

Navigating the Factory

Run left through the conduit and pick up the Carrot Transporter. You will not really need this either, but it is trendy to have. Head up the left side of the pipe and after that run right back over the valves as they close. The essential technique to getting past this part is always to be pretty patient and stand at the edge. Go across as each one begins to close and you'll be good. Attempt to run across only one launch at a time. A few of the valves will open and shut more quickly than the others so watch out!



There is an awful giant rat awaiting you in the next place. He's very easy to avoid if you jump up into the little segment of pipe that goes above. Run through it and go down another side to the left. Jump up through the top and you will be inside a dark room inside the factory.

Inside the Factory

The Machine Room

Walk several steps to the left and you will wind up standing beside the master engine panel. There are three levers on the machine and they're all in the up spot. Adjust the lever on the left side so it is midway between down and up. The small green light above it will light up. Move the central lever all the way down and the right lever to precisely the same location in between up and down as you did with the lever on the left. All three green lights will light up and then the primary lights in the room will go on and the master engine begins going.

Jump up onto the boxes over on the right side of the room. Next get around the left onto the platform and after that in addition to the barrels. Leap onto the mechanical arm when it passes by. When you arrive at the platform on the right, leap off and go into the open vent.

The Port

The vent is a series of passageways that connect the different rooms in the Factory. It's fairly simple to get through and if you get stuck you'll be able to just use the vent patterns that you found outside. Head down and to the left and keep going until you see part of the passageway that's covered in ice. Head up into the ice-covered passage then go back down another side. After a few more steps you will see some wire cutters on the ground. Run over them to pick them up. Keep going down and to the right and you will arrive at another grate in the vent. Click to enter the next room.

Security System

Once inside the room, you'll see the security system is enabled. Drop down onto the floor of this room. A security robot will fly in and zap you. After you're zapped in a blinding flash of white light, you will find yourself in a brand new room in the factory. You'll see a panel above and to the right marked as the security system. Click on the panel after which use the wire cutters to cut all three wires and shut down the security system. Now visit the right and jump up to the top where there is a grate you can exit to go back into the Port.

The Packing Room

Bound up into the port and head up and to the right. You should immediately come to a brand new port grate. Go inside and you will be in another room of the factory where the carrots are put in crates. The first obstacle you'll face in here are chutes with crates of carrots that drop through. To get past this part, you have to wait at the border of the chutes and await the crates. Then run to the next one. At each chute, a different quantity of crates fall in groups. It is not overly hard to determine the patterns if you're patient as you go past. Head to the right when you get past the chutes and fall to the ground. then head over to the left of the room.

Talk to the woman wearing the rabbit ears and eyeglasses and tell her to look behind her You'll see a close-up of the top of the rabbit ears. Click the button on the ears and the hypnotic power will be disabled. The girl will retrieve a printout that gives you a password. Now go just a little to the left and jump back up to the vent grate where you entered. Head back into the vent passageway.

Return to the Security Robot Room

Next you want to return to the security room. It is the place where the robot zapped you.

The robot won't zap you this time because the security system continues to be disabled. Visit the bottom right where you see a doorway and a sign that says, "Authorized Bunny Drones Only." You are no authorized bunny drone so you will fall through a trap door that seems when you attempt to pass through the door. Don't worry because the next step is to become one. You'll land in a fresh factory room. Jump down to the left and you will land on a conveyer belt. Move to the right, taking care to never get squished by the carrot smashing presses in this room. There is also some hot carrot juice that comes out that will burn you if you get hit. After you avoid these barriers, leap up onto the stage and you will see a mechanical bunny ears hat just as the girl in the other room was wearing. Pick it up to put it in your backpack. Proceed and place them on now and then go through the Exit.

Next you will return to the secuirty robot room. Now, while you are wearing the bunny drone ears, go back to the large doorway. Now, you're authorized and you can get inside.

The Arch Villain Dr. Hare

You'll be standing next to Dr. Hare. He thinks you are one of his drones and tells you to start the launching sequence for his huge spaceship. Leap up onto the rocket. You'll see a large stage on the right. It has a computer and there's a tech standing next to it. He is wearing the drone ears. Talk to him and choose the option, "Look a giant bunny!" you will zoom in on his ears. Turn them off by clicking on the power button on the ears. Then click the computer and enter the password, which is fuzzybunny. It'll then request that you enter a command. The order is on a sticky note on the computer and it's launch rabbot. Remember to spell it with an o and not an i. The Rabbot is the giant spaceship robot that Dr. Hare has assembled.

The next thing that happens is that the spaceship launches and you must control it using the computer. Now you would like to try to crash the spaceship by transferring it into the path of the oncoming asteroids. Whenever you hit one, Dr. Hare will cry at you. After you hit four asteroids, the robot spaceship will explode and Dr. Hare will fly off into space. Congratulations! You defeated Dr. Hare.

Next you'll return to Main Street and everything has changed. The isle is packed with colour and the citizens are happy and repairing the town. Go all the way to the left and talk to the mayor. The Mayor will offer you a medallion for saving the town and thank you. Congratulations!

June 14 2014

brockkeyw

Poptropica Help And Advice For Super Power Island




Here is helpful tips to Poptropica Super-Power Island. If you desire the guide with screenshots, please visit my Poptropica site. Let's go to Superb Power island. When you arrive, head to the correct and go inside the Comic Store. You'll see a nerdy looking man on the right-side of the store dressed like a geek. Talk to him and discover if he has something other than comic books. He will give you a novel called The Superhero's Handbook which he wrote. You keep the book in your inventory and can examine it.

Leave the comic shop and head to the next store on the correct, the Conceals and Capes shop. Walk to the left and find the guy with the scissors and speak to him. He can give you a Brilliant Hero idcard which identifies you as a superhero and tracks all the villains that you just have defeated. On the other side of the store is AROW of manakins that have different costumes on them. Click on them to decide your costume. You can mix and match bits from all the various costumes.

OK, next go out of the Capes and Masks store and check out the left. Cross through the water and you may arrive on an island with a prison that's a huge green meteorite that crashed in to it. Speak to the prison warden. He'll hand you a product and inquire him about the escaped prisoners called the, Super Villain Files. You can look through these files to see all the super villains that you need to get. Afterward talk with the lady wearing the lab coat and she gives you anti-power handcuffs, which are made to allow you to capture supervillains. When you get those things, it really is time to catch some super villains! Go entirely to the until you get to a sign that says Downtown. Click the sign to head to the next room. It Is a brief one. Walk to the right and after that snap on another sign and you may arrive at Main Street. Talk with the police officers who are standing outside of the bank and they will tell you that Copycat, one of the supervillains who escaped the jail, is inside.

Enter the bank where Copycat is standing, and go left. She is going to make a lot copies of herself and each among the copies will hide in a different place in the banking. She is going to also fall a smoke grenade on the earth and you are going to just have about one minute until there is an excessive amount of smoke in the banking for you to breathe. You need to capture all the copies of her before there is an excessive amount of smoke in the banking. Only walk over each copy of her to make it go poof and disappear. You'll need certainly to jump up a small to catch all of the copies. Use the elevator on the hard right to get to the upper-level.

You are going to capture her, when you get to the last copy-cat and you will see a paper announcing her capture. You'll be sent back to the penitentiary and you'll see her again behind bars. If you examine your Super Hero ID card in your inventory, you will see you have one sticker in your villains defeated section. Now it's time to capture some more!

Go back to Main Street and go all of the manner to the until you are capable into a Metro sign. Click on the steps to decrease into the Train-Station. Communicate with the police men in the subway Station and they're going to tell you they demand aid finding Speeding Spike. Go inside the train and after that walk every one of the way to the correct, where you're able to see Racing Spike keeping a bag of money. Capturing him is clear-cut. Simply keep leaping over him when he makes an effort to hit you with the bag of cash. He'll keep moving to the left to distinct train automobiles and when you can keep acquiring him to skip you he'll get so exhausted out that he sits down on a floor. When he does that, walk-up to him to placed on the cuffs and deliver him straight back to prison.

Go back all the way to the right and this time go after dark tube Station stairway to get to the town Park. When you arrive, you are going to see that Sir Rebral is sitting on top of a broken statue. When you go near him, you learn that he is controlling rocks that fly upward from the earth and follow you until you were strike by them. You need to position yourself so you could bound to prevent them ( they will still follow you ) and then get yourself on one other side of Sir Rebral so the rocks hit him as an alternative. This will make him mad and then components of the ground will start turning up. The next step is really to see the light gray rock that you can shove. Move this stone together with among the areas where the earth turns up so the stone will fly upward into the air and strike Sir Rebral. This will knock him down and stun him therefore it is possible to walk up to him and get him with the handcuffs. You'll return to the prison where you're able to see him safely in prison guard.

Return to the town Park and go in the community washroom. There's a hole next to among the lavatories. Go down the hole to go into the sewers. Walk around to the left and you will see a brown wheel. Snap it while sitting on the platform underneath and the water will drain therefore that you just proceed downwards. When it stops, go to the proper till you are competent to some platforms. Bound upward those and you'll find another wheel. Turn it to make the water rise again part-way. Swim to the left until you find the water and another wheel will rise again. Head to the left one more time and you will locate a door that you just can enter. Go through the do or and Ratman will be in. Leap up to the top-right corner of the Sewer Room while avoiding the rats, and you'll see a red wheel. Click on it to turn it, and it'll spatter water over his flies and the Ratman. Ratman will be knocked-out and the flies which might be humming around him will begin following you. So you'd like to attempt to get to Ratman really quickly if they contact you, you'll get bit. Click on him to handcuff him and deliver him straight back to prison.

Head straight back to Town Park and go each of the way to the right. You may see a signal for the Junkyard. Follow that hint to go inside. When you arrive, you will see Crusher sitting in addition to a heap of rubbish. Keep in touch with the authorities there and they're going to tell you they are unable to get him. Great thing you are a mega Hero here to save the day again. You are going to sneak to creep past him twice, to defeat Crusher. Getup together with the oil and head entirely to the proper barrels then leap onto the platform where he's standing and operate right past him. You'll get to some crane. Jump up the crane till you are competent to the taxi towards the top and click it. Then haul the magnet manage lever. The crane will to produce heavy refrigerator which will fall on Crusher. But he lifts it away and throws it at you, knocking you back down. And now he is's really nutty. You've got to sneak past Crusher still another time, but now he's hurling empty oil barrels at you and they'll knock you down if you get strike. As you-go attempt and get back to the crane another time without getting hit by the petroleum barrels. When you get completely back to the cab of the crane, click and drag the magnet lever again to show it straight back on. Crusher will be picked up by the magnet after which destroy him flat! Then you're able to safely go down to where he's and place the handcuffs back on him. Crusher is returning to jail!

Go straight back to the primary area and review to the telephone booth, that will be ringing. Reply it and you will be given a fresh superpower. Now you've the ability to fly! Select the flght icon in the lower-left corner to fly-up into the air.

Visit the Downtown area and fly-up to the very top of the Skyscraper and after that go up. You Will see Betty Jetty standing on top of an antenna. She'll taunt you and fly away. Be sure your flight electricity is activated and chase after her. She will throw green power balls at you. Whenever you dodge them, you'll get just a little nearer to her and ultimately you'll be close enough to get her. You're able to only avoid the green energy balls she throws by moving off screen every time they come near you.

After you capture her, she's going to taunt you again, and Ned will appear and knock her over. Now you'll be able to place the handcuffs on her and she actually is caught and put-back in jail.

He will say that he gave the isle medallion to Ned Noodlehead for catching Betty Jetty, when you speak to the warden. You can convince Ned to give it to you by first going to the hot-dog seller in Town Park. Speak with the vendor and he can give you a hot dog. Then go back to the comic book store and speak to Ned Noodlehead. He can offer to trade you the medallion for a hot dog. Do the commerce and you'll complete this mission. Congratulations!
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