Deep inside a top-secret prison, four of Poptropica's most infamous villains float in suspended animation. Your mission: to infiltrate their minds and extract the sources of their evil. Can you withstand a journey to the heart of darkness, or will their twisted dreams trap you forever?
Athena will meet you there, and you will put together the secret message contained in the sacred items. It says 'Whoever wields the five sacred items will rule all of Poptropica!' Then Zeus appears and take the items! Then Athena tells you to go to Hercules. Now, you must go to Hercules, who is in Herc's Hero Hut. Super Power Island is a fun adventure in Poptropica where you play the role of a superhero who has to capture six criminals who have escaped from prison. Super Power Island is challenging and hard but with these great poptropica cheats and secrets, you’ll be able to complete this island mission in no time.
Trailer
Poptropica Cheats for Super Villain Island
Looks like a normal-enough city themed island... swim left and talk to the woman there. Notice the barrels of oil. She'll tell you that her team has been stuck on the drilling platform for a long time, and the only othe rman they've seen is an old guy in a helicopter. Hmm... walk over to the suspended oil barrel and climb the rope to the upper floor. Keep making your way up like this, talking to the employees on the platform. Sounds like a harsh place to work. At the top you will come to a control room, which you should enter. Walk right to the office and you can eavesdrop on the lady's converstion with someone who seems like her boss. Actually, it's Dr. Jupiter, who keeps asking for workers from her oild rig. The ones who are sent away never come back, and she's running out of manpower. Talk to her, and she'll let you on the chopper to take a look around on the mainland. Leave the control room and climb onto the helicopter. And strap in for a nightmare...
We've hit a storm! The helicopter's swaying around like mad, and the pilot wants you to jump. He gives to a walkie-talkie to contact him, and there you go! The next mini-game is very simple: all you have to do is aim yourself with the mouse and click rapidly to speed up. Clouds slow you down, and lightning will burn a small hole in your parachute. Get struck too many times, you'll plummet to the sea. But you can tell when lightning will strike: there will be a flash of blueish-white light seconds before a bolt will come down. Move to either side when you see the flash. That's all; you've now landed into the ocean. Swim right for a moment and hop up when you have the chance. Wherever you come out of the water, jump around until you can find a tall column of rock and climb it up to the wide platform at the top. There is more than one way up. At the top you'll find what looks like a building, with a security camera aimed at you on the wall. Stand still in front of the camera, near the stone on the ground. The secret doors will slide open now...
Whoa, you've stumbled onto a prison! Talk to the guys there. Wow, I'm really starting to mistrust Dr. Jupiter and the pilot. I guess we have to get to the bottom of this, so ask to be let into the freaky prison. You'll pass through some unpleasant security tests and get ourselfves approved as visitors... wait, why did they take a picture of you as an inmate? Anyway, enter the guard room to your right now. The guards aren't that friendly, so walk right and click the panel of the elevator. Take it up and you'll pass by some of the villains you captured in other islands like Super Power! I see all the Super Power villains, as well as El Mustachio and Gretchen Grimlock. But where are the supervillains? Maybe you'll find out in this lab... Explore for a while and then talk to Dr. Jupiter on the bottom floor. He'll turn on the lights and... GAAAH! It's the four most evil supervillains you've known from other islands: Binary Bard, Captain Crawfish, Black Widow, and Dr. Hare. Wait, how did Dr. Hare get out of space? How did Captain Crawfish escape Skullduggery and how did Binary Bard get back to Poptropica without the orb? Oh, well. Talk to Dr. Jupiter for now and he'll tell you what you have to do: storm into the evil sleeping minds of these villains and steal the source of their evil, a totem. Ready to get started? Go! But after this brief intermission...
Meet the Villains
Captain Crawfishfrom Skullduggery
The greedy pirate from Skullduggery, Captain Crawfish would have become unstoppable if he had found a secret trasure. But you got there first!
A mad art theif and counterfeiter who stole a painting worth $120M. You found her lair and knocked her out before she destroyed the evidence against her.
Binary Bardfrom Astro-Knights
A thoroughly bad fellow, the Binary Bard was a cyborg accused of black magic. He fled into space and tried to kidnap the princess. You trapped him in his castle.
Rabid maniac who tried to mind-control all of Poptropica. His plans were derailed when you blew him into space. The most oldest and popular villain today.
Pick Captain Crawfish and click the Enter Dream button. You can exit the dream at any time by clicking the button at the top. Whoa! You're in a crazily swaying boat in rough seas, surrounded by frozen and sleeping pirates. Jump to the chandelier and then jump left to grab the orange key above the door. Be careful of the pirates -- if you wake them up, you'll have to start over. Make your way slowly right, then drop down to the lower floor. Jump over the pirate and walk left, to the orange chest. Open it with the key to take out a stopwatch. Then jump to the chandelier and jump left to grab the green key. Carefully walk left and climb up to the upper floor. Hint: the chandeliers are very useful for avoiding pirates below the chandelier when you want to pass them. Jump to the green chest using the chandelier and grab the bottle of turpentine. Then get out of the dream.
Select Dr. Hare and you'll find yourself in a garden ridden with red ants. There goes Dr. Hare passing by, carried by some ants into the ground. Follow him! You have a pickaxe, so you can dig into the ground! Click on a block to weaken it. Repeated clicking causes the block to disintegrate, and you can go through. Ants will sap your strength, but bashing them with the hammer gets rid of them. The blue ants need to be hit more, and those can also weaken blocks upon impact. Rock blocks cannot be penetrated. Now: walk to the first anthill you see (it's in the background) and start hammering away near here. Go more or less straight down until you reach the second level. Here, peck straight down from where you started until you hit rock. Destroy the block to your right and the block under it and fall down, then hammer away to your left until you find the hollow area. Kill the blue ant by hitting it twice, then break through the block sandwiched in between three rock blocks (on each side) below you. Break the one below that and get rid of the blue ant. Peck straight down into another ant chamber and destroy the ant there, too. Now walk right and break your way into the chamber where the empty sprayer is held. Then wake up.
Are you ready for an art theif now? Enter the Black Widow's mind. Hey, isn't this a replica of the museum on Counterfeit Island? Yeah, but the Black Widow's dream version of it is run-down and messy. Walk right and talk to her. Hah -- she opened her museum and thiniks the only one worth looking at is her self-portrait. Look at all the others - they're classics and they've been vandalized! Quick, take out the turpentine and USE it. Now your sprayer is full. Equip it and the Black Widow will lose her temper. She'll drop down all the spiders to deter you! Jump into the first painting on the left and drop down to the right, avoiding the spiders. Erase the paint there by spraying it, three times. Jump up and let the guitar stings bounce you up. Walk left and erase the paint there. Drop down left and erase the letter 'u' there. Now jump back up to the door and wipe away the letter 'L' to the upper-right of it. But don't leave yet! Go to the top left of the painting and grab the shrinking potion. Now you can leave the painting.
Walk right and enter the Starry Night painting. Jump up and erase the T, then slide right and do away with the painted 'A'. Hop off the swirl and erase the 'R', then hop back on and clear the 'S'. Jump up and to the right, grab the Crystal Key, and let yourself fall. Finally, remove the 'H', then remove yourself from the painting. Go on to the last one and move right. Erase the hourglass, then slide left and erase the 'R' there. Jump up and remove the 'T', and also the 'O' to the left of it. Jump left and spray off the 'N', then drop down and spray off the hourglass. Make your way to the lower right, and finally clear the 'T'. Wooh! You've finished all the paintings. Or have you? The Black Widow is furious. She'll charge at you -- get out of the way! But don't wake up yet. You have to erase the Black Widow's self-portait in the center as well. This may take a while, since she's charging at you. The trick: stay on the top floor, and jump as she's coming at you. Also stay in the spaces between spider threads. Yesss! The Black Widow has faded away. Grab her totem off of the bench: the paintbrush. You can wake up now.
There's one we haven't seen yet -- the Binary Bard. Let's do that now. Hey, it looks like the door has a mind of it's own! It keeps shutting and opening, never letting anyone through. Well, we can fix that. Equip the stopwatch and you can stop time! Make sure to do this only when the door is fully open. Move past the door quickly and it will shut behind you. Mordred a.k.a the Binary Bard will speed ahead. Looks like you won't be going back that way. Look around in this area, then move past the next door in the same way. Hey! Teh poster of Merlin the robotic owl is coming to life... and he's not your friend this time. He works for Mordred. All you have to do is freeze time when he's not near you and slip past the door. Uh-oh... the mouse is coming back to life now! Now what you have to do is freeze time when he's directly to the left of the barrier you need to pass. Jump on him and then over the barrier. There's a large machine there. Enter it. Walk right and stop time when the flying spiked platform is with the platform side up and near the column to the right. Now jump onto the platform and then onto the top of the tower. There's another spike-platform here, but it's flying vertically.
Freeze time just after it passes out of your view to the bottom, then jump on top of it and to the right. Drop off this platform and over the barrier to the right, and freeze time when one of the platforms is at a 45 degree angle pointing left, the other at a 45 degree angle pointing right. Using them, jump to the tall tower to the right. Drop off the tower and freeze the next platform when it's pointing up. Jump from it to the platform above it, then jump left. There are a series of three horizontal flying spike-platforms above you; freeze time when you see the lowermost one almost touching the green flower on the right. The other platforms will be perfectly aligned; step from them up to the next tower. Drop from this one to a lower tower to the left, and jump from this one to the one to the left. Collect the diamond drill and then make your way left... you know the drill. Near the end, you'll have to jump from the last platform to inside the big glass box to the left. Use the Crystal Key to get in... There's the Binary Bard! He'll start firing serrated red disks at you. Drop down to the platform below you and wait for him to fire. Jump when he throws a disk at you. Keep doing this until the hands of the giant clock are both either at 12, 3, 6, or 9, then freeze time. The Binary Bard will be electrocuted and it'll hurt even more because he's half robot. Remember that the second hand will reverse every time you shock him. Keep doing this three times and he will disappear, dropping his totem -- an astrolabe. You can move around anywhere you like doing this. You must be tired of moving around. Now you can wake up!
We can take on Dr. Hare now! Go to his garden and equip the diamond drill. This will let you drill faster and will get throgh the solid-rock blocks. Start pecking down as far as you can go and drop down, to the next section. After that has loaded, keep on drilling down until you find the solid-rock floor, then drill through that to the next section. All you have to do here is drill straight down and try to stay near the middle of the world. After you've gone far enough you'll find a chamber full of ants. Drill into that chamber and hack away at the rock around a glowing yellow thing to collect... Dr. Hare's carrot totem! And there's Dr. Hare, grumbling about his dream... come back to the surface now. There's Dr. Hare... happy that his dream didn't end in the way it usually ends, whatever that means. Time to take on the last supervillain: a certain pirate.
Crawl into Captain Crawfish's mind and make your way right. At the end of the floor, jump up and right, to the glass bottle. You can take off the drill now. USE the Shrinking Potion to enter the bottle. Now all you have to do is break out the ship. Move right and jump to the barrel. Jump left from the barrel to the top of the lower sail. Wait until the pirate slides into the watch bucket, then click the wooden door lying flat near the bucket to close it, trapping the pirate. Jump up to the higher sail and do the same for the pirate here. Then come all the way to the bottom of the bottle and walk to the back of the ship. Jump onto the lifeboat on the right and click the cannon to fire when there are no pirates in your way. The bottle will crack open and you can grow up again and grab the model. This is Captain Crawfish's totem. Back to the lab!
Hand over all the totems to Dr. Jupiter. Wow, that's strong stuff... we should destroy it! But Dr. Jupiter has other plans. He is actually Zeus, from Greek Mythology! You defeated him in Mythology Island, but now he finally has the power needed to take over Poptropica. All the supervillains break out when the prison is blown apart by Zeus and you're stuck in the sea. All over Poptropica, massive destruction, bad luck, and freaking out has been taking place. I should have guessed it when we found out his name was Jupiter... 'Jupiter' is the ancient Roman name for 'Zeus.' We've got to stop him! Swim left and talk to Poseidon and he will lend you his trident. Now you can fly up to the statue of Zeus in the city and meet him. What you have to do now is move away from him, dodging his attacks and grabbing pink clouds for power. Ultimately you have to destroy all four of the totems. This part is very similar to the final battle of Mythology Island, so read that part first. Go on, I'll wait... ready, begin!
The strategy for the first part is to keep moving around and to keep shooting in Zeus's general diraction! If you do both of these, Zeus won't have time to shoot at you. You have to watch out for the cannon clouds, though... they may look flimsy, but one shot from them can knock away half your clouds! Note: You have to let your feet touch the pink clouds to pick them up; just passing by isn't gonna cut it. But while you're doing this, also make sure to be destroying the totems! What you have to do is repeatedly shoot at them until the things holding them in place break away and the totems fall. The key:
Model Ship center of the base of the statue, held by jagged rocks.
Paintbrush halfway up the statue.
Astrolabe to the right of the paint brush, on the edge of the statue held by wooden boards.
Golden Carrot Top of statue, nestled in the torch the statue is holding.
After you've taken care of all the totems, you'll have to deal with Zeus himself. Simply plant yourself an inch (on the screen) away from him and keep firing hard until all his clouds are gone. If you don't stop shooting, he can't shoot you. After he's lost all his clouds he will call in the lightning bolts, emanating from the eyes of the statue. What to do? Keep circling around both eyes, keeping them just out of sight but firing in their direction repeatedly. Soon they'll shut and Zeus will be defeated, falling to the ground once more. Hooray! I hope that's the last time we see him. But, unfortunately if you're a Member, it's not...
Members-Only Bonus Quest
If you're not up for this, you can leave by going to the top left, exiting the room, walking left, exiting that room, and making your way back the way you came like this until you're in the main room, where the guard will let you through if you ask him. Outside, use the walkie-talkie to call the helicopter. But we want to go and explore Zeus's twisted mind in this bonus quest, don't we? That's what this next quest is about: A guard has been locked into a cell, and only Zeus knows the override code. Zeus's nightmares are just three rooms from Mythology Island (the Minotaur's maze, the garden, and Mount Olympus) upside down and color-inverted. You have to avoid the evil flying Zeus in the last two rooms. All this time, you'll be looking for these little bubbles with letters inside them. There are 4 in each room. When put together, they give you the code to free the guard! Let's begin; watch the video to the right before beginning. (warning: in this game, you fall to the ceiling. Also, the platforms are kind of glitchy, probably because they weren't designed to catch Poptropicans falling up.)
Video guide for the password-finding quest. I'm sorry about my clumsiness :) but I still think it's good because it shows you the locations of the letters, and full views of each setting.
Please enable JavaScript to view the comments powered by Disqus.
Super Power Island is a cool place in POPTROPICA where you can play and dress up as a superhero whose mission is to capture and bring all six super villains behind bars. Being a superhero is a big challenge and responsibility, that’s why you’ll need to have these tips and cheats for Super Power Island to able to complete this mission.
Go to Super Power Island. When you arrive, walk to the right and enter the COMICSHOP.
Keep walking on right until you meet the blonde geek with face full of pimples and wears black-rim glasses. His name is Ned Noodlehead.
You need to ask him if he has anything other than comic books (just click this guy and choose the question that will pop). He’ll give you the SUPERHERO’S HANDBOOK that he wrote where you can also check on your inventory right after.
Leave the comic shop and go to the right for the next store, the MASKSANDCAPESSHOP.
Go inside, at the left side you’ll meet the guy handling scissors. He’ll give you the SUPERHERO ID CARD which identifies you as a super hero and records the number of super villains you have defeated.
After receiving your SUPERHERO ID, go to the right side where you’ll find a row of mannequins with different SUPERHERO costumes. Click on the costume, you can mix and match on these stuffs to make a cool and unique one that fits your heroic taste.
After dressing up, leave the shop and walk to the left. Cross the water and you’ll arrive on the next island wherein you can find the County Prison with a cute astronaut on the top of green meteorite on its side.
The first guard you’ll meet will tell you that you are clear to go, the next guard with gray hair and moustache is the prison warden. You need to talk to him about the escaped criminals, and he’ll give you the SUPERVILLAINFILES. These files contain the information of the six super villains you’ll need to capture.
Next, you’ll need to talk to the lady in white gown lab coat with eyeglasses to claim the anti-power handcuffs designed for the super villains.
After collecting the stuffs you’ll need for your mission, it’s time to show off your superhero moves!
Go back all the way to the right until you see the DOWNTOWN sign, you’ll get on the next room but keep going on right side until you arrive on the Main Street(you can check the map on the upper right corner of the screen to check the whole map for Super Power Island).
Talk to the policemen outside the bank and they’ll tell you that COPYCAT, the first super villain you’ll encounter, is inside.
TASK # 1: CAPTURING COPY CAT
Enter the bank and walk to the left which you’ll pass the broken vase and scattered green monies, COPYCAT is just standing next to the wrecked vault door.
She will dropped a smoke grenade on the floor then will make ten copies of herself and will run to the right and hide all those copies on the different spots of the bank.
You need to capture all these copies within one minute before the place gets smoky and blurry.
You just need to walk over these copies to make them go poof and disappear. There are five copies on the ground floor, three of them can be viewed easily, but the two are hiding on the chandeliers so you have to jump on the two plant vases on each side to get them fast.
Next, you’ll need to use the elevator on the right side to get to the upper level. Just press the button with arrow up sign near the trash can. Move inside the elevator and make sure to get all remaining five copies quickly.
After you catch the last copy, a newspaper will pop-up from THEDAILYPAPER announcing her capture. You’ll be sent back to County Prison but this time you’ll see COPYCAT securely behind bars. Check out your SUPERHERO ID in your inventory to see the sticker in your villains defeated section, sign of your first battle achievement. Yeah…five more to go!
TASK # 2: SLOWING DOWN SPEEDING SPIKE
Return to Main Street and go to the right until you see the Subway sign. Go down on the stepladders to lead you on the Subway Station. The police officers will thank you for arriving because they do not have a match on SPEEDINGSPIKE.
Go inside the train and walk to the right to meet SPEEDINGSPIKE who handles a bag of money which he will use to hit you when you try to capture him.
Always avoid his smash by jumping over him. He’ll keep moving on the different train cars.
When you miss all his attempts he’ll get tired and will just sit down on the floor. That means you already defeated him, so put over the handcuffs and bring him back to COUNTYPRISON. (Another way to get him exhausted quickly is to make your way to drag him to the left and make him slide on the wet floor which might happen to you earlier).
TASK # 3: USING SUPER POWER TO DEFEAT SIR REBRAL
Go back to the Subway Station and pass the stepladders to arrive to City Park. Go to the right to see Sir Rebral standing on the broken statue.
He will use his mind power to control and make the stones fly up from the ground. You need to avoid these stones that will continuously follow you.
You need to get yourself on the other side of Sir Rebral and use his own power to hit himself by the stone he’s controlling. He’ll get angry and will make some parts of the ground pops.
When that happens, you’ll need to find the gray rock that you can push (behind Sir Rebral side). Drive this rock on the top side of the popping ground that was parallel on Sir Rebral to hit him when it flies up to the air. When he got knocked down, capture him using your anti-power handcuffs and send him to prison.
TASK # 4: CAGING RATMAN
*
You need to return to City Park and go the public washroom. Find the hole to one of the toilets which will be your way down to get to the Sewers Room. Move to the left and look for the brown wheel.
Click on this wheel while standing on the platform. This will make the water drain and will make you move downwards. When it stops, swim to the right. After passing the third floating platform, you’ll need to jump over the elevated wall and you’ll need to look for another brown wheel. This will make the water rise halfway.
Go back to the first floating platform on the left side until you see the last brown wheel you need to turn. The water will rise once more.
Again, move to the left until you get to a door that you can enter. Move inside and you’ll see Ratman standing on the top left sewer.
You need to get on the upper right corner of the sewers to look for the red wheel you need to turn as well.
While moving upward, you need to move fast and avoid those nasty rats. (Jump on the sewers when the rats go on opposite direction).
When you reached the red wheel, quickly turn it so that water will sprinkle over Ratman, making all rats disappear.
When this happen, you need to get on Ratman’s location very fast but be aware on the flies that willYou’ll get stung on those, but in order to get rid of them, make sure to capture Ratman using your handcuffs and send him back to prison. (You can use the fly’s sting to reach Ratman’s location. Get stung and try to jump fast on the sewer below Ratman, then jump again to reach his place.)
Poptropica Super Power Island Game
TASK # 5: CRUSHING CRUSHER
Head back to City Park. Go all the way to the right until you arrive on the place with The Junkyard sign. Go inside to see Crusher who’s standing on the top of a pile of junk.
To defeat Crusher, you’ll need to get to the crane and use this to win over him.
First thing to do is go to the right and hop on the oil barrels until you get on the top, then jump again on the next barrel on the left and hop again very quick to Crusher’s location.
Run fast on the left side where the yellow crane is located. Go up, make sure you’ll always on middle to avoid fall off when he stomps. When you reach the operating cab on top of the crane, click it. The magnetic control lever will pop; you need to drag this downward, from the green button to the red one.
The crane will release the refrigerator which will fall on Crusher’s head that will make him more furious. He will lift the refrigerator and will throw on your location, whacking you back down.
You need to get on the crane’s location once more but you need to pass on Crusher again. Do your first thing while dodging the empty oil barrels that Crusher throws up.
When you successfully get back on the operating cab of the crane, click and drag again the magnetic control level upward.
The magnet of the crane will now pick up Crusher and will press him until he gets flat like a flying saucer.
You can now go down and put the handcuffs to bring him safely back to detention.
TASK # 6: BETTY JETTY MUST GO DOWN!
From the County Prison, go all the way to the right and you’ll see the phone ringing on the telephone booth.
Answer the call and you’ll received a super flying power. Just click on the blue flight icon on the bottom left corner to fly up, up and away.
Return to Main Street. Go to the next building after the bank which is the Skyscraper (check out your map). If you try to walk, you’ll see the police officer outside the building, complimenting your fantastic flying moves.
Align to the first door with yellow police lines; go upward until you get on the top door with balcony.
You’ll be prompted a GO UP sign, again move upward until you meet Betty Jetty on the top of antenna. She’ll fly upward and you need to chase her.
She will taunt you and will fire green energy balls. You must avoid those (you can move off-screen to do that), and if you miss one you’ll get a distance closer and closer to her until its close enough to catch her.(If she hits you five times with the energy balls, you’ll go downward and will need to go up again to repeat chasing her.)
When you are able to catch her, she will fall on the Skyscraper building and will sneer at you again. But your friendly sidekick, Ned Noodlehead will appear to knock her down. Now it’s time for you to put the handcuffs and bring her safely on jail.
Your REWARD
Talk to the prison warden, he will tell you that the island medallion was given to Ned Noodlehead. Ned will give it to you but you need to do some trading. So go back first to the City Park and buy a hotdog. Talk to the vendor and he’ll give you the scrumptious hotdog you’ll use for trading. Next, go back to Comic Shop and talk to Ned. He’ll say that he’s too happy being a hero and can just have a hotdog in return. So go on and offer the yummy hotdog you have and claim the island medallion.
Island Mission Accomplished!!!
If you still have time, try to visit the old super hero at the top of The Daily Paper building. He will tell you that “Remember that great power comes great responsibility”. The line is familiar isn’t? it?
Poptropica Worlds
Poptropica Cheats Super Hero Island
Poptropica Walkthrough Super Hero Island
Also remember that good heart intentions always win, so don’t you ever give up on any challenges and hindrances that may come your way.