Lunar Colony Island
An abandoned space station. A missing astronaut. A signal from beyond the stars. Blast off for a Poptropica adventure like no other! Get ready to explore the secrets of the lunar surface, and uncover a mystery as old as the cosmos...
Poptropica Cheats for Lunar Colony Island
Landed on the island safely? Good. Now talk to the crowd around you. Some of them seem to be excited about the very last space launch. This place seems to be the PASE headquarters, which I'll assume is something like NASA in the United States. In case you didn't know, that stands for the National Aeronautics and Space Administration. Continuing on... Walk to the right and talk to the retired astronaut there. According to him, much less people seem to be excited for space launches today than earlier times. Keep going right, to Mission Control. Now you know what PASE stands for, the POP ROPICA ACADE Y of SP CE EXP ORATION. Ehrrm, let me redo that. The Poptropica Academy of Space Exploration. Better, yes? Now slip past the lame security dog and talk to the guys in Mission Control. Due to the fact that the space program is out of money, everybody there has much more on their plate than they can handle. Now here comes Flight Director Slayton, who will ask you for your name. He's in too much of a hurry, what with the nauseous astronaut, and he'll cut you off many times. But now you know what to do -- go help out the sick astronaut!
Leave the building and run left, to Main Street. Snatch the bottle of Ginger Ale off the table there and run right, to the launch zone in the Mission Control area. Call the (unstable) elevator, then use it to go up to the top of the rocket. Enter and talk to Hatcher, the astronaut. Give him the ginger ale now. Aah, he feels better now. Hold that helmet for him while he gets his wallet from his car... hey, why'd he need a wallet in space? CLANG! Oh, no! He's locked the door and taken away the elevator! That ungrateful astronaut has made you take his place! Okay, you better get your act together now. Talk to Mission Control via the mic in the far right of the ship. The flight director will instruct you to strap yourself in and change the rocket thrust on both engines to 4,150 pounds.
Simply twirl those fancy-looking dials on the side of those booster engine thrust indicators to either side of your view, until the number 4150 is shown on both. Now the fuel tank 1 will start dropping. When it's at 5%, use the double arrows above the fuel tank indicators to switch to tank 2. Then open the orange cover over the tank release switch for tank one and flip it. Now pull the center stick back until you're flying at 112*, as shown on the screen to the right of the stick. Now enjoy the view! ...until you reach the asteroid belt. You have to swerve around the asteroids by moving your mouse around them... fairly simple. Just keep in mind that the ship isn't very maneuverable. Uh-oh! You've conquered the asteroids, but you've put a rupture in your fuel tank as well! Get out of the ship on the hose and grab the toolkit, which is just over and a little to the left of the point where you left the ship. Now get under the ship and float left. Click on the rupture and drag your mouse all over it to cover it up with cement, closing the gap. Now the flight director will switch you onto autopilot... wait, autopilot? How come you didn't tell me before?!
This next part is easy... just keep your mouse steady to keep the moon lander upright, and use the booster (by clicking) when the speed starts approaching the redzone. After you've landed, leave the lander and climb down the ladder. Hurry right, to the base, past the airlock (which can be opened by clicking the door). Now you're inside the moon base! Remember that our mission here is to find the missing Dr. Salerno, who has somehow stopped replying to our transmissions. Enter the vehicle bay and run all the way left, exploring all the way. Jump to the next floor and walk right to the lockers. Click on the open one to pick up a book: GatOS operating manual. Assuming OS means Operating System, this must be full of computer instructions -- most likely ones to do basic programming operations. Read the manual to confirm this. Now close it and go to the very right of the very top floor. Press the picture of the sun to open the natural light. Find the closest curved mirror -- it's just to the left of you. Tilt it using your mouse to aim the light at the other mirror, which is just under the sunlight switch floor. Aim that mirror at the one at the other end of the room, and aim that one to point the light to the solar panel on the rover. It's fully charged now! Hop on to start driving.
Now why don't we enter that rusty-looking rover? Actually, let's leave this room and go to the barracks next door for more clues before we go gallivanting around the moon. Explore the first floor, then go up the ladder (avoiding the temptation to play some of those video games in the far right, of course.) On the second floor, there isn't much to explore besides the nauseating exercise machines to the far right, so hurry on up to the third floor. Go left here and click on the open locker between bunk beds #7 and #8. Then climb to the top bunk of #8 and collect the book there, which belongs to Dr. Salerno, the man we're looking for. So presumably this is his bunk. Look through his notebook and the scrapbook and you'll find that (besides the fact that he treated the dog like another person) he had some obsession over a certain number 4. The notebook if full of algebraic expressions, all surrounded by the words "Where is number 4?" So maybe one or all of those equations are supposed to equal 4, but for some reason they don't, and that must be important. But for now, put away both books and walk up the ladder to the fourth floor, where you'll find a map of the moon with the words "Where is number 4?" written on it. Click on it to begin a talk with the Flight Director. According to him, Salerno was on a wild-goose chase (chasing number 4, maybe?) and her suit is sending a tracking signal. If you can find the right locator, it'll tell you where she is.
We'll get to that eventually, but for now keep going left and click on the computer. Open up the e-mail and you'll be on Dr. Salerno's account. Read through the recent e-mails with Dr. McNabb, starting from the last one on the list. It looks like, while the space program was being closed, Salerno was up on the moon by herself, on a wild goose-chase with the number 4. She seems to have found strange structures and evidence of alien life on the moon! But Dr. McNabb is not amused and has sent someone (you) to go and bring her to Earth. Okay, now back out of the e-mail and click on Facilities Control. Oh, darn, it needs a password! Turn off the computer now and open the GatOS manual. Look through some of the commands. You'll notice the symbols correspond to the buttons next to the computer screen. Fire up the computer and type in the "reboot" command: [square], [cycle arrows], [circle], [x]. The computer will restart and the admin access reset--which means that you can now do pretty much anything with the computer without any of those pesky password prompts! You'll be presented with the vehicle bay doors control when you start it up. The door is apparently jammed, so use the slider next to the screen to open them. Just drag the stick to the top. Now leave the computer screen and head to the vehicle bay. Hop into the rover and drive left, to the airlock.
Now you're out on the moon! Ride the rover by pointing and clicking. Do bear in mind, please, that the rover is not very maneuverable. That being said, let's start exploring! Drive straight up until you find another building, the Research Institute. But don't enter it yet. Keep driving up until you see a strange yellow rock. Click on it to examine. Whoa! It's huge, glowing, and it's got incomprehensible symbols written over it. Maybe Salerno was right about the "strange structures" and "evidence of alien life"! That is very interesting. Wanna see another? Drive straight down, past the research institute and main building, and there will be a green one somewhere there. This is getting creepy! A third one can be found near the bottom left corner, past the Bio Dome. Okay, ignore those for now and enter the research facility by clicking on the entrance. Uh-oh... there's a huge meteor blocking the entrance! The Flight Director will instruct you to use your rover's winch to haul it away. So click on the little hook in front of the rover and bring it over to the hunk of metal on the rock by clicking on it. Your rover will pull it away, and you can enter. Walk left and open the computer. Read the eye color research...
Huh. It says that changing people's eye colors does not decrease ability to see, and that purple eye colored people can bypass retinal scanners. Maybe the info will come in handy, but for now close this journal and open the new one, which simply says that changes in air pressure temporarily change a person's shape. Creepy, but not particularly useful. Shut off the computer and walk all the way left. Then jump from the big crates up to the next floor. This is the eye color changing station! Maybe we should change our Poptropican's eye color to purple. It might not look great, but it'll let us bypass the eye scanners. Simply click the station, then click the bottom-most color, purple. Then (ignoring your hideous eye color,) jump to the suspended platform to your left, and then to the other part of the second floor to your left.
Nothing very interesting here, just some nonsense about nuclear hamster power. Maniacs. Jump to the floor above you... nope, nothing here besides a bio-waste container. Jump up and to your right now, to the pressure chamber. Okay guys, this next part is gonna look weird... you know what, just walk right and flick the "HIGH" switch. AAAAA! Yes, I know your Poptropican has been squashed, but it's temporary! Now run right and drop down past the platforms and run all the way left. Jump over the crates and slip past them in your smaller state. Be warned that this needs to be done very fast! Don't despair if it takes several tries. Enter the door. Now you're in the infirmary... in the midst of a gravity malfunction! The whole room will tilt as you move around to find the locator that the Flight Director just told you about. Run left and pick up the hose. Now this next part is so extremely, insanely, madly disorienting that putting it into words would sound like... gibberish. So I made a video. Follow it, it's right down here...
NOTE: In the video, I'm not holding the hose... but when you're playing it, you should be holding it. Just sayin'.
After you've gotten to the maintenance area, bring the hose to the small gray vent. The water will blast out of the big vent, pushing the beeping locator out with it. Pick it up and put it in your backpack, then click on the bio-waste door to the left to exit this madhouse. Drop down and leave the research facility. Now open up the locator you found. Hey! Salerno is hiding in the Bio-dome in the bottom left of the map! What are you waiting for? Go after him! Assuming you're inside the Bio-Dome now... Hey! This building has no artificial gravity! That's okay, no problem for us, right? Float slowly all the way right, to the Emergency Cork Dispenser. Press the button to get one and click on it to grab it. Take it up to the water-spraying nozzle above you and click on it when it stops to clog it. Now go back down, pick another cork, and come back up. Float left and clog all of those nozzles you can see using corks. Done? The last one will be right next to a ladder. Climb it.
Float a little left... There she is, hiding behind the supplies! Talk to her. She's talking about those strange structures you saw outside a while ago. And get this: carbon dating shows those structures to be older than the moon itself! So not only are they extremely radioactive, they had to be placed here, presumably by aliens. Oh, come on... she's talking nonsense, right? She'd better come with us. Uh-oh! She just busted out of the dome! Pick up her dropped key card, exit the bio-dome, and follow her. This part is simple because the computer does the following for you. She's entered the Rock Laboratory! Follow her there... uh-oh, you need an eye scan and key card to continue. Well, we have the key card, but... hey! Remember the research facility, where we learned that purple eyes can bypass retinal eye scanners? We can get in! Just use the key card and wait for the scan. Then enter the airlock.
Use the controls to point the conveyor belt downwards and spin it clockwise. Go down there... and pass the next conveyor belt. You'll see another set of controls. Make this one aim downwards and spin counter-clockwise. Go down... make this next conveyor aim down and spin clockwise. Do this to get to the bottom floor. Run right until you see another set of controls. Make it aim down and spin clockwise, then hop on. At the next controls, make the belt aim up and spin counter-clockwise. Run up, passing another belt. Make this one spin clockwise and aim up. Run all the way up and enter the door there. Darn it, you lost her! Oh well... maybe we can look for something interesting in here... walk left and click on the red rectangular glowing thingy. Ah-ha! So Salerno affixed the locator device to the robot to mislead us!
Let's continue anyway. Walk right, past the door, and jump up to the upper floor using the crate as a booster. Whisk the cloth off that thing here... oh, it's just some useless machine. Jump up to the next platform and take off that cover... ah-ha! It's the Geiger counter she was looking for! (In case you're wondering, a Geiger counter measures radiation in an area and can be used to find radioactive objects. Remember those strange glowing rocks?) The Flight Director has signaled your rover into the room, so all you have to do now is find out how to move the counter. Now: go to the platform with the counter and jump right, to the platform with the metal poles around it. Click on the leftmost pole to push it over. Then get back to the counter and move it down the platform and onto the rover. Perfect! Now all we have to do is use it to find the fourth alien structure and bring Salerno out! Let's go.
The last mysterious rock can be found a way under the rock lab. Just drive straight down. But this one seems to be underground. Let's examine. It's kind of hard to see since it's underground, so attach the winch on your rover to the rock to pull it out. Hey! It'll start emitting a strong purple light in some direction. If you get out of your rover and follow it, then you'll find that it'll merge with another green light coming from the green artifact. In fact, all of the rocks are emitting beams which merge with the ones directly across from them, and intersecting in the center/middle of the moon surface. Let's find the center again. Go where the lights cross and click ENTER. Here comes Salerno! Walk to the mound to the left and talk to her. Since we're here already, we're not going to immediately take her home... let her dig now. Hey--what's that rumbling? Aaaaa! You've fallen down the shaft!
You'll see the big circular door opening... go through it, with Salerno following you. Walk through the hallway-thing, looking at the pictures. They seem to be showing Earth at various phases in its history, from the dinosaur times to the present day. At the same time, all of the pictures have an image of the moon there, with the towers in various phases of development. At the third picture, you find that the aliens have been waiting for us to come. Keep going into the next room and look at the strange machine in the center. Hey, there's a switch over here! Run right and flick the switch. Then look at the circle thing in the middle of the room. It appears to be a portal into the aliens' world! You try to stop Salerno, but she's too determined. She's gone.
BACK AT MISSION CONTROL... You're back to Earth... just in time to receive a surprise transmission from space. It's Salerno, on the alien world! She's holding up a sign that says just... "Mission Accomplished" Ah, well. It seems this will be our last message from her. Hey, here comes Director McNabb! He tells us how Salerno got people excited about space again, and that the President has agreed to give any amount of funding we need to continue the space program! Hooray! And for you, a medal of honor. Snatch it and head home. Or will you..?
Members-only Alien Transmission Bonus Quest
If you're not a Poptropica Member, then it's the end of the story for you. But otherwise... Hey, there's another transmission coming in! But this one appears to be not only from an alien planet, but in some unintelligible code. We need to enlist someone else's help. Hey, they have an idea! Alan Turing! Wait... isn't he dead? Okay, never mind. We'll pretend for this game. He apparently lives in the Shady Pines Retirement place to the west of here. Let's get going! Leave mission control and go left, to Main Street. Run left and get on the bus. It'll take you to the retirement center. Run right and click on the buzzer system. There's no "Alan Turing" written on here... but #3A, "Grant Luina", is an anagram for "Alan Turing". Click on it to buzz. Well, that didn't work. Try clicking the nameplate five times quickly. Yes! The letters have rearranged to spell "Alan Turing!" Buzz it again, and Turing will burst out of the building. He'll accompany you back to Mission Control. What you have to do after the message is printed is bring drag a letter on the slide rule and then click on a space in the drawings on the paper pad to find possible solutions. Thankfully for us, the letters are in some alphabetical order. Impatient? Confused? Here's the solution:
- # shaped pad one: A, B, C are across the top, D, E, F across the middle row, and G, H, I are across the bottom row
- # shaped pad two: N, O, P across the top row, Q, R, S across the middle, and T, U, V for the bottom
- X shaped pad one: J is on the top, K on the left, L on the right, and M for the bottom section
- X shaped pad two: W is in the top section of the X, X is in the left part, Y on the right, and finally Z for the bottom