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…
Lunar Colony is the 29th island to be released in Poptropica. It was first available for Members on August 16, 2012 and then arrived on September 6, 2012 for everyone to play.
You will get at the center of a line, when you first land on this particular isle. You are photo is then going to be shot one a man by two ecstatic tourists with PASE tshirts and hats as well as the other a girl. Keep in touch with the man, and he will say “is not this amazing?! The very last space mission and we are here for the launching!” Subsequently speak with the the girl, who appears to be excited about being part of the’ history making’, and can let you know that the children are thrilled at the same time. But the two kids behind the do not appear to be quite excited, the girl saying the girl’d much rather visit the shore, and the lad calling the space launch stupid. But this looks interesting, so head hop around the stage, and right to the very front of the line, with the old guy in a jumper with all the PASE symbol onto it. Speak to him, and youwill find that the majority of people do not appear to be interested in space launches. At this time, you will see the banner above you says ‘Meet an Astronaut: Brought to you personally by PASE’, and in case you look to your own right, you’ll discover a table with memorabilia on it, such as, for instance, a stone in the moon, a bottle of Ginger Ale, which the guy tells you to not touch, and a few old photographs as well as a newspaper clippings, that show this ages guy is Captain Gordon, a renowned astronaut. Head right. There you will discover PASE Mission Control, ‘safeguarded’ by a dog that is sleeping. Go in, in order to find the paper to a girl as well as the ground. Keep in touch with her and she will tell you someone else to do the job of one hundred individuals, leaving the space program and that she is running low on cash. Head left and you will view a big display showing an astronaut who does not appear to be not doing too bad. And underneath, you will visit a guy, who’s additionally is pacing the floor. Speak to the man, and he will clarify the security test is not incomplete, however he has a million other things you can do. A guy will burst to the area, ordering somebody to keep a watch on Hatcher, who’s the astronaut in the display appearing like he is going to lose his lunch. Both workers will likely then apologize, as well as the guy will walk up to you personally, inquiring who you’re. And the guy will interrupt, saying that your sentence doesn’t matter who you’re, because he’s Flight Director Slayton, and he needs a hand before you are able to finish it. Subsequently make an effort to speak to the man again, however he will interrupt saying that he wants one to locate something to quiet the astronaut, Hatcher’s tummy before he drops his biscuits. Once more tries to speak to him, however he will once more interrupt, telling you go help him and to quit blabbering. What what help calm Hatcher’s tummy? How about a bottle? Fortunately, Captain Gordon left his Ginger Ale, so catch it and head right, this time further right, although head left to the stage, where you will discover that he is gone. Press a button in the lift, as well as the lift can come down. Now jump onto it, and bringing one to the top the lift rise, press another button to make. Now only head right to the rocket and scale in the hatch, where you’ll locate Hatcher seeming like he is going to hurl, so head into you are stock and give him the Ginger Ale, that will still his belly, returning his skin tone to normalcy. He will then let you know that he is somewhat anxious, and you’re going to answer that you simply are happy you can help. He will then ask in the event you were able to hold his suit , which you are doing, while he, as he says, “I believe I, uh, left my wallet in the vehicle.” He will then run from the spaceship and shut the hatch, trapping you in as the launching sequence initates! Oh No!!
To the spaceship’s right, you will see a set of headphones which can be ringing, so go and set them on. You will then hear Flight Director Slayton, you tells you you’ll now fly the mission. You will tell him that you do not learn how to fly a spaceship, but he will attempt to calm you down, telling you that a Jumbo Jet not much harder then flying, and to follow his directions. Subsequently the rocket begins trembling, Slayton will let you know to buckle yourself in, and as it’s starting up, since this is actually a rough ride. So click on launching sequence, and the seat will begin. First, fix both booster rockets to 4,150 pounds of push. When you try this, await the phantom in the future and catch your face. Fuel Tank One then press the fuel tank switch button on top, open Fuel Tank the switch box of 1, and release Fuel Tank 1. Now fix your trajectory so that you are flying at 112 degrees, so when it gets low, open the switch box of 2 to Fuel Tank and release it, and take pleasure in the view, which Flight Director Slayton remarks as ‘really amazing’. Subsequently Slayton determines to tell you assignment, which will be the receive the astronaut by the name of Dr. Salerno and bring her back to Earth, but before he can provide you with a caution about Commander Salerno, an asteroid flies past the window and hits the ship. But that is not all – as the spaceship has entered an asteroid belt! You enter a mini game at which you have to steer the spaceship without damaging the boat. And you make it through, Flight Director Slayton tells you to not pat yourself on the back because the ship’s fuel tank was damaged by the primary asteroid, and which you have to now fix it. You find yourself. Or rope, head up and left, while avoiding asteroids, make the right path right and down before you get to the leak, and open the hatch with word TOOLKIT onto it, grab the toolkit. Then click the flow, and weld the hole close with your blowtorch. Next, Flight Director Slayton will let you know that he’s now putting the spaceship on autopilot so you can not mess anything up.
One Small Step
You reach lunar orbit, and Flight Director Slayton tells you that you must make use of the Lunar Lander to get to the surface of the moon. To get this done, simply keep your mouse in top and the center of the display and press down to slow down the bar enters the reddish and to the right of your display gets too high. You subsequently leave the Lunar Lander, and Flight Director Slayton contacts you telling you find Salerno and to begin your assignment. Now jump to the floor and the latch to open the door, and click run right to the Lunar Station, and you will make the air lock in after going through it. The very first room you will see is the Vehicle Bay. Go in there, and jump onto the stage to the left to get some lockers and onto cartons. And in case you select the one which is handily open, you will find a Gatos Operators Manual. But before we find out things to do with it, jump down to the ground to discover a Moon Rover, but it must be solar and is out of power. So jump to the highest part where you’ll locate a button. Press on it, as well as the sunroof will open, bouncing light onto the primary solar panel. Now only direct the sun to solar panel reaches the Rover, powering up it. Nevertheless, you can not drive it out, because the door is jammed. So leave the Vehicle Bay and enter the next room, the Barracks. Run and climb the stairway up to the 2nd floor. Subsequently run left to the bunk bed marked above using the number 8. In the top bunk bed of the bed, you’ll and you’ll find Salerno’s Notebook and a Photo Album, respectively. In case you go through the Photo Album, you will note that Salerno was initially placed with a different girl named Val, two guys named Rolfolo and Tom, and a dog. But it appears, they died, or left, Val leaving Salerno with a message in the Photo Album to express good-bye, additionally proposing to Salerno to quit working. That looks odd, and in case you read Salerno’s Notebook, you will discover only notes talking about something called ‘Number 4’ that Salerno is apparently hunting for. Head to the left, and also upstairs, you will see a computer. open it up, and read the emails, which all come from someone named Roger McNabb, telling Salerno to return back to Poptropica, leaving as much as one last message telling Salerno that they’d be sending anyone to relieve her of responsibility and bring her back home, that someone, obviously, being you …
Now recall that Gatos operator’s guide? Now it is time to make use of that. Walk around the computer, and look through the publication for reboot (the code is a square, two writhing arrows just like a circle, a recycling symbols, and an X. You may subsequently enter the computer’s admin foot. You may find a way by lifting a meter to the face of the computer to open the door. Now head to the car bay. 🙂
Out and About
In the car bay,there are switches. Fiddle with all the switches to ensure sun shines to the room. Fix the mirrors to direct the light to the rover. Then jump in and you’ll be able to ride away! Visit the lunar facility with all the asteroid outside it (Top Right Corner) .Using the hook connected to the rover,transfer the stone from the way. Enter the laboratory and you’ll notice various gear. Go to the eye color- alter your eye color and shifting machine. Afterward go to another machine and click on the button that says “high pressure”. The human body will likely be squeezed in order to become a Poptropican pancake. Run through the slit to the left to leap and the ground floor and go through the doorway.
This next part may leave you dizzy! Walk to the left and click the hose. You got to get another room. This might have a little while and you also must be sure that you just do not run out of hose. Is a gravitation malfunction, and that means you will walk on the walls. It is possible to follow the hose outside as well as restart the coil in case you get lost, remember. There will be two ports when you get to another room. A beeping sound is made by one. Click in another one as well as a machine will pop from the port. Escape through the Bio-Waste Unit.
The tracker apparatus tracks Salerno down to the Biodome.In the Bio-Dome,there are machines that spray water. Get the corks from the cork dispenser and plug Salerno upwards. Then continue to the storage room. Click on you and Salerno will tell her to come home but she laments that all she wants is the gieger counter to find escapes and the fourth artifact through the airlock. The storage drops a card that you must pick up. Go outside and follow her rover to the rock laboratory. Click in the retinal scan. Adjust the conveyor belts so they form a course to the other side. Enter the other room and you’ll discover that you were ditched by Salerno. Pull the lever on the correct part of the space to open the door. Go to the top-left corner of the room and look underneath the pieces of cloth. You will find the gieger counter there. Your rover can come in and also you have to click on among the large metal supports at the middle of the area and it will be pushed by your Poptropican down to create a path. Now push on the gieger counter down the path and onto the rover.
Using the gieger counter,find the fourth artifact. (It’s between the stone laboratory and also the bio-dome. You are seeking a purple X). Then pull it out using the hook on your rover. It will shoot a beam of light and also you should find the spot where all four columns meet. Get off at that area and Salerno will come over with a spade. She will begin digging and both of you may fall into an underground cavern.
Walk through the rows of alien artifacts and a portal site will be found by you. Pull the switch and also the portal site will activate. Despite your warnings,Salerno jumps through. Mission control will bring you back and they will get a picture of Salerno to the alien planet holding a piece of paper that says “Mission Accomplished”. Director McNabb give the Island Medallion to you and will come along. Congrats!
There are just two parts to the bonus mission. The 2nd would be to find Alan Turing. The first would be to decode the transmissions that are strange. Enter head and Mission Control left to Cape Carpenter. There’s now a hover craft in the left of the place. Enter the hover craft, which takes you to Shady Pines retirement village. Click around the doorbell. Among the names is an anagram of the name Alan Turing. The amounts, to put it differently, have now been rearranged. Click on the amounts second in the underside (362018436) five times. When the numbers have rearranged to be Alan Turing, click to the doorbell. He can speak with you and you’re going to head back to Mission Control. To decode the transmissions you will need to set the slide rule at the very very top of the display on a number, then click on one of the spaces in the symbols above to place it. Each symbol corresponds to your letter in the message. The letters are in alphabetical order.
- 1, 2, and 3 are in the top three spaces 4, 5, 6 are across the middle 4, 7, 8 are along the underside First X symbol:
- J is in the top portion of the X K is to the left L is to the right M is in the underside. Second # symbol:
- N, O, P along the very best Q, R, S across the middle T, U, V along the bottom X symbol that is Second:
- W is in the top X is to the left Y is to the right Z is in the bottom Fill three times and find out the cool pictures that Salerno is sending you!