Interpreting the Main Fourโ€™s dreams, pt 4: Binary Bard ๐Ÿงญ

Hi there everyone! Welcome back to the fourth–but not final–installment of Interpreting the Main Four’s Dreams. Finally, it’s time to focus on the dream I’ve been waiting to interpret since I began this series back in August: Binary Bard’s dream.

Warning: behemoth post ahead.

From start to finish, a ton of stuff happens within Binary Bard’s dream world. Evil robotic animals, blueprints, doors, flying plant pods, time-freezing, a huge clock, plus that stunning galaxy artwork โ€” where to look first?

Let’s start with the very first scene, in which Binary Bard himself (who interestingly is Mordred rather than the half-cyborg we see in Astro-Knights) is seated on a throne, complaining about how a door won’t open. The door in question is swinging tantalizingly, too fast for you or Bard to slip through. Doors in dreams might symbolize change and new opportunities; its rapid opening and closing could mean that Bard is trying to reach a new place, but every time he thinks he’s there, the world snatches things out of his control. Maybe he’d get through if he timed it at the right second.

Which he does! Interestingly enough, it’s with the player’s help that Bard manages to get through; if the player hadn’t frozen time, would he have been forced to wait out the remainder of the dream in his throne? Would he have gotten anywhere at all? Hmm.

After entering the second room, the player makes an intriguing remark: “Looks like there’s no going back.” Maybe this has a deeper meaning than simply “The door’s locked and I can’t go back to the throne room.”

There’s also a strange picture on the wall:

Notice it’s ripped where Mordred’s cybernetics later appear.

Within the remaining rooms you’ll enter before reaching the final area, there are two large blueprints on the walls: one depicting the iconic Merlin, the second showing a robotic mouse (the same one you lure out of a hole in the castle wall during the events of Astro-Knights — I like to call it Morgan).

The blueprints come to life when you pass them. But something’s wrong — instead of a friendly bird and a shy rodent, they’ve turned against you, and their eyes and joints are scarlet instead of blue. Hmm.

A couple more things I’ll mention before focusing on the climax: firstly, notice the backgrounds in the rooms. They started out looking very much like Bard’s underground laboratory, but slowly disintegrate as you progress, revealing a blueprint of a castle on a nebula background. And secondly, let’s discuss that red-eyed, metal figure of Bard, shall we? Might Bard be exploring what would happen if he dropped his human side and became fully robotic?

No more 50%; now we’re 100%.

And now let’s peek inside the final area, where the walls of Bard’s trusty lab have vanished completely, to be replaced by one of the most beautiful (albeit weirdest) scenes in Poptropica.

During this scene, you climb up a series of flying mechanical plant pods with the help of your time-freezing stopwatch. I interpreted a few different keywords here, but most interesting are these two: levitation, which symbolizes all things incredible and impossible; and plants, which might indicate ideas, progress, or development.

Once you complete this jungle planet-esque obstacle course, it’s time for Poptropica’s second Binary Bard boss battle. While the first one took place in Bard’s asteroid castle, this one’s even stranger: Bard (now complete with cybernetics and jester guise) is inside an enormous clock, and the only way to defeat him is to freeze time whenever the moving hands of his clock pause. Doing so electrocutes him.

Clocks in dreams symbolize inevitability or a strong awareness of what you need to do. (Clocks and time have been a recurring motif throughout this dream, with the player frequently using the time-freezing stopwatch; at first, it helps Bard through, but now, it comes back to bite him). Electrocution on the other hand could signify underestimation or misjudgement, or serve as a warning about the consequences of your actions.

After you electrocute him thrice, Bard will disappear and his astrolabe totem will fall out, signaling the end of his dream. What a wild ride!

So… put together, what does all this mean?

In a nutshell, I believe this entire dream represents Bard’s journey, with each area symbolizing a stage of his life. At the very beginning, we see prim and proper Mordred on his throne, showing us the way things were before he donned a jester hat and ran for the stars. Although, even at this point he’s eyeing the door, longing to escape from his Arturus residence and create something more.

The player with their stopwatch being the one to open the door for him implies that we enabled him to pursue his creativity in the first place; but that’s impossible, seeing as we arrived on Astro-Knights many years after he’d already left. A more likely theory is that, in this case, we as the player symbolize someone or something else that inspired him. An associate or a member of the royal family, perhaps? Maybe a notable event? A new side of his brain he hadn’t tapped into yet? It remains a mystery. As for the stopwatch helping him and then bringing about his downfall, it reminds me of Princess Elyana, who worshiped and followed him only for him to kidnap her, which resulted in her kicking him and leaving him on his lonely asteroid at the end of Astro-Knights.

Moving onto the following rooms, we can see Mordred’s gradual progression into insanity: his imprisonment (which isn’t depicted, but probably happens at the first door) and the establishment of his underground lab. The aforementioned ripped portrait in this room hints at his transition from esteemed scholar to unhinged genius – he’s still dressed as royal Mordred, but the slash could indicate the start of his cyborg makeover, as well as his need to distance himself from the character Mordred as he forms a new persona, the Binary Bard.

As for evil Merlin and Morgan, they refer to two things: Bard regretting Merlin’s betrayal from when the owl left him to assist the player, and reflecting on the way he felt back before the events of Astro-Knights when he was still confined to his lab, when everyone had turned against him and thought him to be a mad wizard.

While the throne and the underground rooms represent Bard’s past, the final scene may be the future, or ideas that never came to fruition before Bard was brought to Erewhon Prison โ€” hence the fully robotic Bard and everything in the last area being unfamiliar (save for the planets). Floating in his cryotube, Bard still thinks of all the things he planned but never accomplished, all those sketches he never colored in…

…and that’s the end of Bard’s dream interpretation! It’s been a long time coming, and I’m relieved it’s finally finished. Catch the rest of the series in these links: Dr. Hare, Captain Crawfish, and Black Widow.

Let me know your thoughts down in the comments, and stay tuned for this series’ last post coming soon!

Dream on,


Pop 5, Uncategorized

Pop 5: Things You Need to be Poptropica’s Protagonist ๐Ÿ—บ๏ธ

Hey there, everyone!

Imagine you step into the shoes of your avatar and become a Poptropican hero, hopping from island to island and saving the day. And imagine that, to apply for this thrilling occupation, all you have to do is check 5 requirements off a list presented to you. Only 5. Sounds easy enough, right?

If you think you’re up for the job, grab a pen, gather your wits, and keep reading!

1: Courage, bravery, and a strong will

First and foremost, all the greatest heroes are brave and courageous, and refuse to shy away when danger strikes โ€” as it often does in the world of Poptropica. If you’re looking to protect your home from all the odd terrors it’s riddled with, you must swallow your fear, stand your ground, and hold your head high no matter what you’re facing!

Swords Drawn: Adventuring is not for the faint-hearted.

2: Speed and agility

While courage is important, it’s not the only thing. Saving the day often requires physical strength as well! To navigate your way through Poptropica’s perilous adventures, you’ll need to be agile and speedy. Whether it’s dodging weapons, jumping high walls, or outrunning Myron Van Buren, tough obstacles arise at the unlikeliest of times. Whew!

Breaking In: Better be quick on your feet.

3: A bottomless bag, for your numerous possessions

We never did get an explanation for our mysterious bottomless bag (which has the capacity to hold a picture frame, a trident, and a model Statue of Liberty!) โ€” so it’s good to have a spare just in case it doesn’t show up right away. Or if it becomes beyond repair during the events of Mocktropica. Where would you keep all your useful items then?

In the Bag: Well, not anymore.

4: Within your bag, a handy First-Aid kit

Fast as you may be, finishing an Island unscathed is a feat Poptropica’s protagonists have yet to complete. If you’re not drowning at the hands of Gretchen Grimlock, being kidnapped by the Black Widow, attacked by Director D’s and Binary Bard’s robots… etc, etc… you’re probably still falling into cacti or being knocked off your feet by rogue animals. Poptropicans may be tough, but a handy First-Aid kit is always a good idea.

Drink Up: Even the hero’s tired sometimes.

5: Knowledge!

Knowledge is key, and this is no exception. Doing research is an excellent way to prepare for what’s in store. While reading about mythological creatures and the best way to steer a rocket may seem like a waste of time, you’ll thank yourself for doing it once you’ve boarded your blimp. Besides, you won’t have much time to read while you’re undergoing your adventuring career; best to absorb all the information you can beforehand!

Book It: Reading is fundamental.

…and that’s it! How did you do? If you managed to check everything off the list, congratulations: you’re Poptropica’s newest adventurer! If not, I’m sure there’s something else out there for you. I personally had trouble getting my hands on that never-ending bag. ๐Ÿ˜œ

Anyways! That’s all for today, and I’ll see you next time.


Counterfeit Island, PHB Specials, Super Villain Island

Interpreting the Main Fourโ€™s dreams, pt. 3: Black Widow ๐Ÿ–Œ

Hello and welcome to a third dream interpretation! (If you haven’t already, you can check out the previous installments in this series here and here.)

In this post, I’ll be exploring the dream world of the crafty art thief Black Widow. Let’s pop into it!

Overall, there’s not a ton of material to work with in this dream. While the player enters stolen paintings and cleans up graffiti, the Black Widow herself mostly stands around and watches. The setting isn’t particularly interesting either, seeing as she spends a good deal of her waking life inside art museums; it’s likely just a reflection of her life and isn’t meant to represent anything.

With that being said, this dream isn’t useless. Not at all. For one thing, it gives us a new look into Black Widow’s shining personality, something we didn’t get to see much of in Counterfeit Island alone.

Her dream suggests that she’s a bold, fierce villain with a fiery temper and a disregard for hesitation, as shown when she chases and attacks you with nothing but her own two fists! (In a dream, attacking someone might represent confrontation against a threat or a defensive attitude.) And when she’s called out for her villainy, Black Widow refuses to listen and keeps focusing on her goals–traits she might share with the Binary Bard.


Another key part of this dream is the destruction of Black Widow’s own portrait. Dreams about any sort of damage and destruction could represent a number of things: guilt, failed expectations, hopelessness, or, most interestingly, a ruined relationship.

Remind you of anything?

The Strange Man (also known as the Brown Recluse) fits this interpretation perfectly. Throughout the happenings of Counterfeit Island, the Strange Man works as Black Widow’s right-hand man; until for reasons best known to herself, Black Widow betrays him, leaving him tied to a chair alongside the player in her underground lair. The Strange Man proceeds to side with the player and ends the Black Widow’s art-stealing career once and for all.

Could it be that Black Widow’s reflecting on this dismissal? From what I can tell, her betraying the Strange Man was entirely unprovoked, but then again, they don’t call her the Black Widow for nothing…

Looking closer at Black Widow’s attack, a final point I’ll bring up is her chasing the player to reach them, which could represent an attempt to be in control or get ahold of something.

Gotta run fast!

Here’s what I’ve gathered based off of these hints: Black Widow is missing her right-hand man, but is trying to act as though she isn’t, hence the defensiveness suggested by her attacking the player. After all, she’s a solitary being akin to the spider she’s named for; she uses someone for what she needs them for and then lets them go. She’s the opposite of loyal.

But why? Pretending to trust someone only to betray them will only turn them against her, as shown when her entire villainous career slips down the drain thanks to the Strange Man. Wouldn’t it be more useful to have kept her servant instead of creating another enemy? The confrontation against a threat also suggested by her attack could add to this. As for trying to assert control over a situation, well, maybe she’s just frustrated that she’s hopelessly trapped inside a cryotube in Erewhon Prison instead of out resurrecting her art-stealing life. ๐Ÿ•ท๏ธ

That’s it for today, everyone. I’ll see you for my next but possibly not last post in this series, highlighting the Binary Bard and his spectacular dream! Pop on,


Fairy Tale Island, Uncategorized

Riddled with Rumpels, treasure, and unfinished stories ๐Ÿงš๐Ÿ‘‘

Hey there, everyone! At long last, it’s time to continue the abruptly ended story of Fairy Tale Island with the new “side quest” Rumpel’s Challenge… which is conveniently locked behind a paywall. Ah.

Scratch the “soon,” here it comes!

For those of you with memberships who are able to access the side quest, scroll down for a walkthrough if ever you’re stuck. For the rest of you non-members, keep reading to find out what happens next in this ongoing tale nonetheless!

Note: Alongside a membership, you’ll also need your Fairy Tale Island medallion to proceed in the quest.

To begin, find Rumpelstiltskin himself waiting outside the Adventure Outfitters store on Home Island.

You’re (naturally) startled at the sight of a known villain hanging around as though he owns this place, and immediately call for Amelia to tie him up with a rope. But Rumpel doesn’t have time for your threats. He tells you that he knows where the real Fairy Tale king is imprisoned, and gives you a riddle, all for his amusement.

Accepting the side quest will cause Rumpel to vanish in a puff of purple smoke. Now, time to find the king…

The instructions on the riddle point to Mythology Island; specifically, the Museum of Olympus with its statues of gods. Once inside the museum, you’ll find a second riddle hovering in front of Zeus’s statue; whose head has now been replaced by Rumpel’s.

Pick up the second riddle. “Vikings”… “time”… this riddle clearly references Time Tangled Island!

If you’ve already completed Time Tangled, you should have a time travel device ready and waiting in the lower-left corner of your screen once on the island. If you don’t see the device, follow the first part of our Time Tangled Island walkthrough to acquire it.

Now click on the image of the Viking at 2 o’clock on the time device. You’ll be transported back to the year 831 AD. Climb up the rocks as high as you can go, past the cave. A third and final riddle will be waiting for you beneath another horrible stone bust of Rumpel.

“Weep and cry”…who else fits this description but the disheartened Fairy Tale prince himself! Follow the riddle to Fairy Tale Island and enter the castle area, where you’ll find the prince sitting on the flight of steps, continuing to lament the loss of his real father.

He’ll perk up when you share the clue with him. He knows what “golden troves” is referring to: the castle’s treasury! And luckily, he’s got a key.

Inside the treasury, jump up onto a platform at the far right, where a gate hides a small trove. Pulling the lever on the wall beside it will raise the gate and reveal a gold mermaid with — you guessed it — Rumpel’s head in place of the original.

Moving on from this cursed image… jump down from the platform on the opposite side, and descend the stairs onto a lower level. Pull the lever set into the side of the stairs, which will raise a gate up ahead. Go through it and jump all the way down. Here, you’ll find your path blocked by another gate; pull another lever on the wall just behind you to open it.

You know what they say: never tickle a sleeping dragon.

There’s a new challenge beyond this gate: a giant, snoozing dragon, guarding its treasure. To avoid waking it and activating its fire-breathing abilities, jump over the heaps of gold until you reach the opposite side of the scene. Whew โ€” you’ve made it pretty far!

Finally, you’ve reached what you came for. As you’ll see, there are six troves behind gates: three on a bottom floor, and three on a top floor. Each trove has a pink panel beneath it. And trapped behind the bottom middle gate is the king!

Upon seeing his father, the prince cries (at least this time it’s out of relief). His tears change the panel below him from pink to gray, and the adjacent gates surrounding the king’s cell will be lifted.

The key to freeing the king lies in the prince’s “fragile crybaby disposition,” to quote the king. In other words, you’re supposed to throw various insults at the prince to make him cry on the panels to activate the movement of the adjacent trove gates.

The key to opening the king’s cell is to get all of the gates open at once. This can be done a number of ways, although the simplest way may be this: bottom middle (done automatically), then top middle. (Thanks for the tip, Ammonite.)

Hurrah, you’ve freed the king! That’s all there is to this mystery, right?


Aw geez.

That’s that for Rumpel’s Challenge, everyone. What did you think of this side quest? Personally, I’m finding it a bit odd how fragmented Fairy Tale Island is turning out to be (plus the frequent use of the term “side quest” — what is that, really?). I suppose we’ll just have to wait and see how this all wraps up in the end.

Until next time,



Interpreting the Main Four’s dreams, pt. 2: Captain Crawfish โ›ด

Hello again, and welcome back to another dream interpretation! This time I’ll be investigating the mysterious dream world of the one and only Captain Crawfish.

Upon entering his dream, you see the interior of a ship. Bunk beds and hammocks, occupied by multiple sleeping Crawfish clones, slide back and forth in time to the tilting motion of the floating vessel. It may not seem like the most interesting dream at first glance, but when you view it from a deeper perspective it’s actually quite peculiar. ๐Ÿง

First, let’s focus on the main attraction; the various snoozing pirates (who are all just copies of Crawfish himself.) Dreaming of your doppelgangers could represent a multitude of things, but as I’m trying to keep this post a decent length, I’ll stick to the one that intrigued me most: self-reflection over past bad actions. In other words, remorse. Interesting.

Could Captain Crawfish be regretting his evil deeds?

There’s also something else I’ll mention concerning the carbon copies of Crawfish (try saying that five times fast): they’re asleep, and get very annoyed if you run into them and wake them up. Sleeping inside your own dream might mean that you’re oblivious or avoiding a situation during your waking hours. Hmm…

Snoozing away the day…

Moving on from the pirate doppelgangers, here’s something else I found a bit odd. Doesn’t everything in this dream look very old? The entire ship is plastered in barnacles and starfish, and there are cobwebs and algae hanging from the ceiling. If only the sky weren’t visible through those windows, I’d say it’d been sitting at the bottom of the sea for some time.

At this point, I think I have a vague idea of what Captain Crawfish’s dream could mean.

Based off of the carbon copies’ supposed meaning of self-realization, he’s been reflecting on his life of crime, and is starting to wonder whether he did the right thing. Was reducing Fort Ridley and its surrounding islands to little more than rubble really worth a chest of gold? It may seem far-fetched, but I see Crawfish as being the most likely to regret his actions out of the Main Four.

The clones being asleep and the ship having a neglected vibe also fit into this theory. The former represents ignorance and avoidance. Perhaps he now knows deep down what he did was wrong, but is trying to ignore this revelation for fear of damaging his reputation? And as for the apparently neglected ship, maybe he’s been struggling with this problem for a long time. Does he dare redeem himself and risk losing his dignity among the other villains?

Well, that’s all I’ve got to say today, folks. Stay tuned for my next two dream interpretations, and here’s to hoping Captain Crawfish sorts out his internal conflicts!