A giant meteor has crashed into the virtual world’s prison, freeing hardened criminals and giving them super powers. Now they are wreaking havoc on the Island. Only a true superhero can stop them and save the day.
For walkthroughs on Super Power Island, scroll down.
Resources on this page: Island Extras | Synopsis from Poptropica | Video Walkthrough | Written Walkthrough | Album Photos | Trivia | Tourist Center & Shark Museum
For a written walkthrough with pictures, scroll down on this page!
Introduction: Comic Shop
First, go to Super Power Island (if you are not already on it). Go inside the Comic Shop, and walk to the right until you see a person dressed like a nerd. Talk to him, and when you ask him who he is, he will introduce himself as Ned Noodlehead.
Ask Ned if he has anything other than comic books. He will give you an item called The Superhero’s Handbook which you can read if you go to your inventory and click on “Examine”.
Moving along, exit the Comic Shop.
All You Need to be a Superhero
Next, go inside the Masks & Capes building. Talk to the man on the left to obtain a Super Hero ID, which identifies you as an official superhero.
On the right, there are several superhero costumes to choose from. Clicking on one of the dummies dressed in a superhero costume will show a Costumizer window where you can choose to wear some of the superhero clothes.
Leave the Masks & Capes building, and go to the left until you have passed through the water and see a big green meteor. Talk to the prison warden, and he will give you Super Villain Files (which can be Examined).
Walk left and talk to the lady officer, who will give you a pair of Anti-Power Handcuffs.
Now move all the way to the right until you see a sign which says “Down Town.” Click the sign (or near it), and do it again on the street you appear at, and you should arrive downtown.
You will see a bank. The police officers nearby tell you that one of the escaped prisoners, Copy Cat, is inside the bank.
They’re having trouble catching her – that’s when you step in!
How to catch Copy Cat
Go inside the bank. Run over to the left, and Copy Cat will make duplicates of herself. The copies of her will each rush to a spot somewhere in the bank, and the last (real) Copy Cat drops a smoke bomb. (Because of the smoke, you will have to be quick to catch all the copies of Copy Cat, or else your character will run out of fresh air.) All you have to do is run into every copy of Copy Cat.
Most of the copies should be easy to reach, but there are two copies standing on the lamps, and they are hard to reach. To reach one of them, you must jump onto the gray circle, then jump on the ledge next to it (to the left of it), then from the ledge, jump to the light. Then, go back down to catch the others.
To catch the other one, jump onto the brown box with a glass window (on the right side), then jump on the ledge next to it (to the right of it), then from the ledge, jump to the light. After that, go down to catch the other copies. Ride the elevator (located on the right) up (by pressing the up arrows) to the second floor to catch more copies. The last copy should be Copy Cat, and when you run into her, you will use your Anti-Power Handcuffs and capture her.
A copy of The Daily Paper should appear after you defeat her saying that Copy Cat has been defeated.
After you capture Copy Cat, you will be transported back to the County Prison, where Copy Cat has been recaptured.
How to catch Speeding Spike
Now, go back to the Down Town area. Move all the way to the right until you see a “Subway” sign. Near the sign should be some stairs going downward. Click on the steps to go down. You will appear at the Subway Station. The police officers will tell you that Speeding Spike is in the subway train when you talk to them. Go to the right where you will see a train. Go inside by clicking on it.
Move all the way to the right until you see Speeding Spike, who is on the last train carriage. To catch him, you must avoid bumping into him as much as you can to tire him out. Lure him to the area where you started by getting close to him, then not letting him catch you when he tries to.
Eventually, as you keep jumping over him to avoid getting whacked, you and Spike will move from train carriage to train carriage until you are back at the train carriage you started on.
Spike will slip on the puddle of water. Walk up to him to handcuff him.
Again, a copy of The Daily Paper will appear saying that Speeding Spike had been caught. Close it, and you will be brought back to the County Prison, where you will see that Spike is back in jail.
Go back to the Down Town area. From there, you can choose to fight three more villains: Crusher, Ratman, or Sir Rebral. You cannot fight Betty Jetty yet, because she is the last one. Here’s how to defeat the remaining villains:
How to catch Sir Rebral
Go to the City Park, which is on the left side of Down Town. It will show you where Sir Rebral is. (Fun fact: Sir Rebral’s name is a play on the word cerebral, a scientific word relating to the brain. Sir Rebral has telekinesis, the ability to move things with the mind.)
Walk around the City Park and look for the movable rock. It is gray and round. As you move around the City Park you will notice that the ground will occasionally fly up and might hit you.
Move the rock so that it is in a place where the ground will fly up at. Try to get the rock to fly up so that it hits Sir Rebral. If it doesn’t hit him, keep trying until it does. When he levitates rocks at you, you have to move behind him so that they hit him, and then, he raises the ground when it hits him so you move the rock under him and stand next to it so it hits him.
This may be a little tricky for some. You may need to get the swirling rocks around Sir Rebral to hit him, so that he’ll “get mad”, and THEN use the movable rock to hit him. When Sir Rebral is hit, walk over to him to handcuff him.
Again, a copy of The Daily Paper will appear saying that Sir Rebral has been caught.
Close it, and you will be brought back to the County Prison, where Rebral is back behind bars.
How to catch Ratman
Go to the City Park, and run left until you see a public restroom. Enter it, and go down the hole inside.
You will be brought to the sewer entrance. Move to the left until you see a red wheel. Turn it to start moving downwards. When the water stops, move to the right until you see some bricks.
Hop on them to find another red wheel. Click on it to turn it, and the water will go up again, but not completely to the top. Swim left and you should find a door you can enter through- enter it. You should now be in the Sewer Room. Try to avoid all the rats, as they will knock you over if you bump into them.
Jump up to the top right corner of the Sewer Room, where you should see a red wheel. Click on it to turn it, and it will sprinkle water over the Ratman and his flies. Ratman’s flies will leave him, but unfortunately, they will start following you!
Move quickly to avoid getting stung by the flies, because getting stung will knock you over, slowing you down. Quickly make your way to Ratman to handcuff him.
Once again, a copy of The Daily Paper will appear saying that the Ratman has been caught.
Close it, and you will be brought back to the County Prison, where Ratman is now caged.
How to catch Crusher
Go to the City Park, and move all the way to the left, where you will see a sign that says “Junkyard.” Click on the sign to go to the Junkyard. If you talk to the police officers at the Junkyard, they will tell you that they are having trouble catching the Crusher.
Jump onto the fence, then onto a few boxes and stuff above the fence, until you get to Crusher’s platform.
Try your best to avoid getting whacked, because if you do you will need to jump through everything all over again. From Crusher’s platform, jump onto some nearby red cans on the right side.
You will see a wooden tower-like thing above you. Jump as high as you can to the it, and keep jumping until you reach the top, where you will see a crane. Enter it, and you will be shown a Magnet Control panel. Drag the control’s lever to the other side, and you will see a can above Crusher drop on him.
Then, just as you think you’ve beaten him, Crusher comes alive again, and this time, he’s throwing cans at you! Avoid getting hit by the cans as they will knock you over, slowing you down.
Climb back up to the Magnet Control again, and drag the lever back to the other side. When you do, Crusher will be defeated. Walk over to him to handcuff him.
Again, a copy of The Daily Paper will appear, this time saying that the Crusher has been caught.
Close it, and you will be brought back to the County Prison, where Crusher is back behind bars.
I Believe I Can Fly
Now that you have defeated 5 villains, go talk to the retired superhero on top of The Daily Paper building on Main Street. He’ll tell you you’re ready for one more thing – which you’ll find in the phone booth.
Go back down and answer the ringing telephone by clicking on the phone booth. When you answer the phone, you will be granted the ability to fly!
This power lasts as long as you want, but it is only available on Super Power Island. To de-activate it, just click on the new “Flying” icon that appears at the bottom left corner of the gamescreen, and click it again to activate it again. When you feel you’re ready, follow the instructions below to defeat your last opponent, Betty Jetty!
How to catch Betty Jetty
Go up to the very top of the Skyscraper, which is in Down Town. She will fly away, and you must chase her. Make sure your flying power is activated!
Then, go and chase her through the skies! She will start throwing green energy orbs at you. There are basically three types of attacks, but it’s difficult to have a solid strategy for them. Just try your best to avoid them. If you’re hit 5 times, you have to start chasing her again.
These are the moves she pulls and the strategies for getting past each one:
- Singular orb attack: This is when she only throws one of the green balls. Generally, if you don’t move, the ball will just fly around wildly and eventually disappear. However, you’ll need to move if it gets too close at the beginning, or it’ll whack you.
- Line split: This is when there are about four orbs and they part to give an opening. You can try to fly through the opening or stick to the sides away from the rest of the orbs.
- One at a time tracers: This is when there are about four orbs, but they come at you one at a time. They will try to follow your movements and fly where you fly, so be careful! Try flying in an S shape to elude the attack, but don’t get hit.
When you are close enough to her, bump into Betty Jetty to capture her! When she is captured, Ned Noodlehead (the Comic Shop owner) will appear, and knock Betty over.
Again, walk over to the villain to apprehend her. A copy of The Daily Paper will appear saying that Betty Jetty had been caught. (Except this time, Ned Noodlehead gets all the glory! Injustice, I tell you!)
Close it, and you will be brought back to the County Prison, where you will see that she is safely back into her jail cell.
Claiming the reward
For all that hard work, you’ll want a reward, right? To claim it, go to the City Park, where you will see a hot dog stand. Talk to the hot dog seller, and then jump onto the hot dog cart to get a Hot Dog.
Go back to the Comic Shop, and talk to Ned Noodlehead. He will offer to trade his medallion (which was awarded to him because he’d knocked over Betty Jetty) for a hot dog. Accept the offer, and the hot dog will be given to him, and you will receive the Super Power Island Medallion and credits to spend in the Poptropica Store. Congratulations!
Looking for more walkthroughs? Check out our Island Help page! 🙂
These pictures are collected in your Poptropica photo album in the profile section. Click to enlarge.
- Super Power Island is Poptropica’s 5th island. It was released on July 26, 2008 – the same day as the founding day of this Poptropica fansite you’re on, the Poptropica Help Blog!
- Sir Rebral’s name is a play on the word cerebral, a scientific word relating to the brain. Sir Rebral has telekinesis, the ability to move things with his mind.
- The word copycat refers to imitation, and Copy Cat is the name of one of the villains in this island.
- Ned Noodlehead’s alter ego is Super Hot Dog Boy, as shown in the official Super Power comic. He is also seen posting on the Creators’ Blog as Comic Kid.
- According to the Poptropica Adventures Nintendo DS game, Ned Noodlehead and Betty Jetty are siblings.
- The island description, as well as some dialogue within the quest, refer to the object that collided into the prison as a “meteor.” This is technically inaccurate, as meteors are shooting stars. The correct term is meteorite.
- Hazmat Hermit, the guy beside the County Prison meteorite, is also a Poptropica Creator alias.
- The old superhero on top of The Daily Paper says, “Remember, with great power comes great responsibility,” after you’ve received the flying power. This is a reference to the famous line in Spider-Man.
- Common room: The Daily Paper
- Super Power Island is featured in Poptropica Adventures for the Nintendo DS, along with Astro-Knights and Mythology.
- The goofy glasses from Spy Island were a bonus item available for a limited time (around August 2008) in the sewers of Super Power Island.