Super Power Island Guide

Synopsis

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.

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Released: July 26, 2008
Common Room: The Daily Paper
Preceded by: 24 Carrot Island
Succeeded by: Spy Island

Resources on this page: Island Extras | Synopsis from Poptropica | Video Walkthrough | Written Walkthrough | Album Photos | Trivia

Island Extras: Map | Official Tour | Video | Super Hot Dog Boy Comic


Video Walkthrough

For a written walkthrough with pictures, scroll down on this page!


Written Walkthrough

Walkthrough by Slanted Fish
Special thanks to Brave Tomato, Trusty Biker, Invisible Ring, & HPuterpop

Welcome to Super Power Island, where criminals with superpowers are on the loose! Will you save the day and capture them all?

Let’s get started. Head into the Comic Shop and talk to the nerdy storekeeper, Ned Noodlehead. Ask if he has anything other than comic books, and he’ll give you The Superhero’s Handbook.

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You can read the handbook by going to your items and clicking “Examine” on the item card.

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Moving along, exit the Comic Shop.

Next, go inside the Masks & Capes store. Talk to the storekeeper there to obtain a Super Hero ID. Thus begins your vigilante career!

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In the store, you can pick and customize from several superhero costumes. Try something on!

Leaving the store, go left and through the water. You’ll arrive at a little island, which is where the prison is. A giant meteorite has crashed through, giving the prisoners superpowers and allowing them to escape.

Talk to the prison warden, and he will give you Super Villain Files.

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Then talk to the lady officer, who’ll give you a pair of Anti-Power Handcuffs.

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Now leave the prison island, and keep going right until you’re downtown. Talk to the police officers outside the bank and they’ll mention that one of the escaped prisoners, Copy Cat, is inside.

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They’re having trouble catching her — and they’re hoping a local superhero (that’s you!) can step in. So you do, of course.

How to catch Copy Cat

Enter the bank and find Copy Cat to the left. She’ll make duplicates of herself, and every one of them will run over to a different spot in the bank. The real Copy Cat will drop a smoke bomb, which limits the time you have to catch ’em all. Your task is to run into every copy of Copy Cat.

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Most of the copies should be easy to reach. A couple of them are standing on lamps and require jumping on more objects to reach them.

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Be sure to take the elevator to the second floor, where there are more copies waiting. The last copy you run into will be the real Copy Cat. You’ll automatically use your Anti-Power Handcuffs to capture her.

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The Daily Paper will announce the villain’s defeat, and you’ll be transported back to the county prison, where Copy Cat is back behind bars.

How to catch Speeding Spike

Head back downtown and keep going right until you see the subway station. Click on the steps to go down.

Police officers there will say Speeding Spike is in the subway train. Go right to the train, and click to go inside.

Move all the way to the right until you find 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.

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Again, The Daily Paper will announce justice served, and you’ll find Speeding Spike back in jail.

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Go back downtown. From there, you can choose to fight three more villains: Crusher, Ratman, or Sir Rebral. (You cannot fight Betty Jetty yet, since you’ll need a little something first.) Here’s how to defeat the remaining villains:

How to catch Sir Rebral

Go to the city park, which is right past downtown. You’ll see Sir Rebral standing on a broken statue. (Fun fact: Sir Rebral’s name is a play on the word cerebral, as in “of the brain.” Sir Rebral has telekinesis, the ability to move things with the mind.)

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Walk around the city park and look for the gray, round movable rock. As you move around the park, the ground will occasionally fly up and might hit you — that’s Sir Rebral using his mind powers.

You’ll want to move the rock to one of the spots on the ground that will fly up, with the hope and aim of it hitting Sir Rebral. Keep trying until it does.

When he levitates rocks at you, move behind him so that they hit him instead. When that happens, he’ll raise the ground. Move the rock under him and stand next to it so that it hits him when the ground goes up.

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Once Sir Rebral is hit, walk over to him to handcuff him.

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The Daily Paper will announce the capture, you’ll be brought back to the prison to see your handiwork, and you can go right back to catching the next one.

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How to catch Ratman

Go back to the city park and over to the public restroom on the left. Enter it, and go down the hole inside.

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You’ll be at 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 to turn. The water will go up a little. Swim left and enter through the door.

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 and turn the red wheel. That will sprinkle water over the Ratman and his flies. Ratman’s flies will leave him, but unfortunately, they will start following you!

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Move quickly to avoid getting stung by the flies, which will knock you over. Quickly make your way to Ratman to handcuff him.

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The Daily Paper will announce the capture, and off you go to catch the next one.

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How to catch Crusher

Return to the city park and keep going left to the junkyard. Police there will say they’re struggling to catch Crusher.

Jump onto the fence, then onto a few boxes and stuff above the fence, until you get to Crusher’s platform.

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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 construction above you. Jump to the top and enter the crane, where you’ll be faced with a magnet control panel. Drag the control’s lever to the other side, and a can will drop on Crusher…

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…but he’s still alive! And now, he’s throwing cans at you! Avoid getting hit by the cans as they will knock you over, slowing you down.

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Climb back up to the magnet control again and drag the lever back to the other side. That will defeat Crusher, and you can go handcuff him.

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The Daily Paper will say he’s crushed and back in prison. Now onto the final villain!

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I Believe I Can Fly

Now that you have defeated five 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.

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Go back down and click on the phone booth. When you answer the phone, you will be granted the ability to fly! Wooooosh.

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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 re-activate.

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When you feel ready, read below on how to defeat your last opponent, Betty Jetty. A sky chase is on the horizon!

How to catch Betty Jetty

Go downtown and fly up to the very top of the skyscraper. Betty Jetty will fly away from you. Keep your flying power activated, and the chase is on!

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As you fly in pursuit of her, Betty Jetty 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 five times, you have to start over with the chase.

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These are the moves she pulls and the strategies for getting past each one:

  1. 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.
  2. 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.
  3. 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, bump into Betty Jetty to capture her!

And then… a surprise. Ned Noodlehead from the comic book store will show up and steal your thunder. Rude!

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You’ll get to put the handcuffs on the villain, but the Daily Paper will give the glory to Ned Noodlehead. Oh well…

Claiming the reward

Hey, don’t worry, you’ll still get something. Head over to the city park and talk to the hot dog seller, then jump onto the cart, to get a Hot Dog.

Go back to the comic shop and talk to Ned Noodlehead. He will offer to trade: your hot dog for his Super Power Island Medallion and credits to spend in the Poptropica Store. Take it and run!

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Congratulations, you’ve completed Super Power Island!

Looking for more walkthroughs? Check out our Island Help page! 🙂


Album Photos

These pictures are collected in your Poptropica photo album in the profile section. Click to enlarge.


Trivia

  • 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.

with great power comes great responsibility

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