Poptropica Ghost Story

Ghost Story Island

The newest Poptropica Island has been announced and the name is Ghost Story Island. The official story from the info page on Poptropica’s web site is that Hemlock Harbor is a town with a secret. Restless spirits are said to haunt its shores, but no one knows who. He gives you the Ghost Story Island Medallion as a reward. I hope you enjoyed visiting places like the Gingerbread House and the Lighthouse in this walkthrough. Don’t forget to check out our Facebook and twitter pages as well as check out all the other Poptropica Walkthroughs in the menu or the sidebar! Dec 17, 2011  After a month of wait, Ghost Story island is finally out for members! I'll post a walkthrough soon, but in the meantime you can watch this trailer.

Hemlock Harbor is a town with a secret. Restless spirits are said to haunt its shores, but no one knows who they are, what they want -- or how to get rid of them. Can you hunt the ghosts of Hemlock Harbor and uncover the mystery that will set them free?
Poptropica

Trailer

Poptropica Secrets for Ghost Story Island

Look around this creepy town. Looks like ghost hunting is banned here... run left and meet the guy showering salt on himself. He'll give you some. Run right and talk to the guy by the souvenirs. He'll flip the sign and boards to show you the real store. Hehe... wait till the police see that! Keep going and into the Hemlock Herald building. Click on things and you'll see evidence of haunting. Talk to the editor. She's asking for hard evidence of ghosts... too bad she can't see some that's right under her nose! Then keep going to the Archives and Dark Room. It doesn't look like you can get in now. Run back outside and go left, to the Bank.
Walk right and talk to the teller. She will close down the bank for the day and leave. Keep going to the bank vault and go down. Aw, it looks like we won't be making any breakthrough discoveries here. Leave the bank and run all the way right, to The Gingerbread House. And this place doesn't look all that interesting either. Run left, to the next area. Ooh, creepy! Run right and... WHAT WAS THAT SOUND?! Oh, it's just the person working here. I'm getting really paranoid now. Uh-oh, it's the magistrate! After you're done talking with him, walk left and talk to the next person. He tells you to search the Herald archives. Okay, then, back to Main Street!
Run all the way right, to the Hemlock Herald office. Talk to the lady there and she will grant you access to the archives. Run over and down the stairs. Open the Cemetery Plots folder and skim to about the third page. Look for Silas Moon. When you see him, you will automatically highlight his name. The innkeeper's uncle is buried in lot C, plot 84. Tell him this, and start looking for the inn. It's past Main Street, on the very right side of the island. Go in. The lady there seems a bit suspicious... anyway, run upstairs and to your room, 2B. Get into the bed and get some good sleep... AAAHHH! WHAT'S HAPPENING HERE?! I'd better investigate!
Open the closet and... Oh, it's only the lady downstairs. This must be why she acted so suspicious. Anyway, leave the room for now. Run to the first floor and pick up the violin and music. Then leave the inn and run right. Talk to the man there. Uh, oh! He's being carted away to jail by the magistrate! Grab his binoculars and start playing the song for the lady in the window by moving your mouse back and forth. Yikes! She's coming in view in the window! Use the binoculars to spot her. Then enter the house through the bulkhead at the right.
Run down the stairs and unhide the sewing dummy. Keep going left and run up the rickety stairs. If they break, push the crates below and jump on them to go up. If you push the tall crate too far and can't climb over it, push it all the way right until it touches the wall, then jump onto it. Keep going right. Go up the next stairs and through the door. Then run right to the telescope. Use the dial on the right to focus the telescope, then move it left to the lighthouse. Hey! There's a light there! ACK! WHO'S THERE??? Is that a g-g-ghost? Oh, it's not... but that's okay. She said she can help you find ghosts, just tell contact Jane the Baker. Go to the bakery on Main Street.
Talk to the lady and tell her Fiona sent you. She will present some ghost-hunting gadgetry. Take them all, and why not grab some hot-cross-buns from the table at right as well? (hint: take them.) Then leave the bakery. Run left and to the cemetery. Then enter it. Look around until you find lot A near the top left corner. Then enter it. Climb to the top right corner, then look behind the stone... GAAAH! Oh, it's only the person from the inn. She's looking for a ghost, too. Hey, there's a ghost. Quick--take a picture! Aw, man, he got away. At least the picture turned out well. Now let's get out of here!
Let's head to the Herald office to deliver the picture of the ghost. The editor accepts it. Take your fifty bucks to the bank vault and turn it in. What's gotten into that dog? Why's he pawing at the floor? Use your thermal detector and take a look around. There's a figure trying to dig in! (Dig into the vault, I mean, not the hot cross buns... those are mine). For now, head back outside in the direction of the Herald office. Hey! It looks like your picture has hit the presses! Grab a copy for yourself and take a look. Then put it down. Uh-oh. Here comes the magistrate!
He'll send everyone but you home, but you get the threat. Meanwhile a boat docks on the island. Run all the way right, to the Hemlock Dwellings and talk to the sailor. Give him the key to your room and he will lend you his boat. [Poptropicans are pretty generous...] Get in and you'll find something like the sailing area in Skullduggery, minus the hazards. Undock and sail northeast until you get to the prison island. Dock here and get off the boat. Run right and up the stairs, to the door marked REPENT. Go in and equip your EMF detector. Then run right to the elevator and go to floor H. Run right again and enter the Warden's Office. Walk right. AAAH! The chair's rocking by itself! It must be the Warden, then. He likes hot cross buns, so offer him some. Hey, he's appearing! Talk to him. Now, you have to find prisoner 24601.
Look at the mug shot. It looks like he was imprisoned on floor D, cell 8. Leave the office and get back to the elevator. Punch in floor D and run right to cell 8. Go in. and click on the book. It looks like this person hid a tool in this book! Walk right and push on the bed. Oh great! You're locked in the cell! Push it all the way right and go in through the hole. Use the Thermal Scanner to spot the ghost and run towards it, collecting the sardines and pickax and note. Hey! There he is! Talk to the dead prisoner. It looks like you're under the Bank. It also looks like someone named Flatbottom led him here on purpose to get him to keep the secret! Read the note to find the full story. Go back the way you came and use the pickaxe to get out of here. Then get off the island and head for the Lighthouse, a little southwest of here.
Head right and collect the torch. Then get inside. Light up the torch and make your way up the stairs, but duck when the wind starts up or you'll have to start over! My trick is to duck periodically, then wait until the wind passes. At the top you can climb the rope and jump off right. Put the thermometer on the wall to alert you of temperature changes. Then climb up the ladder and exit the lighthouse. The moment you land on the main island, the thermometer will call you back, alerting you of a temperature change. Get back there and up the stairs. (This time there's no wind, thankfully). Talk to the lighthouse operator and he will tell you why the ship crashed. Get back on the ship and travel north to examine the damage. Hey, there's a locket here belonging to Fiona! Take it back to the main island and go up the stairs (this time climbing from the crate) and then through the door. Walk left and give the items to Fiona. She will get very angry at finally knowing the truth. Drop down again and collect the scrapbook. Flip through it and head for the fountain on Main Street.
Hmm... it looks like the pigeon is guarding the ring. Throw some sardines and it will chase them. Then get up there and grab the ring. Ooh, fancy engraving! Maybe the engraver might be able to tell you more about this. Head back to the cemetery and Lot B, in the very top-right. Run all the way right an enter the building there. Talk to the engraver. He will give you a date: August 18, 1929. Run back to the Herald office and look through the archives on the microfilm reader. Turn the knob clockwise until you reach 1929. Flatbottom is the magistrate! No wonder he doesn't want anyone hunting for ghosts! Head to Cemetery Lot A and walk left. Jump up and... why isn't that grave closed? Answer: it isn't a grave. Push it all the way and jump in. On the ground you'll see some flower petals. Follow the trail of them all over the labyrinth. Finally, you'll arrive a ladder. Go up and... hey! Someone's coming! Quick--hide! The cloaked figure sneezes. Ghosts don't sneeze! Chase him through the labyrinth, and then finally to lot A. Chase him to the unmarked grave and sprinkle salt on him. He'll take off his cloak. It's the magistrate!
He will tell you his sad story. So he was the one who wrote the note to Valiant! Wait a minute... Fiona is dead, too! Uh-oh. Here come all the ghosts. They accept Flatbottom's apology and disappear, but not before Fiona meets Valiant once again. Then they move on. Thanks to you, Hemlock Harbor is not haunted anymore! Snatch your medallion and disappear in a cloud of dust.
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