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"Haunted House" is a special Poptropica mini-game released on October 10, 2009. The object of the game is to recover 4 missing items hidden in the Haunted House, which will allow you to complete the quest.

*After October 31, 2009, the Haunted House can be accessed for free thru the Poptropica Store. (In the store, select the Haunted House card (0 credits) and select Buy. Close the store. The Haunted House will be in your Item Bag under Purchased Items.)

The steps to follow include spoilers :

  1. Enter the Haunted House game.
  2. Go past the tombstones, which are joke epitaphs but not important to the solution.
  3. Go to the far left side of the house (which you cannot enter) and find the locked basement door.
  4. The key is being carried around by a flying bat. Chase him until you get the key (this is easier on the roof where he can't fly as high).
  5. Unlock the door and enter the basement. There is a barrel of kerosene which you will later use.
  6. Twist the boiler pipes around until they create a path from the furnace to the boiler. This will create a stream of steam you can use to float upward.
  7. Grab the bottle (DRAUGHT) from the high shelf.
  8. Go right and enter the house. There is a ghost cat there who will tell you to bring him four treasures from around the rooms of the house.
  9. Climb the stairs until you reach the suits of armor. Jumping on top of the one to the right will release his AXE. Go back below and use the axe to get ICE from the freezer.
  10. In the hallway from the stair, you will find a spider on the floor. Clicking him will drop him down in front of the "witch" painting and she will drop her broom. Climb onto it and carefully fly it upstairs to the attic at the upper right of the house.
  11. Unlock the chest by rearranging the scrambled "skull" diagram. If you watch how the pieces move to scramble it, you can just reverse those moves. (Move one square each time : Column C up, Column B down, Column A up, row 1 left, row 2 right, row 3 left). Inside the chest is the CHALICE.
  12. In the third floor room to the left, there are two clocks. According to the ghostly message on the telephone, you will receive the light (LANTERN) when the clocks strike midnight at the same time. By clicking on either clock, you speed it up, and the object is to have both clocks strike midnight (both hands up at the 12 on top) at the same time. This is tricky but not impossible.
  13. Once you have the lantern, go down in the basement and fill it from the kerosene barrel.
  14. Go to the ghost cat again, who will tell you where to go : the "crying cherub", which is the large angel statue out in the graveyard. Clicking on it will open the hole down to the Ghouls Party below the graveyard. Now that you have brought the Ice and Draught for their punch (mixed in the Chalice), and a Lantern, the party can proceed!
  15. You get 50 Poptropica credits for completing the Haunted House. You also get to copy the various costumes of the ghouls with your Costumizer.

Original Answer:

1. When you enter, read the tombs if you like, or move on.

2. Go to the very edge of the house at the bottom, and chase the bat until you get the key he is holding.

3. Click the cellar and go in.

4. Turn the pipes in the correct direction

5. Let the exhaust from the boiler push you up and grab the bottle.

6. Talk to the ghost cat.

7. Make the clocks turn midnight.

8.go to room with arrow click on spider

9.get the broom

10.go in hole by crying statue

Other opinions:

  • I've boldfaced the most important parts of this walk-through.To begin the haunted house adventure, go to the hot air balloon to travel. From there you will see a haunted house icon. Click it. Before you do anything, you have to get the key from the bat on the left. To do that, spook the bat so that he starts flying around, then go to the top of the house and wait for the bat to fly over you. That's when you jump up and get the key. When you get it, go to the left side of the house, press on the lock, and enter. Now you are in the cellar. Click the pipesto rotate them and connect them to the boiler. When the pipes are connected, jump on the steam and it will push you up to a shelf with a red bottle with a skull and cross bones on it. That is the draught of the dead (as written on the cellar wall). Grab the bottle then go up the stairs on the right hand side. Now you are in the house. Go right and speak to the cat to find out what you are supposed to do.There are four treasures that the cat wants you to get before he tells you his secrets. I'll tell you in advance that they are the draught of the dead, some ice, a chalice (goblet), and a lantern. You already have the first one. Go up the stairs on left. Keep walking right until you get to two knights. Jump on the head of the knight on the right and his weapon will fall down. Grab that and then go up the stairs. Walk into the room on the right (the dining room) and something will shoot an arrow over your head. It can't hurt you but it lands on the wall and says, "Fly to find the CHALICE". On the floor, there is a spider. Click the spider and it goes down and scares the witch picture. The witch will then let go of her broom, giving you a means of flying. Jump on the broom and go back into the dining room. Go up to the ceiling on the right hand corner and there is an entrance to the attic, where you find the chalice. Go to the left and you'll see a treasure chest. Click on the thing where a key hole would normally be. To solve the puzzle, click and drag the bottom right corner up, the top middle part down and the bottom left corner up. Then click and drag the top right corner left, the middle left part right and the bottom right corner left. When the chest opens grab the chalice and go back to the dining room. You don't need the broom anymore, but it will follow you around in case you want it again. After you get the chalice, go to the bedroom next to the dining room. Answer the phone it will say, "Darkness fills the grave. Find our light when midnight strikes twice." Then you click on the two clocks on the fireplace. Uses the blue thing to make either one of the clocks go faster. You know you have finished when both skulls pop out at the same time, which would be when both clocks hit midnight at the same time. When you have done that, the fireplace will open revealing a lantern. Grab it then go to the kitchen at the bottom floor of the house. Open the fridge and click the ice. The weapon you got from the knight will automatically act as a chisel and get some ice for you. You have all four treasures! However, the cat will not accept the unlit lantern so go back to the cellar. Click the barrel of kerosene on the bottom left-hand side. This will fuel your lantern. Go back to the cat and he will say, "Bring the treasures to where the cherub cries." He's talking about the tombstone that looks like a crying girl. It will have moved to reveal a hole. Go down into the hole and talk to the witch. She'll say, "We've been waiting for you. You've brought us light and everything we need for our punch. As a reward, I've given you 50 poptropica credits. Let's get this party started!"

If you want to get a few giggles while inside the house, turn your back to the plants, click the pictures on the wall, or go to the bathroom and click the shower curtains! Also, talk to the party ghouls to hear their cheesy uptakes on the situation!

  • First you get the key from the flying bat. Then use it on the door on the ground to get inside the house. Soon as you get in you should see some pipes. line them up so that the boiler is able to reach to the other one. Then after you finish, the boiler should make some smoke which you jump on and it will carry you up to you getting your first item. Then go up the stairs and keep going to you see 2 knights and one of them have a pick axe so jump on the knights head (the one with the pick axe) and it should release the pick axe. Get it. Now you can get your second item. Go downstairs to the fridge and open it and use the axe to get ice cubes. Now go upstairs and go all the way to the 3rd floor and go left. you should see 2 clocks above a chimney in the room with the bed. Click the clocks until the skeletons pop out together at 12:00 midnight. The lantern you see in the fireplace is the 3rd item. Now go to the room with the statue holding a bow. You should see a spider on the floor. Click it and the spider should drop, scaring the witch with the broom and the broom will fall out of the picture. Get on the broomstick and fly all the way up past the room with the statue, and go to the attic. Then you will see a chest. to open it just reverse the pattern you see it move in. You have your 4th and final item! (As well as the key and the ax) Speak to the cat. If iy says you need to light the lantern, get kerosene in the basement. Now the cat will say to go to the crying cherub (the angel in the graveyard). Go there and you will see a hole in the ground near the big statue. You will find a group of ghouls waiting for you. Congratulations! Now you can party will all the people and customize your clothes for Halloween.
  • As you take the blimp to the Haunted House, you feel a chill run up your spine. Out of a hole in the ground (wait, don't we take a blimp?), you emerge into a spooky graveyard, cluttered with grave stones and a single crying angel. As you get near the house, you see a sign on the old boarded up door. "Gone to the grave. Fill our yearning." -- that's what it says. You try to open the door, but it is boarded shut. To the side of the house, you find a small locked door to the basement. Try as you might, you cannot get the door open. Right as you're about to give up, a blue bat swoops though your hair and hits you with a heavy key. "That must be the key to this hatch," you think to yourself. After chasing the bat up to the roof of the house, you finally catch it and grab the keyfrom its feet. As you open the basement door, years of dust and grime blow into your face. When you step in, something white and sticky engulfs your face. "Oh, gross!" you yell as you pull the spider webs off your face. As you walk down the old creaky stairs, you notice writing on the wall that says "Find the Draught of the Dead" and a barrel full of kerosene, a type of fuel. "I don't know what that means, and I don't need any kerosene right now, but I'll remember this for later..." you mutter to yourself. Further on in the basement, you see a water boiler and a furnace. The odd thing was, all the pipe pieces to connect the two were out of place and floating in mid air. By rotating the pieces, you reconnected the boiler and furnace you make them work again. Suddenly, you're swept up in a burst of steam from the boiler and launched up onto a high shelf. Once you regain your feet, you noticed a bottle of red liquid with a skull and cross bones on it. "Perhaps this is the 'Draught of the Dead' I was supposed to find," you think. You looked to the right and walked up the stairs that were there. "Looks like nobody's lived here for years. Nobody still alive, at least," you think as you noticed the pearly (and transparent!) white cat licking itself in the corner. You slowly approach it and after much questioning, it tells you more about your quest. "When the 4 treasures are found, I will guide you to the dead," the cat tells you. With that in mind, you enter the kitchen and noticed yet another eerie message on the wall. "Ice soothes the burning dead," the wall reads. There was a freezer, but you have no way of getting any ice, so you move on to the next room. Walking down the halls, you notice the painting eyes fallowing your movements. You ignore this and continue on. Still in the hall, but up the stairs, you trip over one of the suits of armor. It makes you so mad; you jump on its head. You must be stronger than you thought, because you knocked the knight's pickaxe right out of his hand. You grab it for future use. You walk up another flight of stairs and enter the room on the right. Upon entering, you find that you were nearly hit in the head with an arrow with a note on it. The note said: "Fly to find the chalice." As you walk along to check out the rest of the room, you spook a spider on the ground and hear a crash downstairs. You run down the stairs to find a floating broom that had fallen off the wall. You hop on and fly back up the stairs. While flying around in the other room, you find a secret passage to the attic through the ceiling. You spot an ancient chest with a puzzle lock on it. You study the movements of the puzzle pieces carefully, and when it stops moving, you find that you can solve it simply by retracing the moves it made, but in backwards order. You quickly complete the puzzle and take out what you find: a spooky ancient goblet with green jewels set into the rim. "I'll keep this for later," you tell yourself. After going back down from the attic, you enter the room to the left of the stairs. You notice the phone ringing, so you picked up. "Darkness fills the grave. Find our light when midnight strikes twice," a ghostly voice rasps at the other end. "Midnight strikes twice..." you muttered again as you spotted the two old clocks to the left. As you hover your hand over the one on the left, it goes faster. If you hover your hand near the right one, that goes faster. After much trial and error, you finally get both clocks to strike midnight at the exact same time. A small lantern slides out from the fireplace and you pick it up. Back downstairs, you used the knight's pick you found earlier to take some ice out of the freezer. Examining your inventory, you realize, "These must be the four treasures! The draught, the chalice, the lantern, and the ice. Now, I've got to talk to that crazy little kitty again." You walk back over to the ghost cat and show it the four treasures you had collected. Unfortunately, it turns out that you're not done yet. The cat tells you to return to it once the lantern was lit. "Where am I supposed to light a lantern around here?!" you yell, confused. And then you remember the kerosene. You go back down to the basement and light the lantern using the kerosene. Now with all four treasures properly prepared, you go back upstairs and speak to the ghost cat again. You are told to "bring the treasure to where the cherub cries." So you go back outside to the crying angel near all those gravestones that were mentioned earlier. Now that you have the treasures, you notice a deep hole that had been dug out near the base of the cherub. Against your better judgment, you decide to enter. Underground, you see several dark figures staring at you through the darkness. Witches, mummies, and even a Grim Reaper (as well as so many more!). This was true nightmare. "Thank you for returning the items needed for our party," congratulated the witch. So, it was just a huge Halloween party for the dead! The draught and ice were just punch to be put in the chalice, and the lantern was for light. The witch awards you 50 credits to spend at the Poptropica Store.
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12y ago
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10y ago

In the third floor bedroom (left) there are two clocks on the mantelpiece. They are spinning separately, and every time one of them hits midnight (both hands straight up), a skeleton skull springs out. According to the ghostly telephone in the room, the "light" will be revealed when the two clocks strike midnight at the SAME time.

To get this to happen, you have to speed up one of the clocks by clicking on it, and then (if the midnights don't happen at about the same time) click on the other to speed it up. The problem is that the clocks continue to spin faster for awhile after you click, so timing the midnights is difficult. The best chance for success is to let one spin slowly, and when it gets close enough to 12 midnight, race the other one to catch it.

This is time-consuming but eventually the clocks hit 12 closely enough and they stop, revealing the LANTERN in the fireplace below. (You still need to go to the basement to add kerosene to it.)

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14y ago

Haunted House" is a special Poptropica mini-game released on October 10, 2009. The object of the game is to recover 4 missing items hidden in the Haunted House, which will allow you to complete the quest.

The steps to follow include spoilers :

  1. Enter the Haunted House game by clicking the screen when you are between islands on the Island Map.
  2. Go past the tombstones, which are joke epitaphs but not important to the solution.
  3. Go to the far left side of the house (which you cannot enter) and find the locked basement door.
  4. The key is being carried around by a flying bat. Chase him until you get the key (this is easier on the roof where he can't fly as high).
  5. Unlock the door and enter the basement. There is a barrel of kerosene which you will later use.
  6. Twist the boiler pipes around until they create a path from the furnace to the boiler. This will create a stream of steam you can use to float upward.
  7. Grab the bottle (DRAUGHT) from the high shelf.
  8. Go right and enter the house. There is a ghost cat there who will tell you to bring him four treasures from around the rooms of the house.
  9. Climb the stairs until you reach the suits of armor. Jumping on top of the one to the right will release his AXE. Go back below and use the axe to get ICE from the freezer.
  10. In the hallway from the stair, you will find a spider on the floor. Clicking him will drop him down in front of the "witch" painting and she will drop her broom. Climb onto it and carefully fly it upstairs to the attic at the upper right of the house.
  11. Unlock the chest by rearranging the scrambled "skull" diagram. If you watch how the pieces move to scramble it, you can just reverse those moves. (Move one square each time : Column C up, Column B down, Column A up, row 1 left, row 2 right, row 3 left). Inside the chest is the CHALICE.
  12. In the third floor room to the left, there are two clocks. According to the ghostly message on the telephone, you will receive the light (LANTERN) when the clocks strike midnight at the same time. By clicking on either clock, you speed it up, and the object is to have both clocks strike midnight (both hands up at the 12 on top) at the same time. This is tricky but not impossible.
  13. Once you have the lantern, go down in the basement and fill it from the kerosene barrel.
  14. Go to the ghost cat again, who will tell you where to go : the "crying cherub", which is the large angel statue out in the graveyard. Clicking on it will open the hole down to the Ghouls Party below the graveyard. Now that you have brought the Ice and Draught for their punch (mixed in the Chalice), and a Lantern, the party can proceed!
  15. You get 50 Poptropica credits for completing the Haunted House. You also get to copy the various costumes of the ghouls with your Costumizer.

-

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10y ago

Haunted House is available through the Poptropica Store.

In the store

Select the Haunted House card (0 credits) and select Buy.

Close the store. The Haunted House will be in your Item Bag under Store Items.

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6y ago

Ghost Story Island is the 23rd island in Poptropica. It was scheduled for release as the first new island of 2012, on January 12, 2012. The quest involves discovering the secrets of Hemlock Harbor and its 5 historic ghosts.

--

This solution contains all spoilers. See the related link below for a video walkthrough.

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Hemlock Harbor

Cemetery / Main Street / Inn and Haunted House

(Main street includes the Gingerbread House Bakery, the Bank, and the Hemlock Herald paper)

1. If you go right, you will find that there are no rooms available at the Inn.

2. Go left past the Visitor Center (multi-player room). If you stop at the newspaper, the Hemlock Herald, you find that the editor is offering a reward for ghost sightings (there are some spooky things going on at the paper itself). In the Bank, they are closing up, and the Vault is closed except for deposits. At the Gingerbread House, a man with salt will give you some "to chase away spirits." Go left to the Cemetery.

Cemetery and Herald and back

3. Meet a tour guide offering tours of the "Celebrity Spirits." The Magistrate has prohibited ghost hunting in the town, and when he appears, the tour guide leaves. She drops a pamphlet that lists information on the 5 historic ghosts in the town.

-- The Tireless Thief (the bank)

-- The Cemetery Specter (the cemetery)

-- The Woman in the Window (haunted house)

-- The Restless Lighthouse Keeper (lighthouse)

-- The Warden's Sweet Tooth (island prison)

(You cannot pursue any of them until you have the proper equipment.)

4. Near the cemetery gate is a young man trying to find his uncle's burial plot. He asks you to research the archives at the newspaper. Go there and go down into the basement to open the Archives. The uncle, Silas Moon, is on page 4 and is listed as Lot C, plot 84. Take this information back to the man at the Cemetery and he gives you his room key at the Inn.

Discomfort Inn - *The Woman in the Window

5. Go right to the Haunted (Discomfort) Inn and check in at the desk. Go up to room 2-B. You will lie down and fall asleep. But you will soon wake up to discover that things in the room are moving!

6. Go to the cabinet and open it, to reveal that the two Inn owners are playing a trick on you. But they insist that the Woman in the Window is real, and that she will appear if music is played.

7. Go downstairs and now you can pick up the Violin next to the piano.

8. Go out and right to where a ghost hunter has set up his tent. Use it to bounce up to the Haunted House and use the violin. Slide the bow back and forth until the entire song is played. You will see some faint activity at the upper window.

9. Climb down to see the ghost hunter. The Magistrate will arrive and take him away. Use his binoculars to look up at the house. You will see a figure in the attic window.

10. Bounce up again and enter the house through the metal basement door.

11. Go left, but the stairs collapse. Push one or both of the wooden crates under the stairs so you can jump up.

12. Cross the room, go up the interior stairs, and enter the door to the second floor.

13. Use the telescope to see the bay (turn the ring on the outside to focus). You can see the island prison and the lighthouse. Suddenly a voice behind you says "Looking for Someone?" (This is spoken dialogue, not a speech balloon, so it may spook you! Sound is rare on Poptropica.)

14. It isn't a ghost, just an old woman who offers you information. She says to tell the bakery owner, Jane, that "Fiona sent you." Exit the house and go there.

Gingerbread House Bakery

15. The baker, Jane, is actually a secret ghost hunter. She will provide you with a thermal scanner, an EMF detector, a thermometer, and a camera. Each piece of the equipment will flash at the lower left of your screen when it is time to use it.

16. Look on the table to the right and click on the plate to get some Hot Cross Buns. Exit the Gingerbread House and go left, all the way to the Cemetery again.

Cemetery - *The Cemetery Specter

17. Click on the gates to enter the cemetery. This entrance is marked with the letter H on the "maze view." You will have to navigate through the maze by clicking the "ahead" arrow or the "turn" arrows to change direction.

18. Make your way to the upper right of the map and you will find a gate labeled "B" and then to the upper left where there is gate marked "A" (from this point on, you can go there just by clicking the letters A, B, or H on the map).

19. Go through gate A and go to the right. Jump on top of the large grave and get up on the hill. A woman ghost hunter will appear and tell you to hide, and soon a robed figure will appear carrying a rose. Use your camera to get his picture.

20. Leave Lot A and go across to Lot B. There is a weird ghost hunter who is trying to detect the sounds of ghosts. Leave him and enter the Engraver's shed. He has little to say at this point.

21. Exit the gate and click on the H to leave the cemetery, and go back to the Herald.

The Herald and the Bank - *The Tireless Thief

22. Talk to the editor at the herald and she will give you 50 dollars for the photo of the Specter. Take it to the bank to deposit it.

23. As the bank is closed, go down to the vault and see the guard and his dog Rusty.

24. When the guard enters the vault, Rusty begins to bark. Use the thermal imager to examine the vault and you will see a glowing form beneath the vault floor.

25. Exit the bank and go to the Herald, where a special edition of the paper features your photograph. Click on the stack of papers to see the headline. A group of the ghost hunters has gathered. The Magistrate arrives and disperses them.

26. At the same time, near the Haunted House, a small boat, the Kestrel, has come ashore. Go right to the beach to meet the boat pilot.

27. Give him the key to your inn room, and he will let you use his boat to travel into the bay. Click on "enter" to begin the boat view.

The Prison Island - *The Warden's Sweet Tooth (the Tireless Thief, part 2)

(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, and then a return to the Lighthouse when you try to go back to town)

28. Steer the boat across the bay (up and right) to the deserted prison. Climb up and enter through the doorway marked "repent."

29. Equip your EMF meter and search the prison using the elevator. As you go higher, the readings seem stronger, and you will reach level H, where the Warden's office is located.

30. Enter the office and you will see the desk chair rocking back and forth. Use the hot cross buns at the table and the warden's ghost will appear.

31. After eating the buns, the warden explains that he wants you to locate a prisoner who escaped long ago, leading to his disgrace. The prisoner was a forger sentenced to life in prison. His number was 24601 and his cell was on level D.

32. Go to level D, cell 8, and enter the cell. You will find a book that had a tool hidden in it, allowing the prisoner to dig his way out. When the warden locks you in, slide the bed to the right to reveal an escape tunnel.

33. Follow the tunnel. If you use the thermal imager, there is some sort of energy at the top right. Pick up the can of sardines, the pickaxe, and the note. The ghost of the prisoner will explain some of how he came to be there. For some reason, he was asked by a man named Henry Flatbottom to forge a note to a man named Valiant, who sailed from Hemlock Harbor and was lost in a shipwreck. When he escaped his cell, the tunneler could not dig through the metal vault floor and was trapped there.

34. Go back out of the tunnel, and use the pickaxe to escape from the cell.

35. Use the elevator to go back to section A, and leave the prison. Travel in the boat, across to the lighthouse (middle left side).

The Lighthouse - *The Restless Lighthouse Keeper

(the game seems designed to seek the ghosts in order, with the Prison discovered after the Lighthouse, but you can go to either, with only a little confusion, since the Lighthouse seems to send you back to the mainland)

36. Sail slightly up and left to reach the Lighthouse and dock there at the right side. As you enter, you acquire a torch to see through the darkness inside.

37. Light your torch at the burning one at the foot of the staircase.

38. (The Windy Staircase) You will have some difficulty going up because a strong wind blows down the stairs at regular intervals. You can see it blowing leaves as you go up. You have to duck down for the entire time that the leaves are moving. If you stand in the wind, the torch is blown out and you are tossed to the bottom of the stairs. The easiest way is to move one bit at a time, no more than a dozen steps, then quickly duck (crouch down) until all of the leaves have passed. Then quickly make your next move and duck again.

39. At the top, jump to the rope and climb to the room below the searchlight.

40. To detect any ghosts, use the thermometer sensor by placing it on the wall. Now if any ghosts come, it will alert you to the colder temperature.

41. Climb the broken ladder at right to reach the outside of the tower.

42. Turn on the searchlight and examine the bay. There are reefs at the upper left, and a large building (the prison) at the far right. You can now leave the lighthouse, and the fastest way is to jump down to the water or onto your boat. Sail the boat up back to the beach at right and dock there.

43. As you land, the thermometer goes off, and you return to the lighthouse.

44. As you enter, an invisible ghost carries a torch up the stairs. You can follow because there is no wind.

45. In the room, you meet the ghost of the Lighthouse Keeper, who fell asleep and allowed a ship to crash into the reefs. Exit the lighthouse and travel in the boat to the reef.

46. You will find a locket bearing a note supposedly from Fiona, who was the woman you met in the Haunted House. Travel back to the island and go to the House.

The Haunted House

47. Enter the house and find Fiona on the 2nd floor. Give her the locket and she tells how the man she loved, Valiant, was tricked by the forged note and died in the shipwreck. She says she threw a ring into the town fountain.

48. Pick up the scrapbook she drops to examine the old photos in it. Leave and go to the fountain on Main Street to look for the ring.

Main Street and the Cemetery

49. At the fountain, a seagull guards its nest on the fountain. Use the can of sardines to lure it away, and find the shiny ring in the top of the fountain. The engraving suggests a visit to the Engraver in the cemetery.

50. Go to the cemetery, and click the B to reach the B gate and talk to the Engraver. He suggests you look up the date August 18, 1929 in the newspaper archives.

51. Exit the cemetery (click on the H gate) and go to the Herald.

52. Downstairs, you can now use the microfiche viewer to look at old stories in the archives. Turn the right handle clockwise until it reaches 1929, then zoom in to read. Henry Flatbottom is the town magistrate, dedicating a memorial to his "friend" Valiant Lovejoy, who died with the sailors aboard the ship Mermaid when it hit the reef. You go back to investigate Lot A of the cemetery.

53. At lot A, go left to find a tomb unsealed. Push the lid off and climb down into the chamber below.

54. There is a complex maze of tunnels, which you can go through by watching for the pink flower petals that blow in from the correct door. Go up, up, right, up, left, left, down, left, down, down, left, up, left, up, and right to reach the ladder in the left side of the maze.

55. The tunnel exits through the stump outside the cemetery gate, which is hollow. Hide at the left until the Cemetery Specter approaches, and sneezes (?). Chase the Specter down through the stump, and to the right across lot A.

56. When you reach the gravestone at the upper right, the Specter is revealed to be the Magistrate, who has been bringing roses to the grave of...Fiona. (Yes, you were talking to a ghost in the Haunted House.) Rather than marrying the Magistrate, she remained faithful to her lost love, Valiant. The 4 ghosts (Fiona, the Thief, the Warden, and the Keeper) arrive to forgive the Magistrate for his crimes. The ghost of Valiant Lovejoy appears and he and Fiona are together at last. All of the ghosts disappear and the Magistrate gives you the Island Medallion.

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Notes:

1) The one disparity of the island (playing the prison before the lighthouse) should have been avoided. Apparently you play the lighthouse first, then the prison, and then when you finish the prison and go to shore, you are summoned back to the lighthouse and meet the Keeper. This eliminates the "go right back" shown above for the Lighthouse.

2) An odd glitch can occur at the Inn. Instead of explaining about the old woman ghost, the Inn owners will sometimes act as multiplayer avatars (Chat/ Battle).

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14y ago

Easy!! Just remember!! The pattern is very simple.

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Q: How do you get to the haunted house on Poptropica?
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Related questions

Is the haunted house on Poptropica scary?

No.


How can you get back into the party in the Haunted House minigame in Poptropica?

You exit to any island on Poptropica. Enter the Haunted House Minigame again.


How do you find the haunted house on Poptropica?

The Haunted House is in the Poptropica store. Select the card there, then open it from your item bag, where it is under "Store Items." *The haunted house on Ghost Story Island is to the right of the Inn.


Where is the cheese in Poptropica's haunted house?

There is no cheese in the Haunted House game. (see the related question)


What do you do with the tickets from the haunted house in poptropica?

Nothing. I'm not sure why they are there, but they are not from the haunted house. They are from Counterfeit Island.


How do you visit the haunted mansion on Poptropica?

you have to buy the haunted house at the poptropica store. it doesn't cost any money!


Where is the haunted house on Poptropica?

If it is not visible on the Island Map, get the free card in the Poptropica store.---The Haunted House will be under Store Items in your item bag.


When did the haunted house come out on Poptropica?

The Poptropica "Haunted House" (not an actual island) came out on October 10, 2009 and was moved to the Poptropica Store (still free) on October 31, 2009.


Where is scarecrow on Poptropica?

he's at the haunted house in the ghouls gala when you finish the haunted house mission in the store.


What is the blue thing on haunted house in poptropica?

the bat


Where is the clock located in the haunted house on poptropica?

in the bedroom


What do you get when you beat the haunted house on poptropica?

50 Credits