On Shrink Ray Island
1) The introductory sequence in River City has only two locations: the school science fair and Avenue A, where the story's main character (student CJ) lives with her family. Go right to the school, P.S. 101, where it is the night of the school Science Fair. Inside you will see the student exhibits, but CJ is missing. Talk to her science teacher, Mr. Silva, and to her parents. Leave the school and go right again, to Avenue A.
2) Enter the apartment, which has an orange cat outside. Follow the cat into the kitchen, and the bathroom, until it vanishes. Look in the microscope in CJ's bedroom. There is a warning from her.
3) A masked stranger will appear and shoot you with a ray gun, and you will shrink, becoming only about 2 or 3 inches tall (5-7 cm).
Layout of the Apartment:
CJ's Room Left Side = CJ's Room Computer = Living Room = Bathroom = Kitchen = Stove-Dining Room
Shrunken in CJ's Bedroom
4) Climb the telescope to the bulletin board, where you will find coordinates for the school (87, 16). You will use these later. The only thing you need right away is the fan. Make your way across the room and climb onto the fan, which will move lower on its post.
5) Push the red button to turn on the fan, which will blow the dust from under the bed, exposing the Thumb Drive for CJ's computer. Pick it up and continue right.
6) Go past the book shelf and computer desk. Above you is a desk lamp, a wall thermostat, a microscope, a diary on a shelf, and a computer. You can put the Thumb Drive into the computer, but the password "Marie Curie" doesn't work. So continue right into the apartment entrance and Living Room.
In the Apartment
7) Jump over the cat's paw at the apartment door. There is an aquarium, a TV, and a remote control toy truck. There is a door leading to the bathroom, which has a sink, tub, and toilet. Continue right to the Kitchen, which has a refrigerator, a countertop, cabinets, and a trash can. Farther right is the stove and the Dining Room table. You cannot immediately get to the truck's remote control, which is atop the refrigerator.
In the Kitchen
8) Climb the drawers to get the Screwdriver. Continue up to the counter, and go right to the stove.
9) Push the Rolling Pin in its holder to the right, which will shove the Tea Kettle to the right on the stove. You can ride the steam from the kettle to reach the shelf, where you will knock over a bottle of oil.
10) Jump down and slide the cat's food dish left across the puddle of oil. It should go just to the right side of the counter. Climb back up and jump onto the bag of cat food (4 or 5 times), which will spill down into the dish, filling it and forming a large clump.
11) Climb down and push the cat dish right so that you can climb onto the table.
12) Pick up a grape and grab the piece of paper. It appears blank but smells like lemon.
13) Head left and climb back onto the counter, where you will use the toaster. Click on the plug to plug it into the socket. With the grape you picked up, you are now heavy enough to push the lever down. When it pops up, you drop the grape and are thrown up to the top of the cabinet.
14) Push the salt shaker left, onto the left side of the spatula. When you jump on the right side of the spatula, you toss the salt into the air. When it comes down, you are thrown left onto the top of the refrigerator, where you can retrieve the remote control for the toy truck.
15) Climb back down to the Trash Can. Push the sponge over, and jump to the top of the spray bottle, then into the trash can.
Inside the Kitchen Trash Can
16) Your object is to move the garbage around so that you can go right to where a torn page is visible. This is from CJ's diary. Slide the cans, or cheese, in the stacks so that you can move right and climb up to it. Pressing "restart" will let you try again. Do not push where a stack might fall on you.
17) Once you have it, go left and climb out. (You can choose Restart to get back to the left.) Leave the kitchen and go left to the Living Room.
In the Living Room
18) Find the toy truck and back it up. Use the screwdriver to remove its battery.
19) Put the battery in the TV's remote control and press the green button.
20) The TV will turn on. Climb to the top, where the "rabbit ears" antenna is getting a static charge. Stand on it and you start to sparkle from the charge.
21) Jump to the TV , then left onto the green balloon. The static charge will make you stick to it, and you will land on one of the picture frames. Jump down to the shelf above the aquarium.
22) Knock over the fish food into the tank. The fish will start to eat. Jump down, turn off the filter (aerator) and swim to the bottom of the tank, where you will find the hidden key to CJ's diary. Go back to her room and to her computer.
CJ's Room (Computer and Telescope)
23) Climb onto the desk and up onto the diary shelf. Use the key to open the diary and match up the torn page. The diary gives you a clue about the piece of lemon-covered paper from the table. You can bring out "secret writing" done in lemon juice by heating the paper over a warm incandescent light bulb.
24) Jump left and onto the lamp, and turn it on. Place the lemon paper on the desk and lower the lamp close to it, so that the writing appears. It says to look for her in the telescope.
25) Climb up to the thermostat, and rotate it to the red zone which will turn on the heater in the room. You need this to get back past the fan. Go left to the bed.
26) Push over the trash can, so that pieces of paper get caught in the updraft from the heater. These allow you to climb to the bed. Pick up the book on Morse Code as you cross the bed, and jump over the fan to the telescope.
27) Turn the dials on the telescope by running on them. The left should be 87 and the right 16. Looking through the telescope, you see a tiny CJ in the Science Room window at the school. She is sending messages in Morse Code.
28) Decipher the dots and dashes to read "FLUSH THE THUMB DRIVE," which you will go to the bathroom to do. Go there through the living room.
(*See step 32 if you want to take a shortcut by using the computer now.)
In the Bathroom
29) You have to cross past the tub to the toilet, and almost everything in the bathroom is just a distraction. Climb onto the sink, and then onto the Hair Dryer that is hanging on the left.
30) Push both buttons on the dryer to turn it on, them tip it back so it aims up. The air flow will push you over the curtain into the tub.
31) Shove the soap off into the tub, then climb to the faucets and turn on the water. The soap will float, and as the tub fills, you can jump from the soap to the Rubber Ducky, and then over to the toilet. However, you will realize that the Thumb Drive has not been backed up. There is a clue in the magazines that will let you figure out CJ's password to use the computer. Leave the bathroom and go back to the computer.
At the Computer and Back to the Bathroom
32) The password "Marie Curie" doesn't work because CJ is being tricky. Replace some of the letters with numbers, making it "M4R13 CUR13" and you can back up the Thumb Drive.
*There is a trick to knowing which letters to change: in the bathroom, if you turn off the ventilation fan (the second switch right of the counter), you can turn on the hot water in the sink and the steam will show the letters written in the mirror (a=4, i=1, c=3).
Now you can return to the bathroom and flush the drive. Not a moment too soon because someone (the bad guy) is still looking for it. Go back to the telescope.
CJ's Room
33) CJ sends another message, telling you the thief is Mr. Silva, the science teacher. You need to get to her at the school. You will need to use the toy truck. As you leave the room, climb to the top of the bookcase next to her desk and shove the book "Tess's Tree" down onto the floor, creating a jump ramp!
In the Living Room
34) Take the battery back out of the TV remote and put it in the truck. Drive full speed across the living room, into CJ's room, up the book ramp, and out the window!
On the Street
35) Drive the toy truck past the various obstacles, through the culverts, and across the streets to the school. The only danger is two open drains.
In the Science Room
36) Enter the school and find CJ in the Science Room. Unfortunately, Mr. Silva is trying to eliminate her, and you, in his plan to claim the Shrink Ray as his invention. Run away.
37) In the final chase scene, you must avoid being hit by the Shrink Ray again, which will make you too tiny to do anything. Make your way across the room as he regularly shoots at you. Hide behind any object before he shoots you. You should quickly cross the room to the left. After he shoots near the far left, you can jump onto the yearbook and then to the lab desk. Hide behind the world globe at the right side and he will shrink it, sending the globe onto the floor.
Using leftover objects for cover, push the globe slightly right so that you can climb onto the chair, and then up to the right to the lab shelf, where there are more items to hide behind (including an apple). Farther right, you will find a round mirror. Hide behind it. When Silva shoots at you, the beam will be reflected back and shrink him instead! He falls into an ant farm jar.
38) Climb down to the Shrink Ray with CJ and turn the switch to "Grow" which will restore both of you to normal size again.
At the Science Fair
39) You will find yourself at the Science Fair, where CJ's entry wins first place, featuring the still-tiny Mr. Silva as "The Incredible Shrunken Man."
40) You receive the Island Medallion, and you can check out any exhibits that you hadn't looked at on your first visit.
41) Unlike most other islands, the quest is essentially closed once completed. Only the Science Fair and multiplayer room will remain functional for users who finish the island.
NOTES:
*The shortcut at #28 is included. Besides the magazine, there is no other clue that would tell you what CJ's password was, so that you can back up the drive before you go to the bathroom to flush it. But if you want to do #32 before #28, you save yourself a long trip that earlier players had to take.
* Caution! Once you have the grape at step 12, go to the toaster. If you leave the kitchen, you may lose the grape and have to begin the island over using "restart" on the small map.
1) The introductory sequence in River City has only two locations: the school science fair and Avenue A, where the story's main character (student CJ) lives with her family. Go right to the school, P.S. 101, where it is the night of the school Science Fair. Inside you will see the student exhibits, but CJ is missing. Talk to her science teacher, Mr. Silva, and to her parents. Leave the school and go right again, to Avenue A.
2) Enter the apartment, which has an orange cat outside. Follow the cat into the kitchen, and the bathroom, until it vanishes. Look in the microscope in CJ's bedroom. There is a warning from her.
3) A masked stranger will appear and shoot you with a ray gun, and you will shrink, becoming only about 2 or 3 inches tall (5-7 cm).
Layout of the Apartment:
CJ's Room Left Side = CJ's Room Computer = Living Room = Bathroom = Kitchen = Stove-Dining Room
Shrunken in CJ's Bedroom
4) Climb the telescope to the bulletin board, where you will find coordinates for the school (87, 16). You will use these later. The only thing you need right away is the fan. Make your way across the room and climb onto the fan, which will move lower on its post.
5) Push the red button to turn on the fan, which will blow the dust from under the bed, exposing the Thumb Drive for CJ's computer. Pick it up and continue right.
6) Go past the book shelf and computer desk. Above you is a desk lamp, a wall thermostat, a microscope, a diary on a shelf, and a computer. You can put the Thumb Drive into the computer, but the password "Marie Curie" doesn't work. So continue right into the apartment entrance and Living Room.
In the Apartment
7) Jump over the cat's paw at the apartment door. There is an aquarium, a TV, and a remote control toy truck. There is a door leading to the bathroom, which has a sink, tub, and toilet. Continue right to the Kitchen, which has a refrigerator, a countertop, cabinets, and a trash can. Farther right is the stove and the Dining Room table. You cannot immediately get to the truck's remote control, which is atop the refrigerator.
In the Kitchen
8) Climb the drawers to get the Screwdriver. Continue up to the counter, and go right to the stove.
9) Push the Rolling Pin in its holder to the right, which will shove the Tea Kettle to the right on the stove. You can ride the steam from the kettle to reach the shelf, where you will knock over a bottle of oil.
10) Jump down and slide the cat's food dish left across the puddle of oil. It should go just to the right side of the counter. Climb back up and jump onto the bag of cat food (4 or 5 times), which will spill down into the dish, filling it and forming a large clump.
11) Climb down and push the cat dish right so that you can climb onto the table.
12) Pick up a grape and grab the piece of paper. It appears blank but smells like lemon.
13) Head left and climb back onto the counter, where you will use the toaster. Click on the plug to plug it into the socket. With the grape you picked up, you are now heavy enough to push the lever down. When it pops up, you drop the grape and are thrown up to the top of the cabinet.
14) Push the salt shaker left, onto the left side of the spatula. When you jump on the right side of the spatula, you toss the salt into the air. When it comes down, you are thrown left onto the top of the refrigerator, where you can retrieve the remote control for the toy truck.
15) Climb back down to the Trash Can. Push the sponge over, and jump to the top of the spray bottle, then into the trash can.
Inside the Kitchen Trash Can
16) Your object is to move the garbage around so that you can go right to where a torn page is visible. This is from CJ's diary. Slide the cans, or cheese, in the stacks so that you can move right and climb up to it. Pressing "restart" will let you try again. Do not push where a stack might fall on you.
17) Once you have it, go left and climb out. (You can choose Restart to get back to the left.) Leave the kitchen and go left to the Living Room.
In the Living Room
18) Find the toy truck and back it up. Use the screwdriver to remove its battery.
19) Put the battery in the TV's remote control and press the green button.
20) The TV will turn on. Climb to the top, where the "rabbit ears" antenna is getting a static charge. Stand on it and you start to sparkle from the charge.
21) Jump to the TV , then left onto the green balloon. The static charge will make you stick to it, and you will land on one of the picture frames. Jump down to the shelf above the aquarium.
22) Knock over the fish food into the tank. The fish will start to eat. Jump down, turn off the filter (aerator) and swim to the bottom of the tank, where you will find the hidden key to CJ's diary. Go back to her room and to her computer.
CJ's Room (Computer and Telescope)
23) Climb onto the desk and up onto the diary shelf. Use the key to open the diary and match up the torn page. The diary gives you a clue about the piece of lemon-covered paper from the table. You can bring out "secret writing" done in lemon juice by heating the paper over a warm incandescent light bulb.
24) Jump left and onto the lamp, and turn it on. Place the lemon paper on the desk and lower the lamp close to it, so that the writing appears. It says to look for her in the telescope.
25) Climb up to the thermostat, and rotate it to the red zone which will turn on the heater in the room. You need this to get back past the fan. Go left to the bed.
26) Push over the trash can, so that pieces of paper get caught in the updraft from the heater. These allow you to climb to the bed. Pick up the book on Morse Code as you cross the bed, and jump over the fan to the telescope.
27) Turn the dials on the telescope by running on them. The left should be 87 and the right 16. Looking through the telescope, you see a tiny CJ in the Science Room window at the school. She is sending messages in Morse Code.
28) Decipher the dots and dashes to read "FLUSH THE THUMB DRIVE," which you will go to the bathroom to do. Go there through the living room.
(*See step 32 if you want to take a shortcut by using the computer now.)
In the Bathroom
29) You have to cross past the tub to the toilet, and almost everything in the bathroom is just a distraction. Climb onto the sink, and then onto the Hair Dryer that is hanging on the left.
30) Push both buttons on the dryer to turn it on, them tip it back so it aims up. The air flow will push you over the curtain into the tub.
31) Shove the soap off into the tub, then climb to the faucets and turn on the water. The soap will float, and as the tub fills, you can jump from the soap to the Rubber Ducky, and then over to the toilet. However, you will realize that the Thumb Drive has not been backed up. There is a clue in the magazines that will let you figure out CJ's password to use the computer. Leave the bathroom and go back to the computer.
At the Computer and Back to the Bathroom
32) The password "Marie Curie" doesn't work because CJ is being tricky. Replace some of the letters with numbers, making it "M4R13 CUR13" and you can back up the Thumb Drive.
*There is a trick to knowing which letters to change: in the bathroom, if you turn off the ventilation fan (the second switch right of the counter), you can turn on the hot water in the sink and the steam will show the letters written in the mirror (a=4, i=1, c=3).
Now you can return to the bathroom and flush the drive. Not a moment too soon because someone (the bad guy) is still looking for it. Go back to the telescope.
CJ's Room
33) CJ sends another message, telling you the thief is Mr. Silva, the science teacher. You need to get to her at the school. You will need to use the toy truck. As you leave the room, climb to the top of the bookcase next to her desk and shove the book "Tess's Tree" down onto the floor, creating a jump ramp!
In the Living Room
34) Take the battery back out of the TV remote and put it in the truck. Drive full speed across the living room, into CJ's room, up the book ramp, and out the window!
On the Street
35) Drive the toy truck past the various obstacles, through the culverts, and across the streets to the school. The only danger is two open drains.
In the Science Room
36) Enter the school and find CJ in the Science Room. Unfortunately, Mr. Silva is trying to eliminate her, and you, in his plan to claim the Shrink Ray as his invention. Run away.
37) In the final chase scene, you must avoid being hit by the Shrink Ray again, which will make you too tiny to do anything. Make your way across the room as he regularly shoots at you. Hide behind any object before he shoots you. You should quickly cross the room to the left. After he shoots near the far left, you can jump onto the yearbook and then to the lab desk. Hide behind the world globe at the right side and he will shrink it, sending the globe onto the floor.
Using leftover objects for cover, push the globe slightly right so that you can climb onto the chair, and then up to the right to the lab shelf, where there are more items to hide behind (including an apple). Farther right, you will find a round mirror. Hide behind it. When Silva shoots at you, the beam will be reflected back and shrink him instead! He falls into an ant farm jar.
38) Climb down to the Shrink Ray with CJ and turn the switch to "Grow" which will restore both of you to normal size again.
At the Science Fair
39) You will find yourself at the Science Fair, where CJ's entry wins first place, featuring the still-tiny Mr. Silva as "The Incredible Shrunken Man."
40) You receive the Island Medallion, and you can check out any exhibits that you hadn't looked at on your first visit.
41) Unlike most other islands, the quest is essentially closed once completed. Only the Science Fair and multiplayer room will remain functional for users who finish the island.
NOTES:
*The shortcut at #28 is included. Besides the magazine, there is no other clue that would tell you what CJ's password was, so that you can back up the drive before you go to the bathroom to flush it. But if you want to do #32 before #28, you save yourself a long trip that earlier players had to take.
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