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- The Gene Machine Walkthrough
-
- This Walkthrough was written on 5th August 1996 by Dr. S.E.Perry.
- It is a fairly rough and ready version and I do not claim that it
- follows a particularly sensible order. It is written in the order that I
- played the game. I hope to re-write this document more coherently when
- I have time but here it is for now. Any comments or suggestions should
- be addressed to Stephen Perry 10025,2564 (CompuServe)or through the
- Internet at Stephen@svenedin.demon.co.uk I may also be able to help you out if
- you are stuck despite reading the walkthrough.
-
- The story begins..
-
- The Railway Station
-
- You arrive at Blackfriars railway station. Walk along to the right of
- the platform and talk to the paper boy. You cannot buy a paper just yet but
- you now know he is selling the "Sporting Times". Leave the Station and
- once outside talk to Mossop, your manservant, about how to get home.
- He suggests a cab. Walk to the left and use the cab. A map of London
- appears. Click on Piers house. Once outside Piers House enter to the
- left.
-
- Piers House
-
- Listen to the talking cat's story about the Gene Machine. Walk into
- Piers lounge (I suppose it should be called a Drawing room). Pick up the
- cigar case on the table next to the sofa. Pick up the old copy of the
- "Sporting Times" on the sofa. Go to your inventory and search your
- wallet. Do this until Piers says there is nothing more of use in his wallet.
- A calling card, Club membership card and some money should now appear
- in your inventory. By the front door to the house is a letter. Pick it up
- and search the letter. Search the letter again and then read it. Walk
- to the left and enter the room to the right of the stairs (Mossop's room).
- Pick up the Syrup of Figs and the whisky. Go up the stairs and pick up
- the key on the table next to Piers bed. Return to the lounge and enter
- Piers study. Use the key on the chest of drawers. Search the open
- drawer to get the deeds. On a table near the desk is a so called
- "Worthless Artefact" pick this up.
- Leave Piers house and take the taxi ( which incidentally is an
- abbreviation of Taximeter Cabriolet).
- Go back to Blackfriars Station.
-
- Back at Blackfriars Station
-
- Enter the station and talk to the paper boy asking for a copy of the
- " Sporting Times". Give the boy some money to obtain the paper.
- Exit the station and use the cab to go to Mirabella's house.
-
- Mirabella's House
-
- Enter the house and talk to the senile maid. Mirabella is in the
- garden.
- Exit the house and walk to the left. The garden is through the archway.
- Before going in to the garden pickup the catnip plant to the right of
- the arch. In the garden move to the left to Mirabella. Listen to her
- earbashing. Talk to her and ask if there is anything that would make
- her happy. Go back in to the house and ask the maid to make Mirabella
- some tea. Exit the house and use the cab to the docks.
-
-
- The Docks
-
- Talk to the Harbour Master and exhaust all the questions. Talk to
- Mossop about meeting people of "Dubious Reputation". This puts a new location
- on the map.
-
- Whitechapel
-
- Talk to "Ripper". Enter the pub to the right. Talk to the labourer and
- give him your handkerchief. He returns it covered in grease. Move across to
- the right of the bar. Listen at the door and then go in. Talk to the
- forger.
- Leave the pub and go in to the brothel on the left. Talk to the
- receptionist. You cant go in yet. Get the taxi to Royal Scientific
- Institute.
-
- The Royal Scientific Institute
-
- Enter the Institute (obviously modelled on the Natural History Museum
- in London) and walk over to the left to the Curator. Talk to him and give
- him the "Worthless Artefact". He will now let you pass. Enter the next
- room.
- Pick up a "Punch Card" from near the slot on the analytical engine. Put
- the punch card in the slot and pick up another card. Exit the RSI and go to
- Mirabella's.
-
- Mirabella's
-
- Enter the House. Talk to the maid. Pick up the teacup and cake. Put the
- cake in the cigar case. Use the greasy handkerchief with the teacup and
- give it to Mirabella (who is still in the garden). Talk to Mirabella
- and exhaust the possibilities. Still no ring.
- Take a cab to the "Highborn Club" (you cant get there if the club
- membership card is not in your inventory. If necessary search your
- wallet
- again).
-
- The Highborn Club
-
- Walk to the left and enter the club. Take the snuff from the table near
- the butler. Add the whisky to the snuff. Enter the club room. Talk to
- the Earl and look at the calling card on the floor. Go to the butler and
- add the syrup of figs to the port he is carrying. Talk to him to remind him
- to take the port to the Earl. When the Earl has rushed to the toilet
- pick up his calling card. Talk to the club members. Exit the club and take
- a taxi to Buckingham Palace.
-
- Buckingham Palace
-
- Talk to the guards and show the Earls calling card to the them. Walk in
- to the palace and walk right until you get to Queen Victoria. Talk to the
- Queen exhausting all the possibilities. Pick up the letter of
- recommendation and leave the palace. Take the taxi back to Whitechapel.
-
- Whitechapel
-
- Enter the brothel and show the letter of recommendation to the
- receptionist.
- Walk to the open door at the top of the stairs. Talk to the prostitute
- and say you are the director of what the butler saw machines. Pick up the
- camera. Get the taxi back to the Highborn Club.
-
- Highborn Club
-
- Talk to the members again. Mention making a wager. Say you give silly
- odds.
- Say you can get to Dinsey Island. Give your house deeds to the members.
- Give the current edition of the sporting times to the members. They
- agree to make the bet.
-
-
- Piers House
-
- Back at Piers house give the punch card to number 73 the cat. Now go to
- the Royal Scientific Institute.
-
- Royal Scientific Institute
-
- Use the new "improved" punch card with the slot on the analytical
- engine.
- Talk to the professor. Leave the RSI and go to the Professor's house in
- Harrow.
-
- Professor's House (Harrow)
-
- Talk to the professor. He wants vitriol (concentrated sulphuric acid) ,
- a remote controller and a ploughman's lunch (for the benefit of those
- who are not British this is a meal of bread, cheese and pickles). Exit to
- the left through the green doors. Pick up the remote controller to the
- right of the statue and the vitriol to the left of the statue. Give the
- remote controller and the vitriol to the professor and go in search of
- the ploughman's lunch in Whitechapel.
-
- Whitechapel
-
- Go in to the pub and talk to the barman. When he asks why you are a
- working man say "I really don't know" then "What does a real man
- drink?".
- Pick up the scrumpy cider and drink it. Talk to the barman again and
- pick up the ploughman's lunch. Take the cab back to the professor's house.
-
- Professors House
-
- Give the professor the ploughman's lunch. Talk to the professor and
- exhaust all the possibilities. Say you want to look at the earth from the moon.
- Exit to the left through the lab to the space rocket. Click on the
- rocket and move to it.
-
- On the Space Rocket
-
- Pick up the hammer, Spade and space suit. Hammer the oxygen pipe to the
- right of where you found the hammer. Look at the porthole above Mossop.
- There are 3 control levers. Set the right hand lever so that the
- pointer on the gauge above no longer moves between 2 points but moves all the
- way round in an anticlockwise direction. Now move the other 2 levers so
- that the moon appears in the centre of the porthole. Piers will say
- they are aligned correctly. Now click on the control panel below the
- levers and put the oxygen pipe between them. Once you have landed on
- the moon click on the door to exit.
-
- On The Moon
-
- Once outside the ship click on the moon surface and place the camera
- there. You now have a photograph. Follow Robert over to the right and enter
- the cave. Try to exit through the door next to the hole. You cannot get
- through. Look through the hole. Click on Robert and take control of him
- (he tend to wander off). Watch him enter the cave through the hole. The
- remote control appears on the side of the screen. You need to move him
- to the other side of the cave. The controls are RRR UUUU LL UUUUU RRRRR
- as far as I remember. Walk across the bridge that Robert has created and
- exit to the right.
- In this new room dig the mineral area on the floor with the spade.
- Search the hole produced to get the moon rock. Go back to the ship and talk to
- the professor. Ask what you will collect the cheese with. The professor
- gives you an "extractor". Click on the moon rock and click extract.
- Return to the ship. When the professor says that you will run out of oxygen
- use the vitriol on the moon rock. You now return from the moon. All that
- for a photograph!
- Return to Piers House.
-
- Piers House
-
- Give the catnip to 73. Piers catches the mouse. Go to Mirabella's.
-
- Mirabella's House
-
- Give the mouse to Mirabella. The ring falls on to the grass to the
- right of Mirabella. Pick up the ring. Take the cab to Whitechapel.
-
- Whitechapel
-
- Go to the forger (through the door at the right of the bar). Give him
- the old copy of the sporting times. Now give him the ring. Then give the
- old paper again followed by the new sporting times. Go back to Piers House.
- Talk to 73 and return to Whitechapel to collect the forged paper. Now
- go to the Highborn Club.
-
- Highborn Club
-
- Give the amended paper to the members. You now have a ship so go to the
- docks.
-
- Docks
-
- Talk to the Harbourmaster. You need permission to get past the blockade
- so go and talk to Queen Victoria. Return to the docks with the Royal
- Warrant.
- Give the warrant to the Harbourmaster. Show the photograph. Talk to
- Harbourmaster and exhaust the possibilities. Give the "cigar" to the
- Harbourmaster. Walk over to the right and exit past the labourers.
- Board the ship.
-
- On board the Ship
-
- On boarding the ship your inventory is cleared out. Don't worry you
- don't need these items anymore. Walk right and up the stairs to the bridge.
- Talk to the captain and give him the world map. Talk to the captain again.
- The ship does not steam for long until the engines break down. Exit the
- bridge and walk to the right. Pick up the boathook next to the crate and go in
- the door nearby. Walk to the door on the right and pick up the bagpipes and
- a quill from the porcupine (search it). Leave this room and enter the
- door to the left. There is a porthole in here that you cannot open yet. Go back
- on to the deck. Walk to the right and enter the room near the winch
- (Engine room). In the engine room pick up the oil can and screwdriver. Use the
- quill on the gauge above the valve. Leave the engine room.
- Talk to the sailor outside the engine room. Every time you talk to him
- he spits.
- Look at the hole near the winch. Use the oil and then the boathook on
- the winch. Talk to the spitting sailor again. Go back to the room with the
- porthole and open it with the screwdriver. Take the porthole glass and
- place it on the hole near the winch. Talk to the spitting sailor once
- more.
- Pick up the expectoration on the glass. Go to outside the room where
- you got the porthole glass. Look at the pipe there- it is leaking. Go back
- to the engine room look at the valve and then use the expectoration on
- glass on it. Go to the bow of the ship (the front). Try to take the Union
- Jack (the flag). You cannot reach it. Ask Mossop to get the flag for you.
- Return to the leaking pipe and use the flag on it. Go back to the
- engine room again and look at the pressure gauge . Use the bagpipes on the
- boiler. We are off again at last.
-
- The Iceberg
-
- Enter the ice cave and board Captain Nematodes submarine.
-
- On the Naughtiness
-
- Walk to the right and talk to Nematode. When he leaves talk to him
- again. When you arrive at Nematode's base exit up the ladder.
-
- Nematode's Undersea Base
-
- Keep walking right until you come to a room with a rather large organ
- in it. Use the organ. Read the letters. Exit right to Nematode's bedroom and
- pick up the diving suit. Look at the bed and the picture on the wall. Read
- the letters again. Return to the submarine and talk to Nematode. Exit the
- submarine when you arrive back at the iceberg and go back to the ship.
-
- Back on the Ship
-
- Talk to the captain and give him the photograph you took from space.
-
- On the Island
-
- Enter the jungle to the right. Keep going right until you reach the
- tribal village. Talk to the chief. He want a gift. Leave the village and pick
- up the ivy growing in the jungle just outside the village. Walk back to
- the beach and pick up the rock just next to the jungle entrance. Go back in
- to the jungle but this time go up the steps in the screen before the
- village entrance. Continue up the path (nice view). At the top take the red
- berries from the bush. Look at the water nearby. Use the rock with the ivy and
- then the berries to make a trinket for the chief. Return to the village and
- give the chief the trinket. Follow the guide to the serpent cave.
-
- Serpent Cave
-
- Once inside the serpent cave pick up the cutlass from the pirate
- skeleton. Look at the floor panel. Go back to the area where the animals are
- climbing on the ivy (just before the village). Use the cutlass on the ivy and
- pick up the animal.
- Return to the serpent cave and place the animal on the floor panel.
- Walk through the trap to the next room. Attempt to cross the lava- you
- cannot.
- Look at the plug in the ceiling. Go back to the lake above the village.
- Move to the lake- Piers automatically puts on the diving suit. Keep
- walking right until you find the plug. Pull the plug out and return to the lava
- room.
- The lava has now cooled so that you can cross. Enter the next room.
- Look at the crystals. Pick up the blue crystal from amongst them
- (it appears as crystal rather than crystals). Walk in to the next room.
- Look at the pedestals. Note the joke an the floor plaque at the
- entrance to Atlantis "Atlantis twinned with Pompeii". Enter Atlantis.
-
- Atlantis
-
- Walk across to the right and use the oil on the attitude adjuster. Use
- the attitude adjuster and descend. Walk through the archway. Enter the left
- hand door and pick up the Atlantean rock (again for our non British
- friends rock is a type of sweet sold at seaside resorts). Leave this room and
- enter the right hand door. In this room look at the model and pick up all the
- crystals from between the chairs. Return to the room with the lettered
- pedestals and place the crystals on the pedestals in the order purple,
- green, blue from left to right. Go back in to Atlantis to see Nematode.
- Talk to him to obtain the reef map. Go back to the tribal village and
- give the chief the Atlantean rock. Click on the ship. On your return to the
- ship give the captain Nematodes map. A long animation follows.
-
- Dinsey Island
-
- You end up in a cage. Talk to the henchman and exhaust the
- possibilities.
- Talk to the tentacle. Talk to the henchman again. Exit to the right.
- Pick up a flare from the box on the floor. Use the flare. Use the switches
- on the control panel. Talk to Dr. Dinsey. When Dinsey stands on the
- pedestal tell Mossop to throw the switch. Return to the room wit the cages. Open
- the cages using the switch near the left hand door. Exit to the left to the
- flying machine. Use the flying machine.
-
- The End.
-
- Any comments to Stephen Perry 100414,2564 (CompuServe) or
- Stephen@svenedin.demon.co.uk (Internet).
- If you are still stuck despite using this text. I may be able to help
- you.
-
- I hope you found this useful.
-
-
-
-
-