Gene Machine

Gene Machine

10.09.2013 16:43:51
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.

 
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