The Gene Machine чит-файл №2

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 man servant, 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 in ventory 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 searc h 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 a bbreviation 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 lef t 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 r ing. 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 be tween 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 p ut 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 screen. You need to
move him to the other side of the cave. The 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 Whitechape l 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 possib ilities. 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 un til 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 en ter 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 ro om 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 th e 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 c rystal 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 pur ple, 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. Di nsey. 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.