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The Gene Machine
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.

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