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Навигация

Читы для Gene Machine, The

Чит-файл для Gene Machine, The

Gene Machine, The

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Даты выхода игры

вышла (дата выхода неизвестна)

Solution [ENG]

Информация актуальна для
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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