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
 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
 addressed to Stephen Perry 10025,2564 (CompuServe)or through the
 at  I may also be able to help you out if
 are stuck despite reading the walkthrough.

 The story begins..

 The Railway Station

 You arrive at Blackfriars railway station. Walk along to the right of
 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

 Piers House

 Listen to the talking cat's story about the Gene Machine. Walk into
 lounge (I suppose it should be called a Drawing room). Pick up the
 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
 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
 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
 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
 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
 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
 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
 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
 about meeting people of "Dubious Reputation". This puts a new location
 on the map.


 Talk to "Ripper". Enter the pub to the right. Talk to the labourer and
 him your handkerchief. He returns it covered in grease. Move across to
 right of the bar. Listen at the door and then go in. Talk to the
 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

 The Royal Scientific Institute

 Enter the Institute (obviously modelled on the Natural History Museum
 London) and walk over to the left to the Curator. Talk to him and give
 the "Worthless Artefact". He will now let you pass. Enter the next
 Pick up a "Punch Card" from near the slot on the analytical engine. Put
 punch card in the slot and pick up another card. Exit the RSI and go to


 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
 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

 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
 Earl and look at the calling card on the floor. Go to the butler and
 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
 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
 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.


 Enter the brothel and show the letter of recommendation to the
 Walk to the open door at the top of the stairs. Talk to the prostitute
 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
 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
 to make the bet.

 Piers House

 Back at Piers house give the punch card to number 73 the cat. Now go to
 Royal Scientific Institute.

 Royal Scientific Institute

 Use the new "improved" punch card with the slot on the analytical
 Talk to the professor. Leave the RSI and go to the Professor's house in

 Professor's House (Harrow)

 Talk to the professor. He wants vitriol (concentrated sulphuric acid) ,
 remote controller and a ploughman's lunch (for the benefit of  those
 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.


 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
 Pick up the scrumpy cider and drink it. Talk to the barman again and
 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
 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
 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
 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
 moon click on the door to exit.

 On The Moon

 Once outside the ship click on the moon surface and place the camera
 You now have a photograph. Follow Robert over to the right and enter
 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.
 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.
 to the ship. When the professor says that you will run out of oxygen
 the vitriol on the moon rock. You now return from the moon. All that
for a
 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.


 Go to the forger (through the door at the right of the bar). Give him
 old copy of the sporting times. Now give him the ring. Then give the
 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


 Talk to the Harbourmaster. You need permission to get past the blockade
 go and talk to Queen Victoria. Return to the docks with the Royal
 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.
 the ship.

 On board the Ship

 On boarding the ship your inventory is cleared out. Don't worry you
 need these items anymore. Walk right and up the stairs to the bridge.
 to the captain and give him the world map. Talk to the captain again.
 ship does not steam for long until the engines break down. Exit the
 and walk to the right. Pick up the boathook next to the crate and go in
 door nearby. Walk to the door on the right and pick up the bagpipes and
 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
 to the deck. Walk to the right and enter the room near the winch
 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
 Look at the hole near the winch. Use the oil and then the boathook on
 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
 Pick up the expectoration on the glass. Go to outside the room where
 got the porthole glass. Look at the pipe there- it is leaking. Go back
 the engine room look at the valve and then use the expectoration on
 on it. Go to the bow of the ship (the front). Try to take the Union
 (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
 room again and look at the pressure gauge . Use the bagpipes on the
 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
 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
 up the diving suit. Look at the bed and  the picture on the wall. Read
 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
 village. Talk to the chief. He want a gift. Leave the village and pick
 the ivy growing in the jungle just outside the village. Walk back to
 beach and pick up the rock just next to the jungle entrance. Go back in
 the jungle but this time go up the steps in the screen before the
 entrance. Continue up the path (nice view). At the top take the red
 from the bush. Look at the water nearby. Use the rock with the ivy and
 the berries to make a trinket for the chief. Return to the village and
 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
 Look at the floor panel. Go back to the area where the animals are
 on the ivy (just before the village). Use the cutlass on the ivy and
 up the animal.
 Return to the serpent cave and place the animal on the floor panel.
 through the trap to the next room. Attempt to cross the lava- you
 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
 right until you find the plug. Pull the plug out and return to the lava
 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
 to Atlantis "Atlantis twinned with Pompeii". Enter Atlantis.


 Walk across to the right and use the oil on the attitude adjuster. Use
 attitude adjuster and descend. Walk through the archway. Enter the left
 hand door and pick up the Atlantean rock (again for our non British
 rock is a type of sweet sold at seaside resorts). Leave this room and
 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
 the chief the Atlantean rock. Click on the ship. On your return to the
 give the captain Nematodes map. A long animation follows.

 Dinsey Island

 You end up in a cage. Talk to the henchman and exhaust the
 Talk to the tentacle. Talk to the henchman again. Exit to the right.
 up a flare from the box on the floor. Use the flare. Use the switches
 the control panel. Talk to Dr. Dinsey. When Dinsey stands on the
 tell Mossop to throw the switch. Return to the room wit the cages. Open
 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 (Internet).
 If you are still stuck despite using this text. I may be able to help

 I hope you found this useful.

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