The Gene Machine

For adventure and RPG games
Post Reply
User avatar
Valdor
Posts: 49
Joined: Wed Nov 11, 2020 9:28 am

The Gene Machine

Post by Valdor »

Here is full walkthrough for The Gane Machine.
Leave the station. Enter the cab. Go home. Take the newspaper and cigar box from the living room, the letter from the hall, whiskey and
syrup from Moflops' room and key from bedroom. Take a figurine from the library. Then open the desk drawer, search it and take out the file
stating home ownership. Ask the servant about people with a bad reputation. Read the letter. Remove the business card, money, and member's card from the wallet. Read which club you belong to. Open the cigar box. Get back in the cab, go to the station. ask boy what he has to sell. Give him a few change coins for the last newspaper. Go to the club. Try to talk to the Earl. Go out to the hall. Pour the butler into a glass of syrup and have him serve the count. Raise the snuffbox. Mix whiskey and snuff. Greet with friends from the club. Make them a financial proposal. Let it be a part of a ship chartering company. Then make a suggestion bet. You have to accept the ridiculous stakes. Try to bet that you will reach Dinsey Island in a week. Give them purchased newspaper to make a final bet on the result of the next race. Finally, give them the house deed - you need something to put on bet. Pick up the business card.
Go to the fiance. Pick a flower in front of her house. Enter the garden. Ask Mirabelle to return your engagement ring. Ask if you could do something for her. Enter the house and tell the maid to make tea. Leave for a while, then come back and take the tea and put the cookie from the table in the cigar box. Go home. Let the cat smell the flower. Take the mouse. Drive to the Royal Institute of Science. For the guy who will be difficult to enter, give the figurine. Take the card to the computer. Go home. Give the cat the card. get back to Institute. Insert the card into the slot. Go to the professor's house. Enter the laboratory. Take the remote and vitriol. Try to give both the professor. Go to the docks. Ask the head of the port about all the seafaring legends that come to your mind at the moment. Drive to the palace. Try to get in there. Give the sires the count's calling card. Ask the queen for permission to leave the port and a blessing. You will get two letters.
Go to the inn. Come inside. Talk to the first guest and lend him your handkerchief. Then wipe in her cup of tea. Ask the bartender for dinner. When asked what the actual job you do, admit that you don't know how to answer that question. Ask what real men drink, then drink what they serve. Ask for dinner again. hide bundle and go across the street to the brothel. If you try to go upstairs, mommy will stand up. Show her the letter from the queen. The lady you meet inside ask about her camera. Explain that you are a film producer. Then lend it to you. Go to Mirabelle. Give her some tea and a mouse. Pick up the ring. Return to the inn. Enter the bar, leave it in the back way out. Talk with the suspicious looking type. Give him one by one: a ring, an old newspaper and a new magazine. Come out in front of the bar and come back immediately. Pick up the newspaper. Drive to the clubhouse and give the lords your crafted magazine. Go to the docks. Show permission to leave the port. Ask if you can come on board now. Ask him for a pipe. Give the interlocutor what you keep in a cygar box and take the map. Go to the professor. Give him dinner. Tell the professor that you conduct research yourself and intend to study the views from the moon, and specifically - to photograph the Earth. Get into the rocket. Take a shovel, a suit, and a hammer. Select the hammer knock icon from among the tube icons oxygen. Look out the window in the ceiling. Move the right lever to the second position, counting from the top. Set the left lever in the same way. On finally, move the center lever to the fourth position from the top. Click the mouse on the box with the levers and select the tube icon. Step away from windows. Go outside the rocket. From the moon surface icons, select camera positioning. Use it and take the photo. At the left - select the controls from the robot icons and click on the small hole. Guide the robot: two steps to the right, all the way up, all the way to the end left, all the way up, all the way to the right. Cross the footbridge. Select mining from the mineral field icons. Investigate what you have dug. Come back to the rocket. Talk to the professor. Select Extract from the mineral icons. In a rocket, put phosphate in vitriol, go to the docks. Come into SS FARRAGUT deck.
On the bridge, talk to the captain twice. Give him your world map and start the conversation again. Take the boat hook from the deck, the bagpipe and the porcupine needle from the right cabin, the screwdriver and the oil can from the boiler room. Insert the needle into the gauge. Take the hanger from the deck and then pull it with your grappling hook against the wall. Remove the window from the left cabin and put it in the hole in the deck. Try to talk to a nearby sailor. Raise the window. Examine the circle under the meter in the boiler room and lubricate it with what is on the window glass. Stand on deck under the flag. Try to break it off and then turn to the servant for help. Use the flag to close the hole in the pipe in the corridor leading to the cabins. Look at the meter in the boiler room. Blow the bagpipes on the fire under the stove. Get into the submarine. follow Captain Nematode to the bow and talk to him. Get out of the boat and look around the base. Play the organ. Pick up the letter and go to the chamber on the right. Take the suit and read the letters. Go back to the boat. Tell the captain that he is looking for Atlantis because he loves its inhabitants so much. Get out of the boat. Return to your ship. Talk to Captain Scott and then show him the picture of the moon.
Take a stone from the beach, pick blueberries on the shore of the lake and pick up a vine in the jungle. Wrap the stone in a climber and then combine what was created with them. Give the resulting composition to the chief. Enter the cave, take the skeleton's sabers and cut the branch with the animal in the previous cave. Pick up the animal. Put it on the plate in the snake's cave, near the skeleton. By the lava stream, take a look at the cork stuck in the ceiling. Go back to the lake and enter it. Pull out the cork. Return to the lava flow. After the cooled surface, go to the other side. In the room behind the gate, find the blue one in the pile of crystals. You will recognize it by the fact that it is above the cursor
you see "cristal" instead of "cristals". In the next room, oil the elevator and go down. You will find yourself in the legendary Atlantis. There are four crystals in the next room and candy in the stadium. Return to the room with the pedestals. Set on them
crystals: purple, green, and blue in order from left to right. Go back to Atlantis and talk to Captain Nematode. You'll get a map from him. Go back to the board with the cauldron. Talk to the chief. Give him a candy.
Go to the beach and click on the ship with the mouse. Go to the bridge to see Captain Scott and give him the map from Nematode. Once you're in Dr. Dinsey's cage, try talking to the creature with a green tentacle. Ask the guard if he knows any circus tricks. When you regain your freedom, go to the room with the Dinsey hell machine. Take the flares out of the box on the ground and use it. The apparatus for controlling the machine comprises a block switches. Watch them. Talk to the doctor. Order the servant to move the Switch. In the room with cages, switch the levers. Use the airship. The only thing left for you to do is to proudly hover over the saved world.
Post Reply