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 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 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 inventory 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 search 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
abbreviation
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 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 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 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 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 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 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 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
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 possibilities. 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 until 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 enter
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 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 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 the
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 crystal 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
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 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. Dinsey. 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.