hide results

    Walkthrough by LRichardson

    Updated: 07/27/98 | Search Guide | Bookmark Guide

    Subject: Titanic : Adventure Out Of Time - SOLUTION
    From: Cheets@sv.span.com (Wayne Roberts)
    Date: Mon, 27 Jul 98 15:28:27  GMT
    Newsgroups: comp.sys.ibm.pc.games.adventure, comp.sys.mac.games.adventure
    Followup-To: comp.sys.ibm.pc.games.adventure
    Due to the vast amount of requests we have had for this game over the past
    few months, we thought that we should share our walkthrough with you all.
    This walkthrough has been compiled and added to since the games original
    release back in 1996.  Most apsects of the game should be covered, but
    please read our little disclaimer at the bottom of the text.
    Feel free to use this text in it's entirety complete with our web address
    attached to the base (http://www.ukgamer.co.uk). 
    Hope you all now manage to get to finish this game....  Especially
    the people getting stuck with the bomb and painting(s).
    |------------[  Wayne Roberts <Editor> ]
    |------------[  Cheet Sheets Magazine (Game Cheats, Tips & Reviews) ]
    |------------[  mailto:Wayne@ukgamer.co.uk  ]
    |------------[  http://www.ukgamer.co.uk    ]
    TITANIC : Adventure Out of Time
    Investigative Adventure by GTE Entertainment
    Solution by Lu Richardson
    General tips:
    When the game starts, it's a good idea to choose the Tour rather 
    than playing straight away.  This will allow you to learn to use the 
    interface and it will also familiarize you with the ship and how to 
    move about it:  you are going to do an awful lot of that.
    The important thing is to remember to look carefully all around you 
    by turning on the spot, and to interact with everything you can.  
    You could miss something important if you failed to do this, and 
    even when items are not pertinent to the game, they are still a 
    visual treat.  
    As the manual indicates, you can get an awful lot of help from the 
    Stewart, the Elevator Operator and the Purser, as well as the 
    character named Trask.  In order to keep this solution as brief as 
    possible, I will take it for granted that you will talk to the 
    Stewart on the mechanics of the game, that you will consult the 
    Elevator Operator whenever you need to go anywhere (just ask him for 
    directions), that you will go to the Purser and find out where 
    everyone is to be found (write a list of everyone's cabin, it will 
    save you no end of time), and that you will take each item you find 
    to Trask.  Also, visit P.P. every time you get something new or 
    when you need to know what to do next.
    Talk to everyone you meet (click on every human figure you see).  
    Use up every option.  Sometimes you need to click on people again to 
    talk some more.  When choosing a given line is important, I will say 
    This game is event-driven rather than time-driven, so take it 
    leasurely:  it's well worth investigating everything as you go 
    along.  There is more than one way to go about solving certain 
    problems, and this, in fact, makes the game more complicated than it 
    need be; people keep sidetracking you, which is rather confusing, 
    and it's all rather disjointed - the more so because you can do 
    things in any order you like.  
    Here, I will give you the most direct solution.  Certain details 
    change every time you play the game - so if events don't take place 
    exactly as I describe them, please try other strategies.  For 
    instance, some people seem to have a mind of their own and turn up 
    in different places every time you play - so if you need to speak to 
    someone and they are not there, don't panic.  Go looking for them 
    I hope this solution will help:  it's main purpose is to give you
    a rough idea as to what to do.  It's up to you how you do it.
    Oh, and, yes.  Save your game often!
    Explore the room and try everything.  Ignore the landlady knocking 
    at the door and demanding the rent.  The most important thing is the 
    desk, so leave that for last.  When you do start examining it, read 
    all the postcards (clicking on them turns them over), the notes in 
    the drawer, and also click on the watch.  These are most important 
    things.  When you've finished with the desk, a bomb will drop on the 
    house and there will be a short clip to watch before you turn up at 
    your cabin in the...
    Again, have a look around.  Open the door when the Stewart knocks 
    and get all the info he can give you.  You will also get a card from 
    P.P. asking you to meet her at the electric camel.  At the end of 
    your conversation with the Stewart, get the bag from the bed.  Find 
    your watch near the basin (get it) and click on the drawer of the 
    dresser to read the note.  Now turn to the trunk.  Open the bag and 
    click on the key to activate it.  Next, drag the key over the trunk 
    to open it.  Click on the right to get at the gramophone.  Put it 
    together.  Click on the handle to get it going and listen to the 
    message.  Click on the drawer beneath to see other cylinders.  Click 
    "OK" to exit.
    Now click on the left of the open trunk and open one of the upper 
    drawers, which contains an envelope.  Click on it to open it and 
    look at the map and read the report.  Next, click on a drawer 
    further down and examine the decoder machine.  That's about it for 
    now, you can leave the cabin for your appointment with P.P.
    Click on the map and then on the Great Staircase on B Deck.  You 
    will see the Stewart here, if you need to consult him again.  Walk 
    right around the stairs to find the Elevator Operator.  He is a mine 
    of information and you'll probably need to consult him quite often.  
    Click on him and ask for directions.  Click on More Locations until 
    you find the gymnasium.  Ask him about that and pay attention to his 
    directions.  Then click on A Deck to be taken there.  On route, he 
    will tell you about Georgia and her party on D Deck.  When you come 
    out of the lift, walk around to the stairs but, before you go up, 
    click on the guy standing there.  Trask turns out to be an 
    interesting individual; remember where he is because you'll be 
    coming back to him quite often.  At the end of the conversation, go 
    up the stairs and, following the Elevator Operator's instructions, 
    find the gymnasium.  Click on the girl to talk to her and receive 
    her directives.  Afterwards, look around; some of the machines can 
    be used.
    Leave the gymnasium by going straight out onto the Boat Deck.  Go 
    aft and talk to Georgia; she will give you her necklace.  Ask about 
    Head for the Wireless Room until you hear someone calling you.  
    Now, you can chose to do one of two things:
                        *           *           *
    The Wireless Room
    At this point you could take a shortcut by ignoring him and going on 
    to the Wireless Room.  Attempt to enter it and Officer Morrow 
    intercepts you.  It is important that you choose the following lines 
    when talking to him:
    "The sea appears calm"
    "It's a clear night, but dark"
    "What uproar?"
    "You don't care for burocrats"
    "What war was that?"
    "No wonder moonless nights make you jumpy"
    "Now, may I visit the wireless room?"
    After this, he will invite you to do so.  Open the door, go in.  
    Click on the table in front of you.  Read all the telegrams - one of 
    them is German and contains a number and a code (which changes 
    everytime you play).  You take this automatically with you.  
    Get back to your cabin, open the trunk with the key as before and 
    click on the bottom drawer to reveal the decoder.  Click on the two 
    wires and flip the switch.  Click on the number drums so that the 
    code on the telegram appears on the bottom line.  Next, click on the 
    letters you see on the telegram, without any spaces if it specifies 1 
    word, and then press DECODER.  When you get the message, report to 
    Penny Pringle (P.P.) at her cabin.  
    [N.B.  If you have problems with the decoder don't panic, read what 
                    *               *               *
    However, it is much more fun to do it this way:
    Talk to the guy who called you, Seidlemann.  Agree to go with 
    him and you meet Zeitel and Haderlitz.  Converse with them until 
    they all go, then click on the table to the right to get Zeitel's 
    pipe.  Examine the Cafe for a bit of fun.  Leave and you'll meet 
    Daisy Cashmore, you gives you a lot of info and asks a favour of you.
    Go upstairs and to the Smoking Room to meet Seidelmann, who will 
    introduce you to Riviera.  You can have a few games of Blackjack, if 
    you like.  
    How to get the book
    Leave and go to the Great Staircase in A Deck and talk to Trask.  
    Show him the pipe; he suggests you go to the Turkish Bath.  Do so.
    Inside, click on the fountain, click on the spout and leave the 
    water running.  Go to the mirror and click on it.  You get a 
    message.  This is identical to the message if you take the telegram 
    to the decoding machine.  There is no need to do both.
    Go to P.P., though you needn't talk to her if you don't want to, and 
    go down the stairs all the way to the Turbine Room.  Go in and go 
    downstairs.  Have a look - there are some valves here that you can 
    activate, but I am not sure if this has an effect on the Control 
    Room or not.  Just a thought.  At any rate, you'll be coming back 
    here later on in the game.
    Go back up the stairs and along to the Control Room.  Enter it and 
    attempt to enter the Engine Room.  The seaman won't let you but he 
    has trouble with the turbine.  Offer to help.  Look at the controls 
    and exit (i.e., click on "OK") - talk to the seaman and ask for 
    advice.  He will show you the manual.  Make a note of the 
    instructions, exit, say you'll have another bash and, at the 
    controls, follow the instructions exactly till you get the needle in 
    the green zone - you might need to improvise, though.
    Now you can go through to the Engine Room.  Have a good look around, 
    because you'll be coming back, then go through to Boiler Rooms 1, 2 
    and 3, where you'll meet Vlad.  Talk to him and agree to help him.  
    Go down the stairs behind him and examine Coal Shute 4 by clicking 
    on it.  Retrieve the book from the box, move to Coal Shute 5 and 
    hide the book by placing it in the box.
    Go up the stairs again and into the Engine Room; you can take a 
    short cut up the stairs, to the right and up some more stairs, into 
    the Scotland Road.  Go to Barbicon in A-14.  Speak to him and get 
    him to talk about Georgia.  Finally, get the parcel and take it to 
    Vlad, going to him the same way as before; the guy in the Control 
    Room will let you through.  As soon as Vlad is gone, go down the 
    Stairs to Coal Shute 5 and retrieve the book.  Incidentally, you can 
    make friends with one of the men by talking to him and insulting him 
    till you call him "Landlubber"; however, it is not essential to
    this solution.
    Take the book to P.P.  Talk to her.  Go to the Purser to put the 
    book in the safe.  Listen to him and say "Thayer" and offer to help 
    him with the telegram.  When you've done that, check the book in and 
    inquire about the list of passengers.  Find out where G.Q.C. hangs 
    out.  This is a good time to find out where everyone else lives, too.
    Go to the Wireless Room and you'll meet P.P. who asks you to 
    eavesdrop on Zeitel & Co.  Go to A Deck and outside, walk aft and 
    listen.  Georgia should also be here, so talk to her again and note 
    her request.
    How to send the telegram
    Now back to the Wireless Room.  If you haven't entered it before, 
    follow the instructions I give above.  To send the telegram, do as 
    Click on the table.  Read all the telegrams (if you haven't come 
    before).  The German one in code goes straight into your bag (no 
    need to do anything about it, though you might like to see what it 
    says).  Note what there is in front of you.  There are two 
    instruments to the left and two to the right, and another on the 
    front.  First, click on the two papers in the drawer to get the 
    instructions - make a note of them.  Start by clicking on the 
    instrument on the top right hand side.  Move the lever up to "On" 
    (this is rather difficult, keep trying till the bulbs light up).  
    Next, click on the top left hand side instrument and push the lever 
    to the left, to "Transmit".  Then click on the instrument on the 
    bottom right hand side and turn the knob till the line hits 200 and 
    the light flashes.  Now you can click on the instrument on the front 
    and simply type out the message you saw on the telegram.
    Go to the Purser and tell him you've sent the telegram, then offer 
    to go and tell Thayer.  Instead, he goes himself - which gives you a 
    chance to look at the Cargo Manifesto by the bell.  Spot the name of 
    Lemke & Buechner.  Report to P.P.  She sends you back to the Purser.
    How to get the painting
    Go to him, and this time he is preocupied with the cufflink Mr. 
    Strauss lost.  Again, offer to find it.  We know Mr. Strauss was in 
    the Reception Room at D Deck from what other people told us, so go 
    there.  You will meet Siedelmann - talk to him and ask him where 
    Strauss was sitting.  At the end, turn your back on the stairs and 
    click on the left hand chair; then click on the cufflink twice.  You 
    also get to talk to Zeilter in this room.
    Go back to the Purser and give him the cufflink.  Offer to take 
    it to Strauss and he will leave, pronto.  Click on the key panel and 
    take the key with the fancy keyring.
    Go to the Cargo Hold via A Deck and the Forecastle stairs.  When you 
    try to get in, the seaman will first stop you and, when he sees the 
    keys, will let you through.  Advance three times and go through the 
    door to the right.  You will spot the car.  Click on it to turn the 
    lights on and look inside the box opposite.  Take the painting.
    [N.B.:  Some people arrive and find the painting is gone.  No 
    problem, you get another chance to get it later, see ALTERNATIVES 
    Report to P.P. yet again.  She'll tell you to see the Stewart, who 
    has a message for you.  Go to the Great Staircase in Deck B and talk 
    to him.  You might also meet Daisy; tell her what she wanted to know 
    and you'll get yet another message.  Go to the Purser and check in 
    the painting.  
    Since this is important to this solution, go to the Smoking Room and 
    talk to Charles.  Now go to visit Georgia in her cabin.  Charles 
    comes in and you leave.
    Although not strictly necessary for this solution, you might as well 
    go to see Conkling.  Go to Scotland Road and keep going aft till you 
    see him.  Talk to him.  Go to the Poop Deck for him.  You should 
    meet Georgia again - talk to her.  Go on and meet the two Hackers.  
    Talk to them and go back to Conkling.  When you've talked to him, go 
    to Scotland Road, but this time go forward:  on your way downstairs 
    to the 3rd Class Cabins you'll meet Troutt.  Go along with anything 
    he says.  Go to see the girl.  Well, that's that done.
    Go to the Smoking Room and talk to Charles.  You find out about the 
    How to get the real necklace
    Go to Sasha's cabin.  As you enter his corridor, talk to the seaman 
    you'll see.  He is off to find a screwdriver.  Click on the fuse 
    panel on the wall at the back and throw over the switch marked A14.  
    Turn around and, when you see Sasha leaving his cabin, throw the 
    switch again.  Go to his cabin and advance.  Click on the Russian 
    doll.  You have to solve a puzzle here.  Clockwise and top to 
    bottom, these are the numbers you need to line up.  15: 5-3-2-5; 
    19:  4-7-3-5; 12:  3-0-1-8.  4:  0-1-1-2.  Click on the doll to get 
    it open.  Now you get the real necklace; put the fake necklace 
    inside the doll and leave.  Take the real necklace to the Purser.
    How to get the notebook (almost)
    Go to Deck D and find out how to get to the Squash Court.  Go 
    there.  Haderlitz invites you to fence with him.  Do so.  I don't 
    think it matters whether you win or lose, you still get the 
    information - but I found that aiming just right off the center of 
    his foil's guard did the trick.  When he lounges left or right, he 
    usually signals it clearly.  At any rate, keep fencing till you've 
    got his ring and he merely asks your for another match.
    After the match, report to P.P. and then go to the Great Staircase 
    in A Deck.  You meet the Gore-Joneses with a message.  Just go up 
    the stairs and show the ring to Trask.  Afterwards, go to P.P. and 
    Go to Reception in D Deck and talk to Seidlemann.  He tells you 
    about Haderlitz's girl, who is to be found in cabin D 19.  Talk to 
    her.  Report to P.P.
    Go to the Turkish Bath and talk to the officer, asking him if you 
    can investigate.  Talk to the Stewart.  Go into the Turkish Bath and, 
    from there, to the Electric Bath.  Click on it and pick up the scrap 
    of paper.
    Take it to Trask, talk to him and show him the scrap.  With his 
    insight, go to the Scotland Road, keep going aft till you catch a 
    glimpse of the axe and rope on the wall.  Click on that and, as if 
    on cue, Jack Hacker meets you and gives you another scrap of paper.  
    Take it to Trask at his usual stand:  you might meet the 
    Gore-Joneses again.  Don't neglect to show the scrap of paper to 
    Go to the Parisian Cafe, search the tables and you will find a 
    packet of cigarettes; take them to Trask and he tells you who they 
    belong to.  Go to the Smoking Room, find Seidelmann and give him the 
    cigarettes.  He gives you some important information in return.
    Armed with this info, go to the Boat Deck.
    Here you can take a little and unnecessary diversion by talking to 
    the seaman by the bridge, on the other side of the Wireless Room.  
    He tells you Officer Morrow has lost his binoculars.  Go aft and up 
    to the first platform and find the binoculars, then take them to 
    Morrow.  He will let you into the Bridge.  You can try to change 
    course, but it won't do you any good.  At the end, talk to Morrow 
    again.  There, that was nice, wasn't it?
    You might also meet Troutt who will give you a prayer card; this can 
    be exchanged for a photo if you go to Burns at C-78.  But, since it 
    doesn't matter, why bother?
    And now for the real business.  Find a seaman (the guy in charge of 
    the Cargo Hold) by lifeboats 9/10.  Talk to him and ask him if you 
    can climb the smokestack, but you will find you can only do that 
    from the Engine Room.
    OK, go to P.P. and talk to her, then go down the stairs to the 
    Turbine Room.  Just in case, go down the stairs and interfere with 
    the valves once more.  Up and through to the Control Room.  Once 
    more, you are asked to fix the turbine and, since you know what to 
    do, you'll have no trouble.  If you've forgotten, ask for advice
    again.  When you've put matters right, you'll be able to go through 
    to the Engine Room.  Go left when you have the opportunity, so that 
    you can go up the smokestack.  Unfortunately, Vlad is there and you 
    get into a bit of a fight.  It is not important whether you win or 
    lose, but I found that alternating blows (cursor to the left or 
    right of him) actually did the trick and I beat him.
    At the end, go up the stairs, all the way to the top.  Walk around, 
    keeping your eye on the center, till you spot the diary.  Get it.  
    [N.B.:  if the notebook is not there, you will have to go to 
    Zeitel's room later and disarm the bomb in the suitcase which 
    contains it, see ALTERNATIVES below]
    Guess what, you've got company.  Zeitel comes waving a pistol and 
    demanding the notebook; stall him.   There is a minor pause in your 
    negotiations when the Titanic hits an iceberg.  Never mind.   Offer 
    him the pen P.P. gave you.  This stuns him and you are able to get 
    down, where Vlad is waiting to knock you out cold.
    You wake up in your cabin.  What you can hear is not your head 
    throbbing but a knock at the door.  Open it and P.P. will give you 
    her next set of instructions.
    At this point you might like to save your game so that you can try 
    various angles:  I will tell you how to complete the game quickly, 
    provided you have the book, the painting and get the card (boat 
    pass, see below).
    Leave the cabin and turn right to go to the Great Staircase.  Go up 
    to A Deck and into the First Class Lounge.  You meet with 
    Haderlitz's girl, who gives you her shawl.  Go in and talk to 
    Trask.  DO NOT talk to Zeitel.  Find your way out of here through 
    the other door, and go to the Smoking Room.  Save a new game, talk 
    to Riviera and bet the real necklace against the boat pass.  You'll 
    probably win.  You must; if you don't, reload and try again.  Now go 
    back to the First Class Lounge and, through there, to the Boat 
    Deck.  Don't talk to anybody.
    Going aft, you'll probably bump into the Gore-Joneses.  Ignore them.
    Go to the Second Class Stairs and keep going down (DO NOT talk to 
    the Hackers) till you get to the Turbine Room and then go down to 
    the contraption with the valves.  You'll meet Vlad - talk to him.  
    Persuade him to exchange the notebook for the shawl.  
    Now go all the way up to the 2nd Class Staircase and find P.P., who 
    is around here.  Talk to her and then talk to the seaman next to 
    her.  Give him the boat pass.  That's it.  Sit back and enjoy the 
                        *           *           *
    In this final section you can also get frightfully involved with 
    everyone.  For instance:  you could talk to the Hackers and find out 
    that Mrs. Conkling has stolen the baby, so they give you a letter 
    you have to take up to her, collect the baby and take it to the 
    Hackers.  If you didn't have the painting, Hacker will give it to 
    you now.  You could then talk to Zeitel and find out he's poisoned 
    Georgia and he wants the map in exchange for the antidote - they you 
    rush to cabin A-14 to save her, but later Zeitel will give you the 
    map in exchange for the boat pass (if you have it).  But then, how 
    will you leave the Titanic?  Well, if you helped the Hacker girl 
    with her baby, just talk to Morrow and he'll let you in the last 
    Still, it's all up to you; you might what to re-play the last 
    section just for fun.  
    In the main body of the game, if you fail to get the book or the 
    painting, there is a whole alternative machinery in place; though 
    not getting the book will certainly stop you from winning.  If you 
    want to try that for fun, you'll probably get heavily involved with 
    the photographer at C-78; the Gore-Joneses tell you about him.
    When you first visit him he wants to know where is his wife.  Turn 
    right and go along to the Grand Staircase; you'll see her there with 
    her blue hat, click on her.  Go back to C-78 to tell him and he will 
    depart hurriedly, leaving the door open.  Go in.
    The Photos
    Now, this is very tricky, so save your game.  First, have a look 
    around - you can open the wardrobes and enjoy looking at the 
    couple's clothing.  Look at the table and click on the piece of 
    paper to the left.  Read the instructions carefully.  Turn the red 
    lamp to the left to try it on.  Don't touch anything else.  Turn 
    right around and walk to the door, turn left and click on the 
    buttons.  Turn right, and make your way to the table.  If it is too 
    dark for you to see clearly, press F1.  When you've advanced to the 
    table, click on the red lamp.  Now click on the first box and get 
    the paper.  Put it in the tray numbered 1 and count to 18 or 20 (the 
    image should change slightly three times).  Remove the photo, 
    dragging it to tray 2.  Count to 12 or 15 (it should change slightly 
    twice), then click on it - it will automatically be hung to dry.  
    Because this is very difficult and you could easily spoil the photo, 
    save each time you have succeeded.  When all three are done, go back 
    to the door and turn the light on.  Go back to the photos and put
    them in the bag; click on each and then on the spying glass to see 
    close ups.  Then take them to P.P.
    In other words, once you've completed the game correctly, try
    goofing up, just to enjoy a different experience...  It is such a 
    pleasure to wander around such a magnificent ship.
                            *               *               *
    If you didn't get the notebook from the stack, you can apparently 
    get it from the suitcase with the bomb, as follows:
    The bomb
    Visit Zeitel after the crash with the iceberg.
    Go to cabin C-59 and go in.  Zeitel will speak to you and lock you 
    in with a bomb.  Face the sofa and click on the suitcase.
    First, set the middle switch to 3 (just point to "3" and click), 
    then set the left switch to 2.  Wait till the clock counts down and 
    rings.  Next, move the left switch to 3.  Open the box and take the 
    key.  Move the right switch to 3.  Close the suitcase.  Now you can 
    leave the cabin.
                            *        *        *
    Here is how the author of this hint wrote about it:
    Extra hints. From: Thaee Mai-yuran <thaee@usa.net> via email.
    I downloaded your text walk through from your web site, great and 
    many thanks for providing it. Only one thing I was missing, you 
    did not mention the scenario with the bomb in C-59 it's Col. E.E. 
    Zeitels room, here is an suggestion for an addition to your file.
    How disarm the bomb
    If you really want to know go to Room C-59 It's Col. E.E. Zeitels 
    room But I did not find it until after we hit the Iceberg. I did 
    not disarm the bomb and did blow a nice hole in the side of the 
    Ship !   Real good Graphics to !! Good Luck 
    I was blown up several times before beating this truly ingenious 
    puzzle. Follow the steps below to safely retrieve the door key: 
    1. Set the middle switch to position 3 (just point to 3 and 
       click, don't try to turn the dial). This starts the clock running
       - don't panic! 
    2. Set the left switch to position 2 (I think it's 2 - anyway, 
       it's the position with the red wire that goes to the pole closest
       to the bottom of the glass box holding the key). 
    3. This was the tricky bit - WAIT until the clock counts down and 
       rings.  Because you diverted the power in step 2, you won't blow 
       up when the alarm goes off. Once the ringing stops, the clock 
       circuit remains open, not closed. 
    4. Move left switch back to position 1. 
    5. Open the box and take the key.  
    6. Move right switch to position 3 - while this closes the 
       solenoid, you won't blow up because you diverted the power in 
       step 1. This step allows you to close the briefcase without 
       blowing up.  
    7. Click OK - you should have the key! 
    With my best regards from Bangkok,   Thaee
                            *               *               *
    Online at http://www.ukgamer.co.uk
    (Text file OFFICIALLY updated July 1998)

    View in: