Titanic Walkthrough
Titanic: Adventure Out Of Time - Walkthrough 1.0 October 18, 2001 By Markus Kolic
Welcome. This walkthrough refers to the excellent game "Titanic: Adventure Out of Time" by the now-defunct company Cyberflix. It does not have anything to do with "Starship Titanic" or "Beyond the Titanic", nor any relation to the hit movie.
The plot will be revealed during the game, but only if you look carefully. In fact, that's the best part - the intricate plot, and all the little details you can only get from exploring. The immersive detail. That's essentially the reason I wrote this walkthrough - so you can skip those pesky puzzles and get on into the scene and story.
Optional activities will be enclosed like so: {Option.} Many of these are important for plot developments, so I recommend you do them. Some options will merely say "Report to Pringle" - this means you head down to Penny's cabin on F-Deck and talk to her. It's rarely necessary, as Penny (like Trask) is usually nothing more than a hint mill. I will also assume that you are a fair navigator and can understand a command such as "go to the wireless room" when you are on D Deck.
And now, on with the meat of the matter!
Walkthrough
Welcome to your London apartment, in 1944. Wander around and click on everything possible, saving the desk and its numerous contents for last. Nothing here is really important, but it backs up the plot. You can open up the door and hear the landlord scream, which I find quite funny. Eventually, you'll be nuked by a bomb and hurled back in time 30 years. Watch the credits and relish the music.
You are now in your cabin on the Titanic - C-73. Ignore the knocking at the door. Go to your bed and grab your bag, to the sink and grab the watch, and open the middle dresser drawer to read Georgia's note. {Open your steamer trunk using the key (in your bag) and click on the phonograph. Put the cone on the top and turn the crank. Listen to your briefing and stop the crank. Open the right drawer and put the phonograph reel in. Pick up the other one and play it; you'll hear the radio music from your apartment. Open an upper drawer on the left and read your secret briefing; it helps, but not much. Close that and open the bottom drawer; give your decoding machine a once-over. Close up the steamer trunk.} Answer the door.
You find yourself face-to-face with Smethells, your steward. It really doesn't matter what you say, just listen carefully. When he's finished, go to the gymnasium (boat deck, in case you're lazy). Talk to the lady standing here, your contact.
Penny Pringle will finish talking and turn away. Now you know your mission; well, part of it, anyway. Step straight outside and head for the stern. Talk to Georgia, and ask about Sasha, not Charles. You might like to know: that necklace she just gave you is a fake!
Forget about it for now. Go to the wireless and try to enter. Say the following things to Morrow:
"The sea appears calm." "It's a clear night, but dark." "What uproar?" "You don't care for bureaucrats?" "What war was that?" "No wonder moonless nights make you jumpy." "Now, may I visit the wireless room?"
He'll say yes. Step in and look through the telegrams. There'll be one headed for Germany in code. Pocket it and run back to your cabin. There, open the bottom drawers and fire up your decoding machine. Connect the red and green wires. The telegram is always the same. First flip the switch to DECODE. Then set the dials to 8754. Then enter the code: ANHQSPPAIXWBFCXYAM. Finally, press DECODE and watch the buttons bounce and the music sound weird. The paper comes out; the Rubaiyat is in Boiler 3, coal chute 4. {Report to Pringle.}
{Alternately, although this takes time, try the following. Head for the wireless room, but stop when a voice says "Come here." Step up and meet Max Seidelmann. He'll offer to introduce you to Zeitel, his protégé, and the card player in the smoking room. Say yes, time will pass, and you'll be in the café.
Talk to Zeitel and Haderlitz, saying whatever you like. You needn't agree to go with Max to the smoking room, although you can if you like. Either way, look at the table you were at - you should find Zeitel's pipe. Take it to Trask on A-Deck, and he'll direct you to the Turkish Bath. Go there.
Once there, turn on the faucet. Back away and head for the mirror - it should mist up, revealing a message - the Rubaiyat is in boiler 3, coal chute 4.}
At Penny's cabin on F-Deck, wander around until you find more stairs leading down. Keep going right and forward until you reach the turbine room. Hurry through to the control room and talk to the seaman. Say you'll try to fix the engine.
{Give up, turn back to the seaman, and ask to see the manual. Read it, then try again.}
Turn all three knobs as far to the left as they go. Then, slowly pull the big lever upwards until the needle's just barely in the green. You'll know because the background sound changes.
Now that you've fixed the boilers, you can march on through into the engine room and all the way to Boiler 3. Vlad is here. Talk to him and agree to do his favor. Then go past him and down the stairs. Turn around to see coal chute 4; click on it. Open the box and take the Rubaiyat. Close it. Don't go up the stairs yet or Vlad will shoot you. Instead, hide the book in coal chute 5. {You can just leave the book for Vlad to take, but it makes things awfully complicated.} {Talk to one of the coal shovelers, and keep insulting him until you can call him a landlubber.} Then go up, through the boilers, engine room, turbine room, and all the way out to the stairs.
Now you can jump. Go to A-14. Tell Barbicon you're from Vlad and he'll let you in. Simply ask all the questions until all that's left is "Good night." Go back to Boiler room 3. Give Vlad his package. Go down the stairs. Luckily, Vlad was thickheaded enough not to realize you moved the Rubaiyat. Take it and go back to Pringle. Tell her you've got it and all that you know.
Now take the book to the Purser. Check it in, and then ask about Thayer. Offer to send the telegram. Go to the general vicinity of the wireless, and you'll be stopped by Pringle. She says she's tracked Zeitel and Barbicon to the stern. {Go there and try to eavesdrop, but they'll shoo you away.} To listen to them, you have to head one floor down; to A Deck Promenade. Go to the stern. You'll hear Zeitel talking eventually. Once he's finished, talk to Georgia. (She's right there.)
Head back to the wireless again. Enter and read the instructions in the bottom drawer. Click the instrument on the top right. Drag the lever at the left all the way up. Do this slowly. Then the instrument on the top left. Pull the switch all the way to the left. Turn the knob on the bottom right machine until the red light flashes. Finally, click the left bottom thing and type the message. Make sure you take the telegram slip out of your bag. (Incidentally, you can put in any kind of mumbo jumbo; it still works. However, all that work just to type "Bibbity bobbity boo" seems kind of futile.)
{Sometime during all this, there's a complex subplot you can do involving the photographer Burns in C-78. Go there, and he should ask you to find his wife. She'll be in the Grand Staircase there, wearing the blue hat. Go back and let Burns know you've found her - he'll leave, allowing you to sneak into his room.
Read the instruction page on his desk, turn on the red lamp, then turn off the room lights. Go back to the desk - you may need to brighten the screen using F1. Click on one of the boxes, and get some undeveloped film. Place it into tray 1. It should change slightly 3 times, then move it into tray 2. After it changes slightly twice, click it and it'll be hung up to dry. Do this for all the pictures, and you'll have some nice evidence for Penny.}
Go back to the Purser. Tell him you've sent the telegram. Offer to tell Thayer, but he goes instead. Sneak a look at the cargo manifest. Find the name Lemke and Buechner. {Report to Pringle.} Now, step outside and back in again. Talk to the Purser and ask to get into the cargo hold. Tell him sure, you'll find the cufflink.
You should know by now that the Strauses were on D Deck Reception. (The Gorse-Joneses probably told you, or maybe the lift attendant. Possibly even Seidelmann.) The cufflink is stuck in the left chair at the foot of the Grand Staircase. You have to click it three times. {Talk to Seidelmann.} {You could talk to Zeitel, also, though time will pass, probably ensuring you don't get the painting.} Now, back to the Purser. (I told you he'd come in handy.)
Give the cufflink to him. Offer to tell the Strauses that you found it; that self-centered jerk will rush off instead. "He'll be most pleased that I found his cufflink." Luckily, now you can get revenge: click on his keys and take the fancy one.
Go to A deck and take the forecastle stairs. When you come to stairs leading up to the forecastle, instead turn slightly right and into the cargo hold. It's the second door on the right. When the seaman sees the keys, he'll let you through. {Look in some of the other cargo rooms - shame they're all the same.} Three times ahead and through the door to your right. Turn on the lights on the car, they'll shine on the right box. Zoom in and open it up. The painting may or may not be there - if it is, take it. Go back out to the Forecastle Deck. Report to Pringle. Then go to the Grand Staircase on B Deck and Smethells will give you a message. (Haderlitz? The squash court? Fencing?)
{Head to the wireless, and steal another one of Zeitel's coded telegrams. Translate it.}
{This whole section is optional, though if you do skip it, make sure that you didn't let Vlad get the Rubaiyat. You'd also need to give the notebook to Zeitel.
It's now time to do Georgia's request. Go to the smoking room and find Charles. Talk to him, then visit Georgia in B-70. Charles will come in, the two will bicker and kick you out. Now go to the Smoking room again. Charles seems to have reappeared there. Talk to him and he'll tell you what you already know; Georgia's diamonds are fake. The real ones are in Barbicon's cabin. Go there (A-14). A seaman will be there trying to fix the fuse box. Talk to him, open the fuse box and flip the top switch. Barbicon will leave. When he's gone, flip it back and go in. Click on the weird Chinese doll. Turn the combination to so:
5
3
2
5
0112 5374
8
1
0
3
You can now open it up and take the necklace. If you're a purist, place the fake necklace in the doll and step outside to face Barbicon. Otherwise, keep it and just jump out with the map. (Great loophole, eh?) Check the real necklace with the Purser.}
Now, we fence with Haderlitz. On D Deck, just ask for directions from the lift attendant. Follow them. When fencing, I find aiming for his bellybutton works, but so does clicking madly anywhere. Of course, it doesn't matter whether you win or lose, although it goes faster if you win. He'll give you his ring; once he's done that, you can leave. {Report to Pringle. Take the ring to Trask and ask him to do a reading of it. Then go to D Deck and talk to Seidelmann (in the plaid jacket).} Go to the girl in D-19 (Willi's sweetheart). Talk to her and give her keep the ring. Report again (you have to this time), and you'll get a gas pen. Poor Willi! {At this point, Morrow will have left his post, so you can sneak into the bridge and play with things.}
{Around this time, there's a large subplot that's necessary if you failed to get the painting. Find Daisy Cashmore at the B-Deck Grand Staircase - she'll ask a favor. Go to the purser, and get the name for the initials GQC. Tell Daisy, and she'll let you know that Andrew Conkling wants to see you.
He'll be at the Scotland Road - it's accessible from the Second Class Stairs on E-Deck. Talk to him, and he'll ask you to meet Shalaigh Hacker on the poop deck. Go there, and talk to her and her brother. They'll ask money for the letter. Go back to Conkling's cabin, B-59, and tell the news. If you like, check in with Shalaigh at F-59 as well.}
Go to the Turkish bath. Ask Morrow if you can investigate; do so. Haderlitz is in the electric bath, so go through the door next to the fountain and into the near right door. Click on Haderlitz and take the note. {Show it to Trask.} Go to Aft Scotland Road and find the axe and rope. Click it, then OK. What do you know; Jack Hacker. He'll give you the note. {Take it, too, to Trask.}
Go to the Cafe Parisian. At the side of one of the tables, you'll find a pack of Old Reds cigarettes. Take them. {Show them to Trask.} Take them to Seidelmann, who should now be in the smoking room. He'll mention that he saw Willi atop the smokestack. Report back to Penny.
Penny may or may not accept this - you'll know if she does because she'll mention the smokestack. If not, go find Reverend Troutt. He'll either be in the Second Class Stairs or on the boat deck. Talk nice to him, listen to him, and he should give you a prayer card. Take the card to Eric Burns in C-78 (he'll seem to know you whether you did the photograph option or not). He'll show you a picture of Willi atop the smokestack. Penny should accept this.
Head back to the engine room, and fix the boilers again. In the engine room, there should be some stairs up, take them, and you'll eventually be confronted by Vlad. Fight him, though it makes no difference whether you win or lose. Go up the ladder, and begin the smokestack puzzle. My strategy is to look to the right first - if the path is blocked and there's no route up, then look left. You should get to the top without much difficulty.
Walk around the top, and find the notebook. Grab it, and Zeitel will confront you. Talk to him (it matters not what you say), until you're interrupted by an iceberg. He'll demand the notebook.
If you chose not to get either the Rubaiyat or the real diamonds, then give Zeitel the notebook. He'll shoot you. Otherwise, give him the gas pen and run away - Vlad will knock you out and steal the notebook.
Ship Sinking
By all means, save your game at this point under a different name. It's fun to just wander around while the ship sinks and observe the people. Daisy is particularly funny.
Answer your cabin door, and Penny will give you whatever you gave the Purser. Map jumping is disabled, so you'll have a heck of a time getting around now.
There are four things you need to get in this sequence - the Rubaiyat, the real necklace, the painting, and the notebook. You may be lucky enough to have three, or you may have none - in which case you're screwed.
If you failed to get either the Rubaiyat or the necklace, or if you gassed Zeitel and let Vlad steal the notebook, he'll have these things, and will be down in the turbine room.
You'll need to head for the First Class Lounge - attempt to enter, and Claris will stop you. She'll blather about Willi, then give you her shawl. Take the Grand Staircase up to the boat deck, then take the Second Class Stairs down to F-Deck and head for the turbines. (A seaman will stop you on the way - tell him you'll take your chances.) There'll be a little stairway down, and you'll find Vlad - along with Barbicon's dead body. Offer to get Vlad into first class by disguising him as a woman - with the shawl. In exchange, ask for whatever you need from him. (If he has more than one thing, you're screwed.) He'll say no, but tell him that drowning won't help his cause. He'll agree, you'll get your thing, and he'll disappear.
The painting, if you didn't get it, will be in the hands of Shalaigh and Jack Hacker (in the Second Class Stairs). Talk to them, and they'll give you Conkling's letter. Take it upstairs to Mrs. Conkling, and she'll give you Shalaigh's baby. Take it back down, and they'll give you the painting.
The notebook, if Vlad doesn't have it, will be in the hands of Zeitel in his cabin: C-59. He'll lock you inside with the notebook - and a suitcase bomb. Luckily, if you screw up the bomb puzzle, you get a help screen and another chance. (The blow-up animation is mildly entertaining.) Open the suitcase, and set the middle switch to 3. You now have one minute. Set the left switch to 2, disabling timer explosion. Wait for the minute to expire, then set the left switch to 3 and open the key box. Take the key. Finally, set the right switch to 3, and you can back away. Take the notebook from the bed, and you can go.
That's it for the objects - you now must get off the ship. There are three ways to go, and you only have a small amount of time. The easiest is only for the lucky - you may bump into the Gorse-Joneses on the deck, and they will offer to take you with them into their lifeboat. If you've got everything, say yes.
Or, you can head for the Smoking Room (it can be hard to get at) and play cards with Riviera. You'll have to bet something valuable (one of your objects) so make sure you have one and save your game. If you win, you'll get a tarot card - La Morte - which you can then show to Morrow or one of the seamen for a spot in a boat.
Finally, you can ask Morrow what you can do to help. If you've done that, near the end, when there's only two boats left, he'll offer you a space. If you don't have all your objects by then, forget it and just go. Better incomplete than dead.
And that's it. There are numerous endings, so make sure to experience most of them. Experiment. Play around. That's what the game is for.
This document copyright 2001 Markus Kolic. You may reproduce any portion or all of this walkthrough wherever you wish, as long as full credit is given to the author (me).