TITANIC-TITANIC.com | Titanic Adventure Out Of Time Cheat and Walkthrough
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 layout of the ship and how to move about it: you are going to do a 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 Steward, 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 Steward 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.
Talk to everyone you meet (click on every human figure you see). Use up every option. Sometimes you need to click on them again to talk some more. When choosing a given line is important, I will say so.
This game is event-driven rather than time-driven, so take it leisurely: 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 elsewhere.
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 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 Steward 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 Steward, 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 Grand Staircase on B Deck. You will see the Steward 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 Sasha. Head for the Wireless Room until you hear someone calling you.
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 bureaucrats"
"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 every time 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.
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 Seidlemann, who will introduce you to Riviera. You can have a few games of Blackjack, if you like.
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.
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.
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 Chute 4 by clicking on it. Retrieve the book, move to Coal Chute 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 Chute 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. Say "Thayer" and offer to help him with the telegram. When you've done that, check the book in and enquire 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 follows:
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 Manifest 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 preoccupied with the cufflink Mr. Straus lost. Again, offer to find it. We know Mr. Straus was in the Reception Room at D Deck from what other people told us, so go there. You will meet Seidlemann - talk to him and ask him where Straus 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 Straus and he will leave, pronto. Click on the key panel and take the key with the fancy key ring.
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. Report to P.P. yet again. She'll tell you to see the Steward, who has a message for you. Go to the Grand 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 necklace.
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. Take it 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 centre 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 Grand 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 report.
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 Steward. 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 Trask.
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 centre, till you spot the diary. Get it.
Guess what, you've got company. Zeitel comes waving a pistol and demanding the diary; 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.
Leave the cabin and turn right to go to the Grand 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 finale.
Smashing game, wasn't it, even with all the inconsistencies. For instance, how did Vlad get hold of the fake necklace I was carrying in my bag?
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. You could 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. But then, how will you leave the
Still, it's up to you; you might what to re-play the last section
just for fun. I
have a suspicion that these possibilities, specially Zeitel, are there to stop you from completing the game successfully: but they are interesting anyway.
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.
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 tricky 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... Titanic .