Josh SpinksHey Biffman,Firstly, your blog and collection is unbelievable. I am so glad I found this site. Games I haven't been able to play for years and you made it possible! Thank you!Secondly (because we always want more.), do you do requests? I am having a hell of a time trying to get some windows 3.1 games to work.
Mainly, Dark Seed 2 and Star Trek Klingon. Any ideas how to get these up and running?Thanks again. I find myself checking the site multiple times a day for updates now.
TITANIC: Adventure Out of TimeInvestigative Adventure by GTE EntertainmentSolution by Lu Richardson-General tips:When the game starts, it's a good idea to choose the Tour ratherthan playing straight away. This will allow you to learn to use theinterface and it will also familiarize you with the ship and how tomove about it: you are going to do an awful lot of that.The important thing is to remember to look carefully all around youby turning on the spot, and to interact with everything you can.You could miss something important if you failed to do this, andeven when items are not pertinent to the game, they are still avisual treat.As the manual indicates, you can get an awful lot of help from theStewart, the Elevator Operator and the Purser, as well as thecharacter named Trask. In order to keep this solution as brief aspossible, I will take it for granted that you will talk to theStewart on the mechanics of the game, that you will consult theElevator Operator whenever you need to go anywhere (just ask him fordirections), that you will go to the Purser and find out whereeveryone is to be found (write a list of everyone's cabin, it willsave you no end of time), and that you will take each item you findto 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 totalk some more. When choosing a given line is important, I will sayso.This game is event-driven rather than time-driven, so take itleasurely: it's well worth investigating everything as you goalong. There is more than one way to go about solving certainproblems, and this, in fact, makes the game more complicated than itneed be; people keep sidetracking you, which is rather confusing,and it's all rather disjointed - the more so because you can dothings in any order you like.Here, I will give you the most direct solution.
Certain detailschange every time you play the game - so if events don't take placeexactly as I describe them, please try other strategies. Forinstance, some people seem to have a mind of their own and turn upin different places every time you play - so if you need to speak tosomeone and they are not there, don't panic. Go looking for themelsewhere.I hope this solution will help: it's main purpose is to give youa rough idea as to what to do.
It's up to you how you do it.Oh, and, yes. Save your game often!LONDONExplore the room and try everything. Ignore the landlady knockingat the door and demanding the rent. The most important thing is thedesk, so leave that for last. When you do start examining it, readall the postcards (clicking on them turns them over), the notes inthe drawer, and also click on the watch. These are most importantthings.
When you've finished with the desk, a bomb will drop on thehouse and there will be a short clip to watch before you turn up atyour cabin in the.TITANICAgain, have a look around. Open the door when the Stewart knocksand get all the info he can give you. You will also get a card fromP.P. Asking you to meet her at the electric camel. At the end ofyour conversation with the Stewart, get the bag from the bed. Findyour watch near the basin (get it) and click on the drawer of thedresser to read the note.
Now turn to the trunk. Open the bag andclick on the key to activate it. Next, drag the key over the trunkto open it. Click on the right to get at the gramophone. Put ittogether.
Click on the handle to get it going and listen to themessage. 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 upperdrawers, which contains an envelope. Click on it to open it andlook at the map and read the report. Next, click on a drawerfurther down and examine the decoder machine.
That's about it fornow, you can leave the cabin for your appointment with P.P.Click on the map and then on the Great Staircase on B Deck. Youwill see the Stewart here, if you need to consult him again. Walkright around the stairs to find the Elevator Operator. He is a mineof information and you'll probably need to consult him quite often.Click on him and ask for directions. Click on More Locations untilyou find the gymnasium. Ask him about that and pay attention to hisdirections.
Then click on A Deck to be taken there. On route, hewill tell you about Georgia and her party on D Deck. When you comeout of the lift, walk around to the stairs but, before you go up,click on the guy standing there. Trask turns out to be aninteresting individual; remember where he is because you'll becoming back to him quite often.
At the end of the conversation, goup the stairs and, following the Elevator Operator's instructions,find the gymnasium. Click on the girl to talk to her and receiveher directives. Afterwards, look around; some of the machines canbe used.Leave the gymnasium by going straight out onto the Boat Deck. Goaft and talk to Georgia; she will give you her necklace.
Ask aboutSasha.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 onto the Wireless Room. Attempt to enter it and Officer Morrowintercepts you. It is important that you choose the following lineswhen 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 ofthem is German and contains a number and a code (which changeseverytime you play). You take this automatically with you.Get back to your cabin, open the trunk with the key as before andclick on the bottom drawer to reveal the decoder.
Click on the twowires and flip the switch. Click on the number drums so that thecode on the telegram appears on the bottom line. Next, click on theletters you see on the telegram, without any spaces if it specifies 1word, and then press DECODER.
When you get the message, report toPenny 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 withhim and you meet Zeitel and Haderlitz. Converse with them untilthey all go, then click on the table to the right to get Zeitel'spipe. Examine the Cafe for a bit of fun. Leave and you'll meetDaisy 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 willintroduce you to Riviera.
You can have a few games of Blackjack, ifyou 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 thewater 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, andgo down the stairs all the way to the Turbine Room. Go in and godownstairs.
Have a look - there are some valves here that you canactivate, but I am not sure if this has an effect on the ControlRoom or not. Just a thought.
At any rate, you'll be coming backhere later on in the game.Go back up the stairs and along to the Control Room. Enter it andattempt to enter the Engine Room. The seaman won't let you but hehas trouble with the turbine. Offer to help. Look at the controlsand exit (i.e., click on 'OK') - talk to the seaman and ask foradvice. He will show you the manual.
Make a note of theinstructions, exit, say you'll have another bash and, at thecontrols, follow the instructions exactly till you get the needle inthe 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, 2and 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 clickingon it. Retrieve the book, move to Coal Shute 5 and hide the book byplacing it in the box.Go up the stairs again and into the Engine Room; you can take ashort cut up the stairs, to the right and up some more stairs, intothe Scotland Road. Go to Barbicon in A-14. Speak to him and gethim to talk about Georgia.
Finally, get the parcel and take it toVlad, going to him the same way as before; the guy in the ControlRoom will let you through. As soon as Vlad is gone, go down theStairs to Coal Shute 5 and retrieve the book. Incidentally, you canmake friends with one of the men by talking to him and insulting himtill you call him 'Landlubber'; however, it is not essential tothis solution.Take the book to P.P. Go to the Purser. 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. Findout where G.Q.C.
This is a good time to find out whereeveryone else lives, too.Go to the Wireless Room and you'll meet P.P. Who asks you toeavesdrop on Zeitel & Co. Go to A Deck and outside, walk aft andlisten. Georgia should also be here, so talk to her again and noteher 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 asfollows:Click on the table. Read all the telegrams (if you haven't comebefore).
The German one in code goes straight into your bag (noneed to do anything about it, though you might like to see what itsays). Note what there is in front of you. There are twoinstruments to the left and two to the right, and another on thefront. First, click on the two papers in the drawer to get theinstructions - make a note of them. Start by clicking on theinstrument 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 leverto the left, to 'Transmit'. Then click on the instrument on thebottom right hand side and turn the knob till the line hits 200 andthe light flashes.
Now you can click on the instrument on the frontand simply type out the message you saw on the telegram.Go to the Purser and tell him you've sent the telegram, then offerto go and tell Thayer. Instead, he goes himself - which gives you achance to look at the Cargo Manifesto by the bell. Spot the name ofLemke & 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. Strauss was inthe Reception Room at D Deck from what other people told us, so gothere.
You will meet Siedelmann - talk to him and ask him whereStrauss was sitting. At the end, turn your back on the stairs andclick on the left hand chair; then click on the cufflink twice. Youalso get to talk to Zeilter in this room.Go back to the Purser and give him the cufflink. Offer to takeit to Strauss and he will leave, pronto. Click on the key panel andtake the key with the fancy keyring.Go to the Cargo Hold via A Deck and the Forecastle stairs. When youtry to get in, the seaman will first stop you and, when he sees thekeys, will let you through. Advance three times and go through thedoor to the right.
You will spot the car. Click on it to turn thelights on and look inside the box opposite. Take the painting.Report to P.P. She'll tell you to see the Stewart, whohas a message for you.
Go to the Great Staircase in Deck B and talkto him. You might also meet Daisy; tell her what she wanted to knowand you'll get yet another message. Go to the Purser and check inthe painting.Since this is important to this solution, go to the Smoking Room andtalk to Charles. Now go to visit Georgia in her cabin. Charlescomes in and you leave.Although not strictly necessary for this solution, you might as wellgo to see Conkling.
Go to Scotland Road and keep going aft till yousee him. Go to the Poop Deck for him. You shouldmeet 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, goto Scotland Road, but this time go forward: on your way downstairsto the 3rd Class Cabins you'll meet Troutt. Go along with anythinghe says.
Go to see the girl. Well, that's that done.Go to the Smoking Room and talk to Charles.
You find out about thenecklace.How to get the real necklace-Go to Sasha's cabin. As you enter his corridor, talk to the seamanyou'll see. He is off to find a screwdriver.
Click on the fusepanel on the wall at the back and throw over the switch marked A14.Turn around and, when you see Sasha leaving his cabin, throw theswitch again. Go to his cabin and advance. Click on the Russiandoll. You have to solve a puzzle here.
Clockwise and top tobottom, these are the numbers you need to line up. 15: 5-3-2-5;19: 4-7-3-5; 12: 3-0-1-8.
Click on the doll to getit 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. Haderlitz invites you to fence with him. I don'tthink it matters whether you win or lose, you still get theinformation - but I found that aiming just right off the center ofhis foil's guard did the trick. When he lounges left or right, heusually signals it clearly. At any rate, keep fencing till you'vegot his ring and he merely asks your for another match.After the match, report to P.P. And then go to the Great Staircasein A Deck. You meet the Gore-Joneses with a message.
Just go upthe stairs and show the ring to Trask. Afterwards, go to P.P. Andreport.Go to Reception in D Deck and talk to Seidlemann. He tells youabout Haderlitz's girl, who is to be found in cabin D 19.
Report to P.P.Go to the Turkish Bath and talk to the officer, asking him if youcan investigate. Talk to the Stewart. Go into the Turkish Bath and,from there, to the Electric Bath. Click on it and pick up the scrapof paper.Take it to Trask, talk to him and show him the scrap. With hisinsight, go to the Scotland Road, keep going aft till you catch aglimpse of the axe and rope on the wall. Click on that and, as ifon cue, Jack Hacker meets you and gives you another scrap of paper.Take it to Trask at his usual stand: you might meet theGore-Joneses again.
Don't neglect to show the scrap of paper toTrask.Go to the Parisian Cafe, search the tables and you will find apacket of cigarettes; take them to Trask and he tells you who theybelong to. Go to the Smoking Room, find Seidelmann and give him thecigarettes. 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 tothe seaman by the bridge, on the other side of the Wireless Room.He tells you Officer Morrow has lost his binoculars. Go aft and upto the first platform and find the binoculars, then take them toMorrow.
He will let you into the Bridge. You can try to changecourse, but it won't do you any good. At the end, talk to Morrowagain. There, that was nice, wasn't it?You might also meet Troutt who will give you a prayer card; this canbe exchanged for a photo if you go to Burns at C-78. But, since itdoesn't matter, why bother?And now for the real business.
Find a seaman (the guy in charge ofthe Cargo Hold) by lifeboats 9/10. Talk to him and ask him if youcan climb the smokestack, but you will find you can only do thatfrom the Engine Room.OK, go to P.P. And talk to her, then go down the stairs to theTurbine Room. Just in case, go down the stairs and interfere withthe valves once more. Up and through to the Control Room. Oncemore, you are asked to fix the turbine and, since you know what todo, you'll have no trouble. If you've forgotten, ask for adviceagain.
When you've put matters right, you'll be able to go throughto the Engine Room. Go left when you have the opportunity, so thatyou can go up the smokestack. Unfortunately, Vlad is there and youget into a bit of a fight. It is not important whether you win orlose, but I found that alternating blows (cursor to the left orright 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.Guess what, you've got company. Zeitel comes waving a pistol anddemanding the diary; stall him. There is a minor pause in yournegotiations when the Titanic hits an iceberg. Offerhim the pen P.P. This stuns him and you are able to getdown, where Vlad is waiting to knock you out cold.You wake up in your cabin. What you can hear is not your headthrobbing but a knock at the door. Open it and P.P.
Will give youher next set of instructions.At this point you might like to save your game so that you can tryvarious angles: I will tell you how to complete the game quickly.Leave the cabin and turn right to go to the Great Staircase. Go upto A Deck and into the First Class Lounge. You meet withHaderlitz's girl, who gives you her shawl. Go in and talk toTrask.
DO NOT talk to Zeitel. Find your way out of here throughthe other door, and go to the Smoking Room.
Save a new game, talkto Riviera and bet the real necklace against the boat pass. You'llprobably win.
You must; if you don't, reload and try again. Now goback to the First Class Lounge and, through there, to the BoatDeck.
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 tothe Hackers) till you get to the Turbine Room and then go down tothe 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., whois around here. Talk to her and then talk to the seaman next toher. Give him the boat pass. Sit back and enjoy thefinale.Smashing game, wasn't it, even with all the inconsistencies.
Forinstance, how did Vlad get hold of the fake necklace I was carryingin my bag?.In this final section you can also get frightfully involved witheveryone. For instance: you could talk to the Hackers and find outthat Mrs. Conkling has stolen the baby, so they give you a letteryou have to take up to her, collect the baby and take it to theHackers. You could talk to Zeitel and find out he's poisonedGeorgia and he wants the map in exchange for the antidote - they yourush to cabin A-14 to save her, but later Zeitel will give you themap in exchange for the boat pass. But then, how will you leave theTitanic? Still, it's up to you; you might what to re-play the lastsection just for fun.
I have a suspicion that these posibilities,specially Zeitel, are there to stop you from completing the gamesuccessfully: but they are interesting anyway.In the main body of the game, if you fail to get the book or thepainting, there is a whole alternative machinery in place; thoughnot getting the book will certainly stop you from winning. If youwant to try that for fun, you'll probably get heavily involved withthe photographer at C-78; the Gore-Joneses tell you about him.When you first visit him he wants to know where is his wife. Turnright and go along to the Grand Staircase; you'll see her there withher blue hat, click on her. Go back to C-78 to tell him and he willdepart hurriedly, leaving the door open.
Go in.The Photos-Now, this is very tricky, so save your game. First, have a lookaround - you can open the wardrobes and enjoy looking at thecouple's clothing. Look at the table and click on the piece ofpaper to the left. Read the instructions carefully. Turn the redlamp to the left to try it on. Don't touch anything else.
Turnright around and walk to the door, turn left and click on thebuttons. Turn right, and make your way to the table. If it is toodark for you to see clearly, press F1. When you've advanced to thetable, click on the red lamp. Now click on the first box and getthe paper. Put it in the tray numbered 1 and count to 18 or 20 (theimage should change slightly three times).
Remove the photo,dragging it to tray 2. Count to 12 or 15 (it should change slightlytwice), 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 backto the door and turn the light on. Go back to the photos and putthem in the bag; click on each and then on the spying glass to seeclose ups. Then take them to P.P.In other words, once you've completed the game correctly, trygoofing up, just to enjoy a different experience. It is such apleasure to wander around such a magnificent ship.Written for Cheet Sheets Magazine.Email us at for game solutions, hints, cheats.Feel free to use this solution on your WEB site, CD-ROM's, magazines,but please keep intact giving full credit to author and Cheet Sheets.