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Retro Game Walkthroughs For
"TITANIC - Adventure Out of Time"
(PC Games)

Retro Game Walkthroughs for TITANIC - Adventure Out of Time (PC Games)
Submitted By: Samsy
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.

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
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
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, and, yes. Save your game often!


LONDON

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...


TITANIC

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
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 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.

* * *

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.

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 Shute 4 by
clicking
on it. Retrieve the book, 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. 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
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 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.

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
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 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
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 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

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 center, 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 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
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
Titanic? Still, it's up to you; you might what to re-play the
last
section just for fun. I have a suspicion that these
posibilities,
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.

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 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.

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