TITANIC: Adventure Out of Time

                   Solution by Lu Richardson
                   Written for Cheet Sheets Magazine<bgsound src="Titanic2.mid">

                   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!


                   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

                   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

                   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

                   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.

Written for Cheet Sheets Magazine.
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