walkthrough by Eileen Caraher
Object of the game--to collect the Rubayiat, the Painting, the Notebook,
and the boat pass, and leave on a lifeboat before she sinks~!!!
After loading your game and thinking you are ready to play, it is an
extremely good idea to take a tour first. The tour allows you to wonder
around the ship and learn how your arrow keys(feet) and your mouse(hands)
work, and how to speak and interact with others onboard.
Remember it is extremely important to talk, and listen to what other
characters of the game are saying.
This game is event-driven until the final sequence when time does become a
Explore the entire room, saving the desk for last, as finishing the desk
triggers the start of another sequence. Most importantly is to click on
the watch, the postcards(3) front and back, and the notes in the drawer.
Short clip to watch--
Look around, answer stewards knock on the door--you can get a lot of
information from Smethels. He gives you a card, telling you to met P.P. at
the electric camel. When done with the steward, get the bag from your bed,
the watch from near the basin, look at note in the drawer, unlock your
trunk(with key from your bag), listen to gramophone, read report, and
examine your decoder machine.
Leave your cabin and get to your appointment with P.P., who is in the
gymnasium. Go to A deck, either by way of elevator or Grand Stairs. You
will need to introduce yourself to man standing by stairs, Trask.
Remember where he is because he becomes invaluable later in the game. Go
up the stairs again to the boat deck. Find the gymnasium.
Talk to P.P., leave there and go straight to the boat deck. Head for the
Try entering, but the Officer on deck will stop you. Choose the following
sentences exactly when speaking with Officer Morrow:
"The sea appears calm"
"It's a clear night, but dark"
"You don't care for bureaucrats"
"What war was that?"
"No wonder moonless nights make you jumpy"
"Now, may I visit the wireless room?"
Then the officer will let you go on into the wireless room. Go in, click
on the table in front of you and read all the telegrams--one is German and
contains a 4 digit code and an alphabetic message in code. You
automatically take it with you when you leave. Go directly to your cabin.
Open the trunk with the key, just like before. Open the bottom drawer with
the decoder machine in it, and connect the red and green wires and flip
the toggle switch. Click the numbers, so that the code on the telegram
appears in the bottom row. Next, click on the letters you see on the
telegram, without any spaces, and then press Decoder. When you get the
message, report to P.P. at her cabin. Then go find the turbine room.
Pass through turbine room until you reach the control room. Where the
seaman will not let you pass until you help him with the turbine controls.
To adjust these boiler controls you will need to turn the red circular
handles counter clockwise until they have reach their maximum pressure.
Adjust the sea level water to 3/4, and the Main boiler handle until 3/4
up, adjust the steam level (clockwise this time) until the needle hits
green and it hisses. Then click ok. Pass through engine room, and boiler
rooms 1 and 2, when you get to boiler room 3 you will meet a stowaway,
name Vlad. Talk to him and AGREE to help him. Go down the stairs behind
him and click on chute 4, and door to controls, where you will find the
book., move to chute 5 and hide the book by placing it in the control box.
Go to A-14 and do Vlad's bidding, via the boat deck, where you will meet
Georgia, and she will give you a necklace. While talking to Barbicon, get
him to converse about Georgia, as well as give you Vlad's package. Return
to the Boiler room same way as before, this time the seaman lets you pass.
Give Vlad his package and when he leaves retrieve the book from chute 5.
Go to P.P. talk to her, go the Purser. Ask about Mr. Thayer and offer to
help him with the telegram. Then check the book in with the purser.
Go to the wireless room and send the telegram--
sending the telegram, click on the table, note that there are two
instruments on the right in front of you and one on the left. First click
on the two papers in the drawer to get instructions. Click on top right
instrument and push lever all the way up until the bulbs light up. Next,
click the instrument on the top left hand side and push the lever to the
left, or transmit position. Then click on bottom instrument and turn the
knob counterclockwise until it hits 200 and the light flashes. Now you can
click on the telegraph and simply type the message on the telegram the
purser gave you. ( note --be sure to type slow or all your keys will not
show up) Go back to the purser and tell him you have sent his message for
him and offer to go tell the Thayers, but instead he will go himself which
gives you a chance to look over the cargo manifest book sitting next to
the bell. NoteЧ Lemke and Buechner entry, and report back to P.P.. Who
sends you back to the purser.
Getting the Painting----
When you return, the purser is preoccupied with the cufflink that Mr.
Strauss lost. Again, offer to find it for him. Knowing Mr. Strauss is on D
deck reception from what others have told us, go there. You will meet
Seidelman, talk to him and ask him where Mr. Strauss was sitting.
At the end, turn your back to the stairs and click on ratan chair on left
and click on the cufflink twice. You can also talk to Zeitel in this room.
Go back to the purser and give him the cufflink and offer to take it to
Strauss, he will instead, go himself, leaving the door open for you to
retrieve the keys hanging on board behind him. Go to the cargo hold via
the ForeCastle Deck. When you attempt to enter the seaman will stop you
until he notices the keys and then lets you in. Go forward 3 times and
turn right -twice open the door and enter this storage room. You spot the
car, click on it and then on light switch, follow lights to box, with
painting in it and retrieve the painting. Report to P.P., She will send
you to the Steward Smethels who has a message for you. Go to the purser
and check in the painting.
Undoubtably, in your wonderings you have spoken to Georgia more than
once--if not this is good time to talk to her again, she asks you to met
her in her cabin when Charles is in the Smoking room. If you have talked
to her twice, meet her in her cabin and then return to the smoking room
and go talk to Charles--he will tell you about the Necklace. Go to Sasha
Barbicon's Cabin A 14, as you enter the corridor talk to the seaman and
when he leaves to get his screwdriver click on the electrical panel in the
hall. Click the switch for A14 and as you turn around you see Sasha
leave--turn back and turn the switch back on. Enter A14 and straight ahead
click on the dresser and then the Russian Doll. The puzzle here is pretty
simple, you must align the numbers in this order to open the dollЧ from
15: 5-3-2-5 then 19: 4-7-3-5 then 12: 3-0-1-8 then 4: 0-1-1-2 click ok
then click on doll top to get it to open to the center. Take the real
necklace and replace it with the fake one.
Getting the Notebook---
By this time Smethels has told you about Hiedlelitz wanting to meet you
for a fence with him on the Squash Court. If not, find Smethels and get
your message. Go the Squash Court, via the D deck cabin halls and fence a
while with the young German. Fence until you get the ring, or you just get
bored~!! If you don't get the ring from him, go back to Smethels and he
gives you the ring. Go report to P.P. and then go to the Grand Stairs
where the Gorse-Jones have a message for you. Go to Trask and show him the
ring. Then return to P.P. and report again. Go to D deck reception and
talk to Seidelman again and he tells you about Heidlelitz's girlfriend. Go
to her cabin D 19 and talk to her. Then report to P.P. again. By this
time--you must have a second vision, or keep returning to Trask to have
him "read" items for you.
You go to the Turkish Bath and talk to Smethels and Officer Morrow, then
you go look at Willie in the Electric Bath and take a scrap of paper
resting on his towel. Go to Scotland Road, and keep going aft until you
notice a rope and axe hanging on the wall, you click but do not get them,
as you turn to go, Jack Hacker shows up on cue with another piece of
paper. Take it to Trask, or figure it out for yourself.
Go to the Parisian Cafe, search around the tables until you find a pack of
cigarettes--take them to Seidelman in the Smoking Room and give them to
him--he gives you some important information.
With this Knowledge in hand, you go to the boat deck and find the seaman
by lifeboats 9/10. Ask if you can climb the smokestack, but he tells you
where you can go....~!!
Go report to P.P., then go into the turbine room, when you have fixed the
turbine again you will be able to pass through to the Engine room again.
Go left at the first opportunity and head up the stairs to the smoke
stack. But first you have to duke it out with Vlad on the stairway. When
you are done, go all the way up the stairs and continue on until you reach
the top. Walk around keeping your eye on the center and you will find the
notebook, Click on it. But wait you have a Visitor~!! Zeitel starts waving
a pistol at you demanding the notebook. Stall him for as long as you can.
There is a pause here, for the all important," Iceberg Dead Ahead~!!" but
when you return to the conversation offer Zeitel the pen that P.P. has
given you instead, it stuns him long enough for you to get down with the
notebook, where Vlad is waiting to knock you out cold.
You wake up in your cabin---
Answer the knock at the door, it is P.P. with your next instructions.
This is where your game is banking on time, and if you have completed
everything---you only have 1 hour before she sinks~!!
Leave your cabin and go to the Grand Stairs and up to A deck and the First
Class Lounge where you meet Heitlelitz's girl and she gives you a Shawl.
Go in and talk to Trask, who tells you to go play a game of cards in the
Smoking Room. Go through the lounge and find the other door that will lead
to the Aft Stairs--But DO NOT TALK TO ZEITEL~!!
From the Aft Grand Stairs you can enter the Smoking Room, ******This is
where you should SAVE your game***********
Talk to Riviera and bet the Real Necklace on a hand of cards. YOU MUST
WIN~!! You need his wager. The Boat Pass~!! If you don't win, reload your
game and try again until you do win. Now go back to the First Class
Lounge, and DON"T Talk to ANYONE~!! Going aft you will probably bump into
the Gorse-Jones, Ignore THEM.
Go to Second Class Stairs off the boat deck and keep going down, Do not
talk to the Hackers, the Seaman will warn you about being on deck, just
say you are doing something important. When you get to the turbine room
and then go down a set of stairs off the catwalk you will meet up with
Vlad, whom you need to trade the shawl for the Notebook.
Now go all the way up the Second Class Stairs and on the boat deck talk to
P.P. And then talk to the Seaman next to her and give him the Boat Pass.
That's IT~!! Just sit right back and enjoy the end sequences~!!
NotesЧ all throughout the entire game you can get terribly involved with
all of the other Characters. You could speak to the Reverend, Daisy, the
Conklings, the Hackers- Jack and Shaila, and a Photographer named
Burns--these dealings put an enormous spin on the game and its events.
The Reverend--has a prayer card that can be traded for a picture from the
Daisy wants a name of a passenger from the pursers passenger list, and
then gives you a message from Mr. Conkling.
The Conklings want you to get a letter from the Hackers, and the Hackers
want you to trade the letter for a baby to get the painting, if you missed
getting it before.
The Photographer -Burns- wants to know where his wife is and leaves his
cabin door open so you can go in and develop some pictures, if you care
Zeitel--will give you an antidote for Georgia's poisoning--if you talk to
him in the First Class Lounge.
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