Titanic: Adventure Out of Time provides total immersion in a
historically-accurate environment onboard the ill-fated steamship in
1912. Playing a fictitious British Secret Service agent, your mission
is to obtain several pieces of evidence that, if they fall into the
wrong hands, may significantly affect the outcome of world events just
prior to World War I. In order to find these items, you'll need to
explore the many nooks and crannies of the White Star steamship. An
optional "tour" feature of the game allows you to explore the ship
without game constraints (and without a savegame capability), and even
by itself could justify the purchase of the game for Titanic buffs or
those just interested in what the ship must have been like.
An important characteristic of Titanic's gameplay is its multiple plot
threads, ultimately offering several different endings to the story,
depending on your success in obtaining pieces of evidence. The latter
part of the game, occurring during the actual sinking of the Titanic,
must be completed within the corresponding time limit of about 55
minutes. While it's not difficult to complete the game within this
time limit, it is more of a challenge to achieve the "optimum" ending.
As time moves forward throughout the game, animations of a sailing (or
sinking) Titanic are interspersed.
Graphics are uniformly high in quality, with a great deal of effort
apparently expended in obtaining accurate representations of Titanic
fixtures, layout and overall appearance. The game is played from a
first-person perspective, and characters you encounter are depicted by
superimposed live-action video using a relatively low frame rate. This
tends to make the characters' movements rather jerky, but doesn't
really present an obstacle to game enjoyment. The interactions with
the various personalities in the game assist in setting the overall
tone of the gameplay and help to make you believe you're actually
onboard the Titanic during its maiden voyage. Game action takes place
within a partial screen, with icons for a ship's map, game control,
inventory and a watch filling up the remainder of the screen. In some
cases, the game locked up during a dialog close-up when a screen saver
activated, so you may need to disable your screen saver while playing
Music is fairly atmospheric and seems appropriate for the 1912 time
period, but segments are extremely short and consequently end up
sounding very repetitive (the game thankfully has an option in which
theme music can be silenced). Sound effects are excellent everywhere
and add a great deal to the immersive gameplay.
Titanic's gameplay engine is similar to that used in Timelapse,
another game from GTE Entertainment. One difference in Titanic, apart
from using only a partial screen, is that there are no mouse-cursor
alternatives for movement - all navigation must be performed with the
keyboard (and no type-ahead buffer is available). It would have been
nice to have had at least a backup feature using the down arrow key,
as was available in Timelapse. Saved games are file-based using the
Windows interface, and as a result provide both an unlimited quantity
and an overwrite warning.
As with Timelapse, Titanic has the extremely-irritating requirement to
re-insert CD #1 whenever the game is restarted. After starting
Titanic, it is also necessary to escape through several introductory
and startup screens in order to (finally) reach a game-restore point.
We had to go through so much swapping that the second CD eventually
got scratched and became almost unusable. This may have been
exacerbated by the lack of a proper CD storage case provided with the
game (as was a problem with Timelapse as well). These flaws seriously
compromise an otherwise superior product.
Once started up, Titanic is a fun and exciting game to play. It's
interesting to note a Hindenburg (zeppelin) ticket in the initial
sequence - a DreamFactory game based on that disaster would certainly
make a fascinating sequel to Titanic.
Walkthrough Notes and Abbreviations
Use keyboard arrow keys for navigation (no mouse cursor equivalent)
F: Forward (Fn for n repetitions)
O: Open door
n(F L) denotes n repetitions of F L; for example, 4(F L) is equivalent
to F L F L F L F L
For quick navigation, use the maps and click on any red area to jump
Press Esc to skip the game introduction, animations and dialog
(however, the final endgame sequences cannot be skipped)
You must actually click twice on the ring portion of the lifeboat
symbol in order to activate the game control menu
Thanks to Brad Roberts & Rick Edwards at
comp.sys.ibm.pc.games.adventure for helping to explore some of
Titanic can be played in many diffent ways, each with its own plot
elements and character interactions that might not be repeated in
other gameplay sequences. This walkthrough illustrates one way of
reaching the "optimum" endgame, but does not purport to indicate all
possible outcomes or individual event sequences. Your mileage will
April 14, 1942
Your name is "Carlson", and you are a former British Secret Service
agent. You're in London during World War II, and have a few minutes to
check out some of the things in your seedy apartment before an
air-raid starts and a German bomb explodes nearby:
* Titanic ship model
* Memories scrapbook: Titanic front page
* Morgan Robertson's book Futility on armchair, with Lambeth
* Landlady knocking on door, blocking exit, wanting rent
* Radio closeup, with tuner and shutoff
* Clickable cockroach in cupboard
* Current newspaper on bed
* Magazines, clippings and postcards on desk
* Pocket watch, with the voice of your former boss
* La Morte tarot card (its significance will be seen later)
* Termination letter
* Hindenburg ticket
* Barrage balloon outside window
The items in your apartment, along with the backstory in the Titanic
game package, indicate that you failed to complete your intelligence
mission on the R.M.S. Titanic 30 years earlier. The bomb explosion
transports you back in time to April 14, 1912, the night of the
Titanic sinking, where you'll be given another chance to complete your
April 14, 1912
After some introductory scenes and credits and a CD change, you arrive
in your cabin (C-73) onboard the Titanic. Move forward, answer the
door and talk to your steward, Smethells. If you request his help,
he'll explain details of the game interface. He'll give you a message
from Penny Pringle commanding that you meet her by the "Electric
Camel" (in the gymnasium). Smethells will also give you a map of the
ship. Move R2 F L and pick up your bag on the bed. This is where
you'll keep the inventory items you pick up during gameplay. To check
inventory, click on the bag icon next to the life preserver. For a
close-up of an inventory item, click on the item of interest, then
click on the magnifying glass inside the bag. Move L3 F L2 F R2 and
pick up the gold pocket watch from the dresser. Zoom in on the dresser
and open its center drawer. Read the note from "Georgia" requesting
that you meet her on deck tonight. Zoom out from the dresser and move
Use the key from inside your bag to open your steamer trunk. Click on
the middle of the left set of drawers to read a confidential report,
detailing more of the backstory of the game. Click on the phonograph
in the right half of the trunk and attach its trumpet to its base.
Click on the phonograph crank to listen to a message from your boss
(be sure that theme music is activated in the game options). Click
again on the crank to stop the message (we kept waiting for the
phonograph roll to self-destruct, Mr. Phelps). If desired, open the
upper-right drawer and change phonograph rolls to play the music you
heard on the radio in your apartment in 1942. You can also check out
the First-Class dinner menu
Titanic Dinner Menu
on the table in your cabin.
Exit your cabin and move R F5 O F R O F O into the Purser's Office.
There you can get the cabin assignments of some of the Titanic
Eric Burns C-78
Sasha Barbicon A-14
Mr. Conkling B-59
Lady Georgia Lambeth B-70
Colonel Zeitel C-59
Penny Pringle F-34
Shailagh Hacker F-59
Miss Claris Limehouse D-19
Use your map to jump to the Grand Staircase on the Boat Deck, then
move L F L O F R O F into the Gymnasium. Click on your Secret Service
contact Penny Pringle. She's very bossy, but shows you a picture of
your nemesis, the German Colonel Zeitel and explains that your mission
is to obtain a book, the Rubaiyat of Omar Khayyam (not really written
in English, of course). Zeitel is traveling with Willi von Haderlitz
and sometimes may be found in the Cafe Parisian. Your first task is to
gain access to the ship's wireless room from Officer Morrow, and read
Zeitel's coded telegram using the cryptograph in your trunk.
Move R3 O F L O F L F2 L O F L O F R3 F2 through the Grand Staircase
to the port officer's promenade. To gain access to the Wireless Room,
talk to Third Officer Morrow using the dialog sequence
* The sea appears calm.
* You seem a little worried about something.
* What uproar?
* You don't like politics?
* What war was that?
* No wonder moonless nights make you jumpy.
* Now, may I visit the wireless room?
Move R2 O F into the Wireless Room and click on the desk. Click on the
pile of outgoing telegrams at right and leaf through them until you
find the one from Zeitel:
Jump to the Grand Staircase on C Deck and move R F R O F6 L O F2 L
into your cabin (C-73). You may randomly run into other passengers as
you move about. Open your steamer trunk with the key in your bag and
open the drawer at lower left. On the decoding machine, attach the
green and red leads to the dry cell battery and turn on the device
using the switch at left. Rotate the number wheels at top center to
set the 8754 code from Zeitel's telegram inside the black frame. Click
on the bag and highlight the telegram inside the pocket. Click OK,
then click on the telegram at lower right. Using the alphabetic keypad
on the decoder, enter the encoded text string A N H Q S P P A I X W B
F C X Y A M, then press the DECODE button to obtain the secret
Zeitel Message to Berlin
Jump to the Second-Class stairs on F Deck, then move O F3 L O to
Pringle's cabin (F-34). She suggests you try to find a way down to the
lower decks and intercept the Rubaiyat.
As it happens, the access to G Deck is close at hand. Move L 3(F L)
6(F R) F O F R2 F3 L F2 O F3 down the stairs to the Turbine Room and
through it into the Control Room. When you try and open the door into
the Engine Room, a crewman starts whining to you about his boilers.
Offer to solve his problem, to help him. Back out from the steam
turbine control panel (unless you know what to do), and ask the
crewman for some advice. He'll give you the instruction manual:
Steam Turbine Instruction Manual
Tell the crewman you'll try again. Use the instructions above to get
the turbine output gauge into the green zone and quiet the racket.
Move O F L2 F R2 F3 R F L O F3 O F3 O F2 into Boiler Room 3. Standing
on the catwalk is Vlad Demonic. If you pass him and move R F L2 to
coal chute 4, you can get the Rubaiyat from the coal chute control
panel (and even befriend a fireman by calling him a landlubber), but
Vlad will kill you when you try to go back up to the catwalk with the
book. Instead, ask Vlad about his troubles and offer to get him a
package from Sasha Barbicon. Move L2 F O F3 O F3 O F R2 F L2 F3 L F R
O F3 O F3 R F3 L O F2 to an area where you can jump to the Grand
Staircase on A Deck. Move F2 R F2 O F4 L F R O to the cabin of Sasha
Pick up a package of clothes for Vlad. Jump to the Second-Class stairs
on F Deck and move O F2 R F L F L 6(F R) F O F R2 F3 L F2 O F3 O F L2
F R2 F3 R F L O F3 O F3 O F2 back to Vlad's location in Boiler Room 3.
Give Vlad the package. You don't get anything from him in return, and
he's obviously already picked up the Rubaiyat from the coal chute.
Move F O F3 O F3 O F6 O F R4 F2 L2 F O F to the Forecastle Deck, where
you can jump to the Aft Grand Staircase on C Deck and move F2 R F O F2
L O to the cabin (C-78) of photographer Eric Burns. Ask to see his
work, then find out that his wife is wearing a blue hat. Jump to the
Grand Staircase on this deck, where you'll be able to see her in the
background. Move L F R L2 O F7 R O back to Burns' cabin and inform him
as to the whereabouts of his wife, then suggest he pay more attention
to her (e.g., leave so you can nose around his cabin).
Move F3 and zoom in on the darkroom table. At center left, pick up the
film development instructions, thoughtfully provided by the White Star
Line on their official paper:
File Development Instructions
Move R2 F2 L back to the doorway and turn off the cabin lights. In the
dark, move L F2 and click on the table. Immediately to the left of
where you found the development instructions, click on the darkroom
lamp. Open each film cartridge and develop the film inside per the
instructions above (pan 1 refers to the start bath, pan 2 the stop
Left Picture Barbicon with "Lamke & Buechner" packing case Center
Picture Barbicon and Zeitel Right Picture Willi von Haderlitz and
Drag the photos to your bag of inventory.
Jump to the Second-Class stairs on F Deck, then move O F3 L O to
Pringle's cabin (F-34). Tell her you haven't found the Rubaiyat yet,
but show her the photographs you took from Burns' cabin. Exhaust the
rest of the dialog with her, then ask what to do next. She'll suggest
you concentrate on finding the painting by getting a look at the
purser's cargo manifest.
Jump to the Grand Staircase on C Deck, then move R F O F O to talk to
the purser. Ask him about Mr. Thayer, then offer to help.
Jump to the Grand Staircase on the Boat Deck, then move L F R F2 L O F
L O F R3 F2 R2 O F into the Wireless Room. Click on the table and look
at the operating instructions in the half-open drawer:
Wireless Operating Instructions
Wireless Sending Frequency
Zoom in on the sender amp
and turn it on by dragging up the lever at left. Zoom in on the
and drag it left to the Transmit position. Zoom in on the tuner
and rotate the knob with arrows several times until the red frequency
line is set for the correct sending frequency (200 KHz) and the red
light starts flashing. Click on the telegraph key
and enter Thayer's message:
arrange for railroad cars to new york
for pm departure to philadelphia 417
Jump to the Grand Staircase on C Deck, then move R F O F O to the
purser. Tell him you sent Thayer's telegram, then offer to tell the
Thayers. While he goes off to tell the Thayers himself, take a look at
the cargo manifest at the purser's window:
Titanic Cargo Manifest
Page through it until you come to the entry signed by "Barbicon
Galleries", describing a painting shipped by Lemke & Buechner. Zoom
out from the purser's window, then move L2 O F O back to it. Tell the
purser you need to get into the cargo room, then offer to find Straus'
gold cufflink. The purser's window also contains some interesting
information for Titanic passengers:
Information for Passengers
Jump to First-Class Reception on D Deck, then move F R and zoom in on
the wicker chair. Pick up the gold-and-red cufflink wedged in the back
of the seat. Jump to the Grand Staircase on C Deck and move R F O F O
back to the purser's window. Tell the purser you found Straus'
cufflink, then filch the cargo hold keys from the red panel inside the
Jump to the Grand Staircase on A Deck, then move F2 O F R2 F R F R2 F
L2 F2 R F O F2 R2 O F2 O F3 R2 O F2 R through the Forecastle Deck into
the Cargo Hold. Zoom in on the Renault automobile and use the switch
to turn on its headlights. Zoom out from the automobile, move L2 and
zoom in on the Lamke & Buechner crate. Unfortunately, the painting is
Zoom out from the crate, then move L F O F L2 F3 O F3 L2 F O F and
jump to the Grand Staircase on C Deck. Move R and listen to Smethells
tell you that von Haderlitz wants to meet you in the squash court for
a bit of fencing. Jump to First-Class Reception on D Deck, then move
F2 L2 F2 R2 O F L F4 L F R O F3 R 3(F R) O F into the Squash Court. Go
ahead and fence with Willi von Haderlitz. He makes allusions to
loyalties outside Germany. Continue additional matches until he has
nothing new to say. It's possible to occasionally make a point against
him by dragging the mouse cursor over his torso. Leave the Squash
Jump to the Grand Staircase on C Deck, move R, talk to Smethells and
get a ring from Willi. Jump to First-Class Reception on D Deck and
move L2 F3 L O F L F3 R F R O to Claris Limehouse's cabin (D-19). (If
you run into the Gorse-Joneses, they may tell you Leyland Trask wants
to meet you "where Honor and Glory Crown Time", a reference to the
carved wooden clock on the Grand Staircase on A Deck.) Claris will
tell you about Willi's notebook. Go ahead and give her Willi's ring.
Jump to the Second-Class stairs on F Deck and move O F3 L O to
Pringle's cabin. She'll tell you that Willi has been killed and will
eventually give you a knockout-gas pen, then politely suggest that you
check out the situation at the Turkish Bath. Jump to the stairwell
outside the Turkish Bath on F Deck. Tell Officer Morrow you know von
Haderlitz is dead, then ask permission to investigate/look around.
Move O F3 L2 O F3 R O F2 into the Electric Bath. Click on the bath and
pick up a scrap of paper from Willi's stacked clothes:
And many Knots
unravel'd by the Road...
Jump to the Second-Class stairs on E deck, then move F O F R F L and
zoom in on the rope hanging on the wall in Scotland Road. After
zooming out from the rope, talk to Jack Hacker. Tell him you're
looking for a clue, then ask to hear the phrase he mentions:
...But still the Vine
her ancient Ruby yields
and still a Garden
by the Water blows
Jump to the Aft Grand Staircase on B Deck and move F2 O F2 R F2 into
the Cafe Parisian. Click on the red tablecloth and pick up a pack of
cigarettes stuck in the wall lattice behind the chair. If desired,
move L2 and click on one of the windows to see a cool animation of a
shooting star, with icebergs in the distance.
Jump to the Aft Grand Staircase on A Deck, then move L F2 L2 O F into
the First-Class Smoking Room. Give the cigarettes to Max Seidelmann
and listen to him relate a story about Willi hiding something in a
If desired, jump to the Aft Grand Staircase on B Deck and talk to
Daisy Cashmore (in the blue dress). Ask her to get to the point,
then agree to grant her a favor. Jump to the Grand Staircase on C
Deck, then move R F O F O and ask the purser to check the passenger
list for someone with the initials G.Q.C. Jump back to the Aft Grand
Staircase on B Deck and relay George Quincy Clifford's name to
Daisy. In return, get a message from Andrew Conkling asking you to
meet him in Scotland Road.
Jump to the Second-Class stairs on E Deck, then move F O F R F2 L F
R O F into Scotland Road and talk to Andrew Conkling. Ask why he
wanted to meet, then ask about his reference to discretion. Talk to
him some more and learn about a letter one of his servants stole
Jump to the Second-Class stairs on B Deck, then move F O F L2 F2 R
F2 R2 F and talk to Shailagh Hacker on the poop deck. Ask how much
money the Hackers want for the letter, then tell them you'll have to
Jump to the Aft Grand Staircase on B Deck, then move F2 L F O F5 R O
F2 into cabin B-59. Talk to the Conklings and learn more about their
sordid lives (and feather allergies). If desired, jump to the
Reception Stairs on E Deck, then move O F R F2 L F R F2 R F L O to
Shailagh's cabin (F-59) and learn more about her baby's parentage
and Conkling's steel.
Another optional activity is to jump to the Second-Class stairs on
the Boat Deck, move L2 O F and talk to Reverend Troutt. When he
starts fretting about von Haderlitz's murder, ask him to tell you
more and get a prayer card from him.
Jump to the Aft Grand Staircase on C Deck, then move F2 R F O F2 L O
to Eric Burns' cabin (C-78). Trade him the prayer card for a
photograph of Willi on top of a Titanic smokestack:
Willi on Smokestack
Jump to the Second-Class stairs on the Boat Deck, then move R2 O F R3
F and talk to Georgia Lambeth (in the light-blue dress). Tell her you
were detained, then ask about Sasha and get a diamond necklace from
Jump to the Aft Grand Staircase on A Deck, then move R2 F R2 O F R2 F
R F to Georgia's new location at the aft end of the A Deck promenade.
Talk to her again about her finances, then trail her to her cabin
(B-70) by jumping to the Aft Grand Staircase on B Deck and moving L F
O F2 L O F2. Talk to her and her husband Charles.
Jump to the Aft Grand Staircase on A Deck, then move L F2 L2 O F2 back
to the First Class Smoking Room. Talk to Charles (in the tuxedo), and
ask him how he's doing. Ask him about needing money, then be sure to
hang around while he has another drink. He'll then tell you a secret
about Georgia's necklace. Jump to the Grand Staircase on A Deck and
move F2 R F2 O F4 L F2 and talk to the seaman. Zoom in on the
electrical panel and the end of the stub hallway and open the panel's
door. Click the top switch to kill electricity to Sasha's cabin
(A-14). Zoom out and wait until you hear a cabin door opening (Sasha
leaving his now-darkened cabin). Zoom back in on the panel and restore
power using the top switch. Zoom out and move R2 F L O F2 into Sasha's
Zoom in on the bureau and click on the dial on the Russian doll.
Rotate the nested inside dials until their numbers sum up to the four
outside numbers 15, 19, 12 and 4:
1 5* 2 4 2 3 7 0 clockwise
7 9 0 5 1 6 3* 0 clockwise
5 2* 9 3 7 1 2 1 clockwise
4 5* 6 5 1 8 7 2 clockwise
*: Rotate this number into the 12 o'clock position
(your starting configuration may vary from that shown above)
Zoom out from the doll, then click on its head three times to open it
up. Click on the base of the doll and remove the (genuine) diamond
necklace inside it. While still zoomed in on the doll base, open up
your inventory bag and remove the fake necklace at top center. Drop it
into the doll base as a replacement (otherwise Sasha will discover
your theft and shoot you). Zoom out from the doll and bureau, move R4
F O and listen to Sasha excuse your presence in his cabin.
Jump to the Second Class stairs on F Deck, then move O F2 R F L F L F
6(R F) O F R2 F3 L F2 O F3 O and tell the crewman you can fix his
turbines again. Use the instruction manual to move the turbine output
gauge into the green zone.
Move O F L2 F R2 F L2 F L 4(F R) up the stairs in the Engine Room.
Move F and engage Vlad in a fistfight (the knockout-gas pen doesn't
work on him for some reason). Like the fencing episode earlier, this
contest is difficult to win, but the outcome doesn't matter - when
it's over you "come to" and Vlad is gone, apparently without stealing
anything from you.
Move F2 through the access tube into the smokestack. Use the ladders
to go up 10 levels to the top of the smokestack. At each level, move
either left or right to the next ladder up. Ladders are randomly
blocked on each level, but you should be able to find a way up without
too much trouble. To go back down a ladder in case you are completely
blocked on a level, use the down arrow on the keyboard. A strategy
that seems to work more often than not is to use the first ladder to
the right unless blocked; otherwise, use the ladder to the left or go
back down one level.
From the top of the smokestack ladder, move R2 and pick up Willi's
notebook lying on the platform. If you don't see the notebook, walk
around the gangway until you do. As soon as you pick it up, Colonel
Zeitel confronts you at gunpoint, demanding that you hand over the
notebook. After you exchange some dialog with him, you'll see an
animation of the Titanic hitting an iceberg. Afterwards, you have the
choice of giving Zeitel the notebook, or something else from your
inventory. If you give Zeitel the knockout-gas pen, you'll be able to
keep the notebook. However, once you go back down the smokestack
ladder, Vlad will knock you out with a very large wrench and take the
notebook from you anyway (and he already has the Rubaiyat). So the
simplest solution is to hand over the notebook to Zeitel and let him
try to shoot you (even at pointblank range, he's a poor shot).
After a CD swap, you'll wake up in your cabin.
April 15, 1912
It's 1:05 AM, and the Titanic is sinking! After you answer your door
and talk to Pringle, you'll discover that you must get the notebook, a
painting, the Rubaiyat and the diamond necklace off the ship. The rest
of the game plays under a time limit - you must obtain these pieces of
evidence and get off the ship before the last lifeboat leaves at 2:00
AM. To keep an eye on how much time you have left, leave the gold
pocket watch icon maximized at the bottom of the screen. Many of the
formerly-open passageways on the Titanic, as well as the red-area jump
feature, are now closed (but the First-Class lounge has opened). If
you follow the gameplay described below and don't skip any animations
or dialog, you should be able to complete the rest of the game in
about 40 minutes.
Open the door and exit your cabin. Move R F4 R O F2 into Zeitel's
cabin (C-59). He'll talk to you again, this time locking you in his
cabin with a bomb he's rigged up. Move L2 and zoom in on the suitcase
lying on the blue sofa. Inside, you'll find a bomb with various
Simply backing away from the suitcase causes its latch switch to
engage and detonate the bomb. You'll need to get the cabin key at
upper left, but the box containing it is an integral part of the bomb
arming mechanism. If you do detonate the bomb, you'll get a special
Bomb Help screen in which you can identify the various parts of the
bomb mechanism, and you can try disarming the bomb again. Your
selections are limited to setting three switches and opening the key
box. Note that each of the switches has one position that causes
immediate bomb detonation, so there are really only two possibilities
for each switch. To disarm the bomb, follow these steps:
* Set the middle switch to position 3. This starts the clock
running; you must complete the following step before the
one-minute timer runs out.
* Set the left switch to position 2, disabling bomb activation by
the one-minute clock timer.
* Wait for the clock to time out and finish ringing. Then, set the
left switch back to position 3 to deactivate the key box. Open the
box and remove the cabin key.
* Set the right switch to position 3, disabling the latch contacts.
Zoom out from the bomb, move R2 F L and pick up Willi's notebook from
the bed. Move R O F R F O F L2 7(F R) F O F2 O F into the First Class
Lounge via the Grand Staircase. Talk to Claris Limehouse and get a
shawl from her.
Move L3 F O F L2 3(F R) F L O F O F R3 F4 R O F R2 7(F R) to the
B-deck Second-Class stairs via the boat deck. Tell the crewman you'll
take your chances, then move 4(F R) and click on Shailagh Hacker to
get Conkling's letter from her:
Bad Steel Letter
Move 11(F R) F R2 F O F2 R F L F L 6(F R) F O F down into the turbine
room. Move R2 F2 L2 F R 3(F R2) to the lower level of the turbine
room, and talk to Vlad. Even though he shows you Lambeth's necklace,
he really doesn't have it. Tell him you can get him into First Class
using the shawl. At first, he doesn't like cross-dressing, so tell him
drowning won't help his cause. Get the Rubaiyat in exchange for the
Move F L2 F L2 F L F R F2 L O F2 L 5(F L) F R F R F L F O F2 L2 22(F
L) F L2 O F L F R2 back up to the boat deck and talk to Mrs. Conkling.
Tell her the baby's not hers, then threaten to publish the letter.
She'll give you the baby in exchange for the letter. Move R2 F R O F
R2 7(F R) to the B-deck Second Class stairs. Tell the crewman (again)
you'll take your chances, then move 4(F R) to take the baby to
Shailagh and get the painting in exchange.
Now all you have to do is find a spot in a lifeboat! From Shailagh's
location port forward near the bridge, move L2 F5 and get intercepted
by the Gorse-Joneses. Accept their offer to get on a lifeboat, then
watch the optimum endgame sequence.
If you don't get an opportunity from the Gorse-Joneses to get on a
lifeboat, you can try at least two other ways. One is to find Officer
Morrow and alternately talk to him and walk around until you see an
animation of the Titanic's aft end rising out of the water. At that
point, you should be able to return to Morrow and get a place on one
of the last two lifeboats.
Another way to get on a lifeboat is to find the seaman with a goatee
in the aft starboard area of the boat deck, and give him a boat pass
(tarot card) to get on his lifeboat. This pass can be obtained from
Buick Riviera (played by the game's Marketing Director) in the
First-Class smoking room, reached via the Grand Staircase and
First-Class Lounge. If you've talked to Riviera before, note his
reference to "Diamondback, New Mexico" - site of the CyberFlix game
DUST. Save your game before playing blackjack with Riviera. You need
to win one hand of blackjack in order to obtain the boat pass. Offer
the real diamond necklace as stakes for the game. You can use Hoyle's
strategy to increase your chances of winning:
* Stand on 17 or higher.
* Hit on 13 through 16 if dealer's up card is a 7 through 10 or an
ace; otherwise stand.
* Hit on 12 or lower.
* Count an ace as 1 unless counting it as 11 gives you a total of 18
Avoid talking to Zeitel as he will try to coerce you into giving up
In the animation of the sinking, note that the Titanic breaks in two
and the aft end of the boat settles back onto the surface of the water
before it, too, sinks.
(Genuine necklace saved) Obtained Rubaiyat: Failed to obtain Rubaiyat:
"Vlad left the sinking ship without the Rubaiyat, nor did he have the
real Lambeth diamonds. The Black Hand never got its funds, money
intended to finance a wave of terrorism across the Balkans. One of the
intended targets: the heir to the Austrian throne, Archduke Franz
Ferdinand - his murder might have started a war. We were lucky, we got
peace instead." "Vlad left the Titanic with the Rubaiyat. The money
garnered from the sale would finance the violent assassination of
Archduke Ferdinand at Sarajevo in 1914. The World War followed."
Obtained painting: Failed to obtain painting: "As for the painting, it
left with me. The plans proved useless. In the month following the
sinking, the War Office scrapped the proposed deployments in a
cost-cutting measure. But the canvas - as the only artifact saved from
the Titanic, the painting became famous, along with its creator, a
rather excitable Austrian named... Adolf Hitler, who makes a lucrative
career to this day peddling overpriced Alpine vistas to the carriage
trade." "As for the painting, it went down with the ship. Fortunately,
Shailagh and the baby survived." Obtained notebook: Failed to obtain
notebook: "I left the ship with Willie's notebook. Eventually, it
found its way to the Russians. The czar's secret police were grateful,
and the names Stalin, Lenin and Trotsky vanished from history. The
Communist revolution aborted." "I never retrieved Willie's notebook.
The Germans' support of the Russian revolutionaries continued."
* Obtained Rubaiyat
* Obtained painting
* Obtained notebook
"I didn't really realize it then, but that night thirty years ago was
one of history's most crucial. Though the Titanic carried 1500 to
their death, a peaceful world would be their epitaph. Our mission was
a success. With no wars or bloody revolutions to derail us, prosperity
and progress has flowed into every corner of the globe, bringing
humanity a security known only to the privileged few before the
Titanic sailed. Today, on April 14, 1942, I am leaving the Service to
retire in a world at peace.
"One can only imagine how different it could have been - would have
been - if we had failed."
Game credits roll.
Some Other Endings
Several different endings to the game are possible. Some of them are
listed below, showing the effect of each piece of evidence. We have
omitted a subplot involving a trade of the painting for an antidote to
some poison Zeitel has given Georgia. If you neglect to get on a
lifeboat by 2:00 AM, you and any evidence you have collected go down
with the ship - it's not actually possible to offload evidence to
Penny, although she suggests it.
* Failed to obtain Rubaiyat
* Failed to obtain painting
* Failed to obtain notebook
"World War I ended in 1918 - a victory for the Allies. Germany was
ruined, Russia in revolution. Soon after, Lenin consolidated his power
in Moscow. A decade later, Hitler became Fuehrer, promising to avenge
Germany's defeat. The rest of the story is... depressingly familiar.
Here we are, April 14, 1942, fighting another war - a Second World
"And I keep wondering... was there something anyone could have done?
Something I could have done to stop it? If only the past could be
Blown up by a German bomb.
* Obtained Rubaiyat
* Failed to obtain painting
* Failed to obtain notebook
"Meanwhile, the rest of Europe and America enjoyed a prosperous peace.
What did we gain? Complacency. In 1927, Adolf Hitler toppled the
Kaiser and channeled the power of German science and industry into
weapons production. The democracies, lulled by decades of
uninterrupted affluence, ignored him. The Germans have had a six-year
lead in the race to unlock the secrets of nuclear fission.
"Now that the World War has begun, I wonder if the question is not
whether Hitler will use his atomic weapons, but when. If only the past
could be changed..."
Vaporized by a German atomic bomb.
* Failed to obtain Rubaiyat
* Obtained painting
* Failed to obtain notebook
"However, the Allies defeated Germany and imposed a humiliating peace.
But not before the German military convinced a revolutionary Russia to
leave the war. Eventually, Lenin replaced the feeble Russian empire
with a Communist one. There were totalitarian stirrings in Germany as
well. But with no strong man to lead them, parties like the Nazis
never amounted to much. With Berlin no longer a check against
Communist expansion, the Soviet tidal wave swept over Europe. Today,
April 14, 1942 - it's Britain's turn now.
"They say we've lost our chains, but it's our freedom that's vanished
instead. If only the past could be changed..."
Machine-gunned by a Russian stormtrooper.
* Failed to obtain Rubaiyat
* Failed to obtain painting
* Obtained notebook
"With no revolutions disrupting it, the Romanov dynasty continued to
rule in Russia. When the Nazis attacked, an old and feeble czar proved
no match for Hitler. And neither will we. In 1939, Nazi Germany
conquered the Russian empire, before turning its fury against the
West. Britain surrendered three days ago. Now we take our place behind
Germany in a Europe ruled by hate and National Socialism.
"They hung Churchill yesterday. If only the past could be changed..."
Machine-gunned by a German stormtrooper.