Original Website: Support

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Here’s where you can find technical and customer support information for the Titanic: Adventure Out of Time CD-ROM game. Most of your support questions can probably be answered here. You can find an extensive range of product support information covering everything from installation to game play tips and hints and more. If you can’t find the answer to your questions here, you can also contact our customer support department at:

Hammerhead Entertainment
Customer Support
545 2nd Street, Suite 3
Encinitas, CA 92024
EMail: support@barracuda-gssm.com
Telephone: (760) 436-1977
Fax: (707) 897-0079

Top Ten Game Play Questions

Listed below are the top 10 game play questions for the Titanic CD-ROM game. If you’re currently playing the game and are stuck, there’s a good chance you’ll find the answer to your question(s) below.

1.  Game Start (Apartment)

Movement

Use the arrow keys on your keyboard as your feet and the mouse as your hands. Press the right arrow a few times to turn around. Then use the up arrow to move forward. Click on objects to get a closer look at them or to use them. You need to examine objects in the room by clicking on them. Once you have looked at enough objects, the game will progress to the opening movie and the next scene. Make sure to look at EVERYTHING on and in the desk, and read the MEMORY BOOK which is located over the fireplace.

The actual game begins after the opening movie is played and you are on the ship. You should save your game at this point. You will then no longer need to click on (inspect) all of the items again in the apartment.

Saving Games

At the beginning of the game in the apartment click on the life preserver to open the saved game you created while you were on the ship to bypass the apartment beginning.

When you are in the saved game box, you will see that the game to be saved is by default selected as “*.ti”. This is confusing to many people who don’t realize that the “*” MUST BE REPLACED BY TEXT. For example, saved games are named “game1.ti” or “mycabin.ti” or “john.ti” or any file name you desire. If this change is not made, the game will not be saved and you will be unable to retrieve games you may have thought you saved, but did not.

This is the standard method for saving files for all applications in Windows95. Since Titanic is a Windows-based application, we must adhere to these rules in order to make certain Titanic will run correctly on all Windows-based machines.

Moving Through Doors

The color of the triangle above the life preserver indicates whether or not you can move forward in a particular situation. Red means you cannot go forward, green means you can, yellow means you have to open a door first.

Please note, you cannot leave the apartment through the front door even though you might be encouraged to do so. You will see a green arrow suggesting you can leave only to get the verbal barrage of your landlord looking for your overdue rent.

All other points in the game should allow you to move forward through doors with the green light on.

First Class Lounge

2. Entering closed rooms.
Many players are confused about the locked rooms on the ship. Many of the ship’s rooms are locked. In real life you would not be allowed to enter every room or unlock every door on the Titanic and you cannot do so in the game either.

Some vital characters have their doors locked to you at various points in the game. If you think you need to enter a particular room and cannot enter, solve more of your mission and then return to the room later to try again.

First Class Cabin

Some of the game is puzzle dependent, meaning one part of the game may not be accessible until another puzzle has been solved, thus unlocking the next portion of the game.

3.  How to obtain the Rubaiyat.

DECODER MACHINE

Here’s how to operate the decoder machine that is located in your steamer trunk.

First, click on the two colored wires at the top to connect them to the dry cell battery.

Next, click the switch on the bottom to turn the machine on. A light will come on, the number roll at the top will rotate, resetting to all zeros, and the printer roll turns. Now you are ready to proceed.

At the top of the machine are four number wheels that should now all show zero in the window.

Click on each wheel to set it to the desired number (e.g., 8754). BE SURE TO PUT THE NUMBERS IN AT THE BOTTOM OF THE MACHINE IN THE METAL WINDOW or below the line!

Enter the coded message using either the mouse to click on the letters on the machine or use the keyboard.

Finally, when the message has been entered, click the button marked decode. The machine will whir and clatter, and if you have not entered the message correctly, will give an error uncertain moment message and you will have to start all over again.

Go to the Wireless Room to obtain the message that needs to be decoded.

TURKISH BATH

To see Zeitel’s message in the Turkish bath mirror, you must first turn on the faucet. This in turn causes the mirror to steam up thus revelaing the message left by Zeitel.

WIRELESS ROOM

  1. Set power to sender amp to “on.” The switch may be a little hard to see. Click on the left side of the box near the word “off” and drag until you see the lever move to “on.”
  2. Check the system breaker switch to make sure it is set to “transmit.” Click and drag on the switch to set it to “transmit.”
  3. Set the tuner to the correct frequency by clicking and moving the mouse to turn the dial. The proper frequency is 200 KHz.
  4. A red indicator light will blink when the correct frequency is reached.
  5. On the desk on the left is a black box with knobs and dials on it. Click on the leftmost knob to rotate it clockwise. (NOTE: This is the step missing from the instructions in the desk.)
  6. Click on the telegraph key. Your valise will appear and a text window will open. Take the telegram from the valise and type the message into the message window. Type slowly, you will hear the Morse Code transmitted, and there is a significant delay between each letter.

WARNING – COMPLETE RUBAIYAT WALKTHROUGH

The information below is a complete walkthrough for the Rubiyat section of the game. This section is provided to aid you in case you require further assistance beyond the information given above. Please do not read on if you are trying to beat the game on your own! The answer will be revealed.

Meet Max on the Boat deck. He offers you a game of blackjack in the smoking room. If you accept, he says he wants you to meet Willie and Zeitel’s in the Parisian Cafe before playing blackjack. In the Parisian Cafe with Max, Willie and Zeitel tell you about themselves and in the middle of the conversation Willie mentions that when he tried to send Zeitel’s wireless message there was a backlog of outgoing messages, and his message couldn’t be sent right away.

Zeitel and Willie leave. Zeitel leaves behind a pipe on the table you may take. If you take the pipe you can go to Trask and he will do a psychic reading of the pipe. Trask leads you to the Turkish Bath. There you must turn on the faucet and go to the mirror to read the message left for Shasha stating where the Rubiyat was left.

If you turn down Max’s offer to meet Willie and Zeitel, you can follow Penney’s orders and get Zeitel’s telegram from the Wireless Room and decode it with the Enigma decoder machine. Note, this will give you the same message as what’s on the Turkish Bath mirror. To get into the Wireless Room you must talk to way past Officer Morrow. Note, he will also allow you on the bridge later if you find his binoculars.

You should go to the Boiler Room to look for the Rubiyat. A seaman will prevent you from entering the Cargo Hold. You must go through the Engine Control Room between the Engine Room and the Turbine Room. The engine room worker won’t let you enter the engine room. You asked him some questions, but he says he doesn’t have time for you because he’s having trouble regulating one of the boilers. You say you can help him and do the engine puzzle, which consists of tweaking a series of knobs and switches that regulate the boiler pressure. If you succeed, he will let you pass through the door into the Engine Room. Note, if you have a difficult time completing this puzzle, you can ask the seaman for help and he will show you the manual that will tell you how to solve the puzzle.

From the Engine Room enter the Boiler Room and meet Vlad. He asked you to get clothes and food from Sasha Barbicon, in cabin A-14. You must find the Rubiyat, rehide it and then hide it again in a different chute and then get the things requested by Vlad. He will leave and you can get the Rubiyat. If Vlad catches you trying to take the Rubiyat before you get the package from Sasha Barbicon, he will kill you. If you don’t hide the book before you get the clothes and food for Vlad, he takes the book.

The decoded message or mirror message says the following: Boiler Room 3, Coal Chute 4 by Zeitel and Zeitel’s man will pick up the painting at its drop point.

The Rubaiyat

4. Painting/Cargo Manifest Puzzle

CARGO MANIFEST STEPS – GO TO THE PURSER’S OFFICE

  1. The Purser will not let you see the Cargo Manifest.
  2. Help out the Purser by sending a telegraph for Mr. Thayer.
  3. After you have sent the telegraph return to the Purser and let him know. He will leave to tell Mr. Thayer the message has been sent. You can look at the Cargo Manifest when he leaves.
  4. When you look at the Cargo Manifest you find out that the painting is in the Cargo Hold.
  5. The Seaman standing guard will not let you into the Cargo Hold. He has orders to only allow someone with keys in.
  6. Was there anything about a car in the Cargo Manifest? Talk to Daisy Cashmore. She knows something about a car being shipped to New York.
  7. Return to the Purser’s Office. He is too busy trying to find a lost gold cufflink belonging to Mr. Isadore Strauss. If you help him, he might help you.
  8. The Gorse-Joneses and Daisy Cashmore have recently seen Mr. Strauss.
  9. When you find the cufflink take it back to the Purser.
  10. Once you have the keys from the Purser go back to the Cargo Hold and get the painting.
  11. The car will help you “shine some light” on the situation.
  12. Either the painting is there or someone else has already taken it. Presumably Willie.

WARNING – COMPLETE CARGO MANIFEST WALKTHROUGH

The information below is a complete walkthrough for the Cargo Manifest section of the game. This section is provided to aid you in case you require further assistance beyond the information given above. Please do not read if you are trying to beat the game on your own! The answer will be revealed.

Go to the Purser’s Office. If you’ve got the Rubiyat, you can check it in. Ask for the Cargo Manifest. The Purser won’t let you look at it. He’s got more important things to do. Mr. Thayer can’t get a telegram off to arrange for a private railcar to meet him in New York. If you send Mr. Thayer’s telegram, the Purser will leave to tell Mr. Thayer the good news. This leaves you free to check the Cargo Manifest to find out that the package labeled “Lemke & Buechner” is identified as a “painting” with Sasha’s initials beside it. If you attempt to enter the Cargo Hold, the Seaman in charge won’t let you. You’re not authorized. He say’s he can only permit a family with the car keys to enter the cargo hold to see their new car.

Note: Cashmore talked to you earlier and said:

  1. Arthur Carter is shipping a Renault to New York. He likes to go down to the Cargo Hold and sit in it.
  2. The Renault is in the Cargo Hold.
  3. The keys to the Renault are in the Purser’s Office.

Go back to the Purser’s Office. He isn’t overjoyed to see you. Mr. Isadore Strauss, the owner of Macy’s has lost a gold cufflink.

Cufflinks

The Gorge-Jones may have montioned that the Strausses were sitting on the Reception Deck. Go to first class reception and investigate the chairs the Strausses sat in. (The ones at the bottom of the staircase.) Max is in the reception area and will tell you where the Strausses were sitting. Find the cufflink. Return to the Pursers’ Office. He’s so delighted to receive this that he runs immediately to tell Mr. Strauss, thus leaving you free to access the keys. Go back to the Cargo Hold. The Seaman interrupts you but then sees the car keys and thinks you are Dr. Carter. He lets you into the cargo area. Enter the second door on the right. You look for the crate marked “Lemke & Buechner.” If you turn on the car headlights you can find the painting if Willie doesn’t already have it. If Willie has it, he’ll give it to Jack Hacker.

FENCING AND RING

Smethells finds you and tells you Mr. Haderlitz would like to fence with you in the Squash Court. You must fence with Willie at least once. Willie will give you a little more info each time you fence with him. He explains you and he are on the same side and that his life is in danger because Zeitel wants the painting. (Willie also has the notebook.) If you win two matches, Willie gives you the ring. Otherwise you must get the ring from Smethells. He says Willie told him to give it to you.

WILLIE IN DANGER

The Joneses tell you to meet Trask where “Honor and Glory Crown Time.” Trask is on the A Deck Grand Staircase, urgently demanding to talk with you. He senses the ring is Russian and its owner is in danger. A premonition movie of Willie dying in electric bath is seen. He senses that the ring is connected to a young lady. Trask instructs you to give it to her. She’ll have more to say.

The lift (elevator) operator mentions Willie’s girlfriend and tells you where she is and on what deck. Go to Claris’ cabin on D Deck. Give her the ring and she bursts into tears. Willie had told her that if she received the ring, it meant he was in danger and to tell whomever gave it to her that Willie has hidden a very important notebook for his friend to find. That’s all she knows.

RETURN TO PENNY

Return to Penny’s cabin. You have or don’t have the painting, you know Willie is a Russian agent, and you know about the existence of the notebook. If you don’t have the painting, Penny knows that the painting contains the missing British naval plans, and that Willie was working for the Russians and didn’t want Zeitel to get the painting. That is why Zeitel is after Willie. Penny gives you a gas pen for you protection. She tells you to go find Willie because his life is in danger. She tells you to find the notebook–it must contain valuable secrets.

INVESTIGATE TURKISH BATH

Turkish Bath

Morrow and Smethells are outside the Turkish Bath. Morrow knows abut the death and knows that passengers must not be alarmed. He will let you in the Turkish Bath. Smethells tells you he overheard an argument over a painting. He confides in you he thinks foul play may be involved. Enter the electric bath. You’ll find Willie dead. Willie has left a scavenger hunt for the notebook. You find a clue from the Rubiyat “And many knots unravel’d by the road.” Give Trask the clue and he will give you hints.

On Scotland Road you find a coiled rope, a hatchet, and other safety items on the wall. Click on the rope and Hacker comes out and repeats a message Willie told him: “Ancient ruby by which grows a vine.” The phrase is also from the Rubiyat. Trask will help you figure out that this refers to the Parisian Cafe.

In the Parisian Cafe in the relise work next to the table where you found Zeitel’s pipe, you find a package of Old Red’s. If you have talked to Max you know he smokes Old Red’s. If you go to the Smoking Room and give Max the Old Red’s he tells you he saw Willie throwing something into the fourth smokestack, something he must have wanted to destroy.

Old Reds

Burns is in his cabin (C-78) and will show you a picture. Any time during this mission, there is a Seaman standing guard on the boat deck at the bottom of the fourth smokestack. He won’t let you climb up the smokestack. He will tell you the only way into the smokestack is from the stairs between the turbine and engine rooms.

CONTROL ROOM PUZZLE AGAIN

The Seamam in the control room will not let you go any further into the other rooms until you help him solve the regulating boiler puzzle again. If you solve his problem, he lets you proceed to the smokestack. The entrance to the smokestack is up the stairs in the Engine Room. You run into Vlad, who knows you are trying to foil his plans, and you must fight him. After the fight you can proceed to the smokestack entrance in the Engine Room.

5. Smokestack Puzzle (Notebook)

SMOKESTACK PUZZLE

You will need to solve the Boiler Room puzzle a second time in order to gain access to the fourth smokestack.

Someone has piled crates at various points along on the catwalks up the inside of the stack. To solve this yourself, you’re going to need to explore, look around a lot, and try different ladders plus keep notes. Try to map the different choices. NOTE: there are four different mazes.

When you reach the top look around for the notebook!

WARNING – COMPLETE SMOKESTACK PUZZLE WALKTHROUGH

The information below is a complete walkthrough for the smokestack section of the game. This section is provided to aid you in case you require further assistance beyond the information given above. Please do not read if you are trying to beat the game on your own! The answer will be revealed.

You will need to solve the Boiler Room puzzle a second time in order to gain access to the fourth smokestack. You will encounter Vlad.

You will need to find your way through a maze of ladders, catwalks, and crates in order to reach the top of the smokestack, where the notebook is hidden.

After going up the ladder behind Vlad, a maze is randomly selected from among the four possible choices. Find out which maze you’re facing:
Go to the Control Panel by clicking the life preserver.
Hold down the shift key and click the help button.
You will see which maze you’re in, and you will be on Level 1.
Below is the solution for the first smokestack puzzle to give you an example.

Smokestack Puzzle: Maze 1

Level 1: Turn left. Counter clockwise to the next ladder.

Level 2: Turn right. Travel clockwise to next up ladder.

Level 3: Turn left. Counter clockwise to next up ladder.

Level 4: Turn right. Clockwise to next up ladder.

Level 5: Turn left. Counter clockwise to next up ladder.

Level 6: Turn left. Clock wise to next up ladder.

Level 7: Turn left. Travel clockwise to next up ladder.

Level 8: Turn left. Counter clockwise to next up ladder.

Level 9: Turn left. Clockwise to next up ladder.

Level 10: Turn right. Clockwise to next up ladder.

Level 11: Reach the top of the smokestack.

You must navigate the maze to get to the top of the smokestack. Here you see the notebook, but when you click on it Zeitel appears with a gun demanding the notebook. Zeitel summarizes all the bad things he has done. The ship hits the iceberg at this time.

If you give Zeitel the notebook he shoots you, not fatally, and leaves. If you give him the gas pen, he is knocked out and you can leave with the notebook.

At the bottom of stairs Vlad is waiting and knocks you out with a pipe wrench and takes the notebook.

6. Necklace/Doll Puzzle

THE NECKLACE

Backstory: The Lambeths have fallen on hard times. Georgia is impulsive and a spendthrift. Charles is a drinker and has thrown most of the Lambeth money into a steel mill owned by Andrew Conkling.

The investment was a disaster, and the mill is now losing money and cutting corners by cheapening the quality of the steel with high sulpher content.

Lambeth has penned a letter to Conkling mentioning these abuses. Short on cash the couple is selling off their last tangible asset: Georgia’s beautiful diamond necklace.

To avoid embarassment the sale will be done anonomously in New York through Sasha Barbicon, an old flame of Georgia’s.

Both of them have secrets.

Georgia Lambeth

Georgia’s secret: She has had it with Charles’ drinking, his aristocratic ways, and his decrepitude. She wants to make a clean break in America. She is afraid of Charles and she gives the necklace to you for safekeeping.

Charles Lambeth

Charles’ secret: He suspects Georgia. Unbeknownst to her he has replaced her necklace with a fake one. He has given the real one to Sasha Barbicon for safekeeping.

WARNING – COMPLETE NECKLACE/DOLL WALKTHROUGH

The information below is a complete walkthrough for the Necklace/Doll section of the game. This section is provided to aid you in case you require further assistance beyond the information given above. Please do not read if you are trying to beat the game on your own! The answer will be revealed.

Necklace Subplot

Meet Georgia on the Boat Deck. She is glad to see you again after all these years, but distracted. If you are nice to her she gives you the fake necklace and tells you to keep it away from Charles.

After this conversation, meet Georgia on A Deck. She gives you the fake necklace, but if you made her mad on the boat deck she only explains to you a little about her situation. She tells you a little about Sasha Barbicon laundering money for a mysterious organization called the Black Hand. She talks about Charles. How he is beastly to her. She is going to tell you more, but bites her lip. She tells you to meet her in cabin B70 later when Charles is in the Smoking Room.

After this conversation, Georgia is in her cabin. She tells you Charles is in the Smoking Room. She gives you more details about her troubles. Charles barges in and asks what’s going on. He orders you out.

Georgia is on the Forward B Deck. She apologizes to you for Charles’ behavior. Meet Charles on the Boat Deck. He wants you to go to the Smoking Room for a drink. Jump to Smoking Room. A drunk Charles confides in you. (Tip: give him more whiskey). Eventually he’ll brag that he’s swapped his wife’s jewels with fake ones. He tells you real ones are being held by Sasha Barbicon in cabin A14.

Go to the fuse box outside A14. Open the box and turn off the light for A14. If the light is off when you exit, Sasha will leave his cabin to see what happened.

If you enter Sasha’s cabin without turning on the lights, you can’t get to the necklace. Go back and turn on the lights.

Go into Sasha’s cabin A14 to solve the doll puzzle. Swap the fake necklace for the real one. If you leave the doll puzzle with the real necklace, but didn’t leave the fake one behind, Sasha will catch you and kill you.

WARNING – COMPLETE NECKLACE/DOLL WALKTHROUGH

The information below is a complete walk though for the Necklace/Doll section of the game. This section is provided to aid you in case you require further assistance beyond the information given above. Please do not read if you are trying to beat the game on your own! The answer will be revealed.

Doll

You need to solve the doll puzzle in order to get the real necklace from Sasha’s cabin. First, you must get Sasha out of the room by flipping the circuit breaker for his room inside the electric panel in the hallway. Once the lights are out, he will leave, then you can turn the lights back on and go in.

Click on the doll on the table.

Click on the close up of the doll to get a better view.

There are four movable number rings inside an immovable outer number ring. The key is to rotate the movable rings until all the numbers on the inner rings add up to the numbers on the outer ring. Rotate the rings by clicking and holding (to get the open hand cursor) and moving the cursor as needed. To get the proper alignment, rotate the rings until the following configuration is reached, all reading from the outside ring in:

Below the number 15, at 12 o’clock: 5,3,2,5

Below the number 19, at 3 o’clock: 4,7,3,5

Above the number 12, at 6 o’clock: 3,0,1,8

Beside the number 4, at 9 o’clock: 0,1,1,2

Click OK

Click on the doll’s head three time to remove the nested dolls.

Click on the body to see the real necklace inside. Click on the necklace to put it in your bag, then click on the fake necklace (grayer in color) to put it in the doll.

Click on the doll heads again to replace them. You will meet Sasha on the way out, and you must leave his room looking undisturbed.

7. The Clock

The clock in Titanic: Adventure Out of Time, will not move until you have completed certain goals in that particular level of the game. Once that happens, the clock will start running and you will only have a certain amount of time to successfully complete the game before the ships sinks.

Flooded Turkish Bath

If your clock is stuck on one time, then you still have something(s) to do before you can move on. Have you met everyone you were supposed to meet? Have you done all the things you promised Penny you would do?

Scraping the Iceberg

Time will not pass again nor will you be able to proceed to the end of the game until you have completed that level.

8. Letter Puzzle

THE LETTER

Backstory: Shailagh is a young Irish maid in the employment of Mr. Andrew Conkling, a wealthy steel magnate and his wife, Beatrix, a noted interior designer. The couple are childless. Conkling got Shailagh pregnant.

Beatrix Conkling

Rather than throw her out, Beatrix encourages her to keep the child while secretly making plans to adopt the child and take her away from her natural mother.

Shailagh has discovered the plot and flees her employers on the S.S. Philadelphia, a steerage liner headed for New York. She takes with her a letter that incriminates Conklin in cost cutting.

Unfortunately, due to the coal strike, the Philadelphia’s passengers are transferred onboard the Titanic. Terrrified to be onboard the same ship as the Conklins, Shailagh keeps a low profile.

She is spotted, however, by Beatrix from a deck above the third class prominade. A message has been sent to meet on the well deck.

WARNING – COMPLETE LETTER WALKTHROUGH

The information below is a complete walkthrough for the Necklace/Doll section of the game. This section is provided to aid you in case you require further assistance beyond the information given above. Please do not read if you are trying to beat the game on your own! The answer will be revealed.

Letter Subplot

Meet Cashmore on B Deck Aft Grand Stairs. She asks you to find out the name of the guy who made eyes at her during dinner. Go to the Purser’s Office to get the name. Mention her name. She mentions Ryersons and the Renault, and that Conklin wants to see you on Scotland Road.

After telling her the name, Meet Conkling on the Scotland Road. Thanks to friends in Parliament, Conkling hears that a British secret agent is onboard. He tells you to retrieve the letter from Shailagh. He tells you to meet Shailagh and Hacker on the Poop Deck then come talk to him in cabin B59.

After talking to Conklin, meet Shailagh and Hacker on the Poop Deck. Shailagh has fallen under the protection of a fast-talking brother Jack Hacker who sees he can make money from the deal. At this meeting he tells you Shailagh will sell the letter for $5,000 to start a new life in America.

After the meeting Shailagh and Hacker go back to see Conklin in cabin B59. The Conklins return to their cabin after visiting with the Astors. You tell the Conklins the news that Shailagh and Hacker want $5,000. From comments about pregnant Mrs. Astor you can get clues that Beatrix can’t have children, but wants them. Conklin tells you to find Shailagh in cabin F59 without Hacker.

After talking to Conklin in B59 go to Shailagh’s cabin and you’ll discover she has a baby. She tells you the entire story. You tell her to meet you later in the evening.

9.  Bomb Puzzle (Zeitel’s Cabin)

When you go into Zeitel’s room for the first time and he doesn’t have a boat pass, he will lock you in with the bomb and key puzzle. If he has the notebook, he leaves it and you can take it with you, if you solve the bomb puzzle.

Bomb

WARNING – COMPLETE BOMB WALKTHROUGH

The information below is a complete walkthrough for the Bomb section of the game. This section is provided to aid you in case you require further assistance beyond the information given above. Please do not read if you are trying to beat the game on your own! The answer will be revealed.

  1. Find the switch box between the explosives and the solenoid. Turn the switch to the number three. (Click on the knob’s pointer, then click on three.)
  2. Find the switch box between the solenoid and the battery and turn the knob to three.
  3. Find the switch box between the explosives and the alarm clock and turn the knob to two.
  4. Let the clock run out. You will hear the alarm ring.
  5. Go back to the switch box between the explosives and the alarm clock and reset the knob to three.
  6. The bomb is now disarmed. Click on the box with the key to open it. The key will appear on the navigation screen and disappear once you go out the cabin door.

10. Game Endings

The game can end in any of a number of different outcomes. What you’ve accomplished, and what you take with you off the ship, determines your final success.

Your victory is determined by what ultimately happens to four key objects in the game: the Rubiyat, the real Lambeth necklace, the notebook, and the painting.

Final steps leading to the end of the game:
Assignment
Bomb Puzzle
Boat Pass
Georgia Poisoned, Obtain Painting
Save Georgia
Vlad in Turbine Room
Get off Boat
Save Baby
To prevent World War I, Vlad cannot leave the ship with either the Rubiyat or the necklace. They can leave with you or be lost to Buick Riviera.

To prevent the Russian Revolution, you must leave with the notebook.

To prevent World War II, you must leave with the painting.

The best outcome for the game is to prevent all three. Other alternative histories may be worse than the one we know today.

Outcome 1 – Soviet Germany

Vlad gets either/or both the Rubiyat and the real necklace. You leave the ship with the painting and the notebook.

World War I broke out, the Communist take over of Russia did not happen. Hitler became a successful artist and World War II did not happen. The Communist seized power in Berlin instead of the Nazis, became powerful, and eventually took over all of Europe including Britian.

Outcome 2 – The Soviets Win

You leave with the Rubiyat and the real necklace, or they go down with the ship. The notebook goes down with the ship or is taken by someone else, but you leave the ship with the painting.

There was no World War I, the Communist take over Russia and all of Europe including Britian. All of Europe is united into a single Soviet Socialist Republic.

Outcome 3 – The Soviets Win

Vlad gets either/or both the Rubiyat and the real necklace, and you fail to get the notebook. You leave the ship with the painting.

There was a World War I, the Communist take over Russia and all of Europe including Britian. All of Europe is united into a single Soviet Socialist Republic.

Outcome 4 – The Nazis Win

Vlad gets either/or both the Rubiyat and the real necklace. You left the ship with the notebook, but the painting went down with the ship.

World War I occurred on schedule, the Russian revolution never happened, Hitler came to power and the Czar’s regime was too weak to resist. Britian surrendered, and the Nazis took over all of Europe.

Outcome 5 – The Nazis Win

Leave either with both the Rubiyat and the real necklace, or they go down with the ship. You left the ship with the notebook, but the painting was lost.

World War I does not occur, and neither does the Russian revolution. In 1927, Hitler overthrew the Kaiser and channeled the full power of a Germany unweakened by World War I into industry and high-tech weapons.

Germany eventually developed the automic bomb in 1939. The West, weakened by complacency, now finds itself facing a nuclear-armed Germany bent on world domination.

Outcome 6 – The Nazis Win

Vlad gets neither the Rubiyat nor the real necklace, and both the notebook and the painting are lost.

World War I does not occur, and neither does the Russian revolution. In 1927, Hitler overthrew the Kaiser and the Nazi’s develop the atomic bomb six years early.

Outcome 7 – Unchanged

Vlad gets wither/or both the Rubaiyat and the real necklace, and both the notebook and the painting are lost.

This is the version of history as it actually happened. World War I occurred, Communist Soviets took over Russia, and World War II took place on schedule.

Outcome 8 – Winning Outcome

Leave the ship with the Rubiyat, the real necklace, the notebook, and the painting. Alternatively, the Rubiyat and/or the necklace were lost to Buick Riviera and went down with the ship. The important thing is that Vlad did not get them.

World War I never happened. The Communists never took power in Russia. World War II never happened. Mankind entered an age of unparalleled peace and prosperity.

~ by taoot on February 26, 2012.

One Response to “Original Website: Support”

  1. hey guys, i am a fan of this great game. but i have a problem, my Game, always stopped at the point when i entered ( after the titanic hit the iceberg ) to the salon on the first class. It says it is a error on the cd. what can i do ?

    please help me. thank you

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