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Titanic: Adventure Out of Time

Titanic: Adventure Out of Time

Titanic: Adventure Out of Time

With this walkthrough you’ll be able to find out the myster of the sunken ship with ease.


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TITANIC: Adventure Out of Time

Solution by: Lu Richardson 
Written for: Cheet Sheets Magazine 

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. 
Email us at for game solutions, hints, cheats.

Feel free to use this solution on your WEB site, CD-ROM’s, magazines, but please keep intact giving 
full credit to author and Cheet Sheets.

Lu Richardson

Lu Richardson

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