Här kan du läsa hur du ska göra för att klara spelet.
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 leisurely: 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!
LONDON
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...TITANIC
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 exit.
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 P.P.
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 tothis 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 Purer 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 bother?
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. Nevr 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.
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