Walkthrough
This guide takes you from London in 1942 to a seat in a lifeboat with history changed for the better. It gives away the whole story, so read only the part you're stuck on if you'd rather discover the rest yourself.
Conversation choices are shown like this, in the order to pick them:
- "The sea appears calm."
The order of choices on screen is shuffled each time, so look for the words, not the position.
1London, 1942
Frank Carlson's flat at 9 Stanley Crescent, during the Blitz. Tap things around the room, such as the newspaper, the cabinet, the poster, the mantelpiece and the postcards, and each one plays a short memory. The radio and the door are just for atmosphere.
The air raid begins once you've seen enough, so look at the postcards last. That way you see every memory before the bomb falls. Inside the postcards, tap the cards to see both sides.
When the bomb hits, you're thrown back thirty years.
2Your cabin
Cabin C-73, 9:30 on the evening of April 14, 1912. A knock at the door: tap the door to let in Smethells, your steward. Talk to him. He gives you a note from someone signing as "P.P.", asking you to meet at the electric camel, and the ship's map. Ask about anything you like; none of it can go wrong.
Smethells keeps coming back to the door until you've done two things:
- Take your bag. The trunk key is inside it.
- Take your pocket watch. It's the game's clock, so keep an eye on it.
Then look at the desk for a note, and open the trunk: open your bag, take the key, and give it to the trunk. Inside are a gramophone (drag the horn onto the machine and tap it to play the first recording; the drawer holds a second cylinder), a report in the drawer, and the decoder. You'll come back to the decoder later.
3Penny Pringle
The electric camel is a riding machine in the gymnasium on the boat deck. Take the Grand Staircase or the lift up. On the way you'll see Leyland Trask, a "sensitive", by the stairs. He's worth meeting, though nothing depends on it.
In the gymnasium, P.P. turns out to be Penny Pringle, your contact. She'll only move the story on if you get to the point:
- "What did you want to tell me?"
- "What's Zeitel going to do with it?" or "Is this my mission?"
- "Is Zeitel traveling alone?"
- "Which cabin are you in?"
You're after a stolen copy of the Rubaiyat of Omar Khayyam, and Colonel Zeitel, a German officer aboard, is involved. If you leave the conversation early, start again from the top. From now on you find Penny by knocking on her cabin door.
4Officer Morrow and the wireless room
Go to the wireless room on the boat deck. Officer Morrow stops you at the door. He only lets you in once you've talked him round, and only after you've met Penny:
- "The sea appears calm."
- "It's a clear night, but dark."
- "What uproar?"
- "You don't care much for bureaucrats?"
- "What war was that?"
- "No wonder moonless nights make you jumpy."
- "Now, may I visit the wireless room?"
Avoid "Care for a drink?", "The wireless is quite a toy." and asking about both Tom's branch of the Admiralty and the secret plans; each ends the conversation. Nothing is lost if that happens. Just start over.
Inside, tap the table. There are two piles of telegrams. In the outgoing pile is a telegram Colonel Zeitel sent in German, with a four-digit number and a line of code. Tap the telegram to take it.
5The decoder
Back in your cabin, open the trunk and the decoder.
- Connect the red and green wires and turn on the switch. The light comes on and the four dials reset to 0.
- Set the dials to 8 7 5 4. Each tap on a dial turns it down by one, so from 0 that's 2, 3, 5 and 6 taps.
- Tap in the letters ANHQSPPAIXWBFCXYAM with no spaces. Nothing appears on screen as you type, so go carefully.
- Press Decoder. A slip prints. Tap the slip to finish.
If you get it wrong, a spoiled slip prints and the machine resets; set the dials again and retype. The message tells you Zeitel means to trade the Rubaiyat for a painting. You can tell Penny now or later.
6The turbine room
Head down to the turbine room and through to the control room. The seaman there won't let you pass until his turbine is running properly:
- "Perhaps I can solve that problem for you."
- "I'll help you."
The goal is to get the electrical needle well up into the top third of its gauge, then press OK. Drag every control at least once, because each starts in an unknown position:
- Open the two upper valve wheels all the way.
- Open the lower valve wheel about two-thirds of the way.
- Set the lower pump lever to about halfway.
- Set the right-hand pump lever a little past halfway.
- Slide the coal control about a third of the way down.
Give the needle a moment to settle; it lags behind the controls. The boiler water should sit near a third full and the condenser water near half. If it won't come up, choose "Let me try again." or "I need some advice." for a hint.
7Vlad and the Rubaiyat
Go on through the engine room into the boiler rooms. In the third boiler room you meet Vlad, a stowaway. Agree to help him:
- "What do you want?"
- "What are your troubles?"
- "Why are you down here?" or "Can't you get it yourself?"
- "What's your friend's name?"
He wants a package from a man named Sasha. Go down the stairs behind him to the coal chutes. The Rubaiyat is hidden in chute 4: tap the chute, open its little door, and take the book.
8Sasha Barbicon's package
Go up to cabin A-14 on the port side of A deck. On the way, the boat deck is a good place to meet Lady Georgia Lambeth, who gives you her necklace. More on her later.
Knock at A-14:
- "I'm looking for a Mr. Barbicon."
- "I'm to receive a package. For Vlad."
- "What will he do in America?"
Sasha hands over the package. Take it down to Vlad (the control room seaman lets you straight through now) and choose "Here is your package." When Vlad has gone, take the Rubaiyat back out of chute 5.
9Reporting to Penny
Knock on Penny's door with the Rubaiyat still in your hands. If you've already left it with the Purser, she can't move the story on. Tell her everything:
- "I've decoded a telegram Zeitel sent." and both questions that follow
- "I met a stowaway named Vlad; he knows Sasha, an art dealer."
- "Here is the Rubaiyat."
- "What do I do now?"
Now take the Rubaiyat to the Purser, whose office is by the Grand Staircase on C deck, and choose "I would like to check this book." He keeps it in his safe, and Penny returns it to you near the end.
10Mr. Thayer's telegram
At the Purser's desk:
- "What about Mr. Thayer?"
- "Could I help?"
He gives you a telegram to send. In the wireless room, tap the table and set up the transmitter. The papers in the drawer explain it, but here's all you need:
- Drag the handle on the top-right instrument all the way up, until four lights come on.
- Drag the lever on the top-left instrument to the left, to transmit.
- Turn the knob on the bottom instrument. The needle starts at 200; turn it down to between 34 and 40, where the tuning light comes on.
- Tap the telegraph key a few times to send the message.
Back at the Purser's desk, choose "I sent Mr. Thayer's telegram." and "Shall I tell the Thayers?" He goes himself, leaving his cargo manifest open. Tap it and note the motor car shipped in the hold.
11The cufflink and the painting
Ask the Purser:
- "I need to get into the cargo room."
- "Can I find the cufflink for you?"
Mr. Straus has lost a cufflink in the D-deck reception room. Max Seidelmann, a jeweler you'll find there, can tell you where Straus was sitting. Look in the chairs; with your back to the stairs, try the wicker chair on the left. Tap the cufflink to look closer, then tap again to take it.
Give it to the Purser with "I found Mr. Straus's cufflink." He hurries off to return it, and his car keys are left hanging on the board behind his desk. Take them.
Go forward to the forecastle deck, down the crew stairs and along to the cargo hold. The seaman on guard sees the keys and lets you in. Find the storeroom with the motor car, tap the light switch, follow the lights to the crate, and take the painting.
12Lady Georgia's necklace
Georgia is in trouble, and her story leads to Sasha's real diamond necklace. You need to meet her three times, then talk to her husband:
- The boat deck. "I was detained.", "Help you?", "What rumors?", then "Who's Sasha?" and "Who's Charles?" She gives you her necklace, which is a paste copy.
- A deck, aft by the mast. "What's happened?" or "Are you still upset?"
- Her cabin, B-70. Knock: "What did you want to tell me?", then promise to help or not, and "What's happening?" Charles walks in on you.
- Charles Lambeth, in the Smoking Room. "How are you doing Charles?", "Are you trying to tell me that you need money?", then either answer to the drink.
Now get into Sasha's cabin while he's out:
- In the A-deck corridor, talk to the seaman working on the electrical panel. He goes off to fetch a screwdriver.
- Open the panel on the port side, switch A-14 off and press OK. Sasha comes out to complain and leaves.
- Open the panel again, switch A-14 back on and press OK. Otherwise the cabin stays dark.
- Go into A-14 and tap the dresser, then the Russian doll.
The doll opens with four dials, which you turn by dragging in a circle. Align them, from the top going clockwise, to 15, 19, 12 and 4, press OK, then tap the doll three times to open it down to the bag inside.
13Fencing with Willi
Smethells has a message: Willi von Haderlitz, Zeitel's young aide, challenges you to a fencing match on the squash court, which you reach through the D-deck cabin corridors. Your first answer there sets how good he is:
- "Colonel Zeitel's confused me with someone else. I don't fence." (easiest)
- "My foil, please."
Tap the start button before each point. Attack by tapping above, below, left or right of the middle of the screen; his first two attacks are always parried. To defend, slide your finger to the left or right side of the screen to block, following his blade. The first to five touches wins a bout. Win two bouts and Willi gives you his ring.
If you can't win, don't worry: after you've fenced at least once, Smethells finds you in the D-deck reception room and hands you the ring anyway.
14Claris and the ring
You can show the ring to Trask, who will read it, or to the Gorse-Joneses on the Grand Staircase, who have a message for you. Neither is required. What matters is Willi's sweetheart, Claris, whose cabin is off the D-deck corridor. Max in the reception room or the lift attendant can point you to her. Knock:
- "Do you recognize this ring?"
Keep the ring or give it to her; either is fine. Then go to Penny, with the painting in hand, and choose "What do I do now?" She gives you a fountain pen. Hold on to it.
15Willi's clues
Willi has been killed. Follow his trail:
- The electric bath, through the Turkish bath. Smethells and Officer Morrow are there; talking to them is optional. Tap Willi's body, then the scrap of paper on his towel, and tap OK to take it.
- Scotland Road, the long crew corridor on E deck. Walk aft until you see a rope and an axe on the wall and tap them. Jack Hacker appears: "I'm looking for a clue." and "Please." He trades you another clue for the scrap.
- The Café Parisien. Search the tables for a pack of Old Reds cigarettes. Tap it to look, tap again to take it.
- The Smoking Room. Ask Max "Is this your pack of Old Reds?" He tells you where Willi hid the notebook: up inside one of the smokestacks.
16The smokestack and the notebook
Fix the turbine for the seaman again, exactly as before, then go through to the engine room. Take the first turn to the left and climb the stairs toward the smokestack. Vlad is waiting on the stairs and you have to fight him. Tap high on the left or right for a cross, high in the middle for a jab, the middle for an uppercut, and low for a kick. Two jabs and a cross from the other side, or a kick then an uppercut, work well; repeating one move lets him counter. Win or lose, the story goes on.
Inside the smokestack, climb the ladders to the top. The ladders are a small maze that changes each time you enter, so if you hit a dead end, climb down by tapping the ladder opening at your feet and try another way. At the top, walk around, watch the middle of the platform for the notebook, and tap it.
Colonel Zeitel arrives with a pistol. Hear him out; the lookout's cry interrupts you both. Then:
- "Maybe we can make a deal?"
Give him Penny's pen from your bag. It's a gas pen and it stuns him. You escape with the notebook, only for Vlad to knock you out and take it at the bottom of the stairs. If you hand the notebook to Zeitel instead, there's a bomb waiting for you in cabin C-59 later.
17The last hour
You wake in your cabin a little after 1:00 in the morning. The ship has struck the iceberg and the watch is now a countdown. Penny knocks and returns everything you left in the Purser's safe.
| 1:15 to 1:45 | Penny is on the boat deck. Both lifeboat seamen will take a boat pass. |
| 1:45 | Last chance to give your pass to Alex, the seaman by the boats. |
| 1:55 to 2:00 | Officer Morrow may offer you a seat if you have no pass. |
| 2:05 | The ship goes down. |
The big moments of the sinking, at 1:15, 1:30, 1:45, 1:55 and 2:00, wait until you step out of a close-up or a conversation. Each seat at the card table costs two minutes.
- The shawl. Make for the First Class Lounge on A deck. Claris meets you in the corridor and gives you a shawl. Tell her "Willie's dead." and "Go up to the lifeboats."
- The boat pass. Save your game, then go to the Smoking Room and sit down at blackjack with Buick Riviera. Bet the real diamond necklace or the Rubaiyat; he won't take Georgia's copy. If you win, you get his boat pass. A tie lets you play again. If you lose, he keeps your stake and you can bet the other item.
- The notebook. Go down the second-class stairs to the turbine room, where you find Vlad. Trade him the shawl:
- "Is he dead?"
- "I can get you into First Class."
- "Disguise yourself as a woman with this shawl."
- "Drowning won't help your cause."
- "The notebook."
- "I want the notebook."
- The lifeboat. Climb back up to the boat deck and give the boat pass to Alex, the seaman by the boats, before 1:45.
18The endings
The ship can't be saved, but the century can. When you leave in a lifeboat, history plays out according to what you carry and what you let others keep:
- The painting, by a young Austrian painter, stops the rise of the Nazis if it's with you. Without it, there's a Second World War.
- The notebook names Russia's revolutionaries. Without it, the Russian Revolution happens.
- The Rubaiyat and the real necklace would pay for the assassination that starts the First World War. Vlad must have neither. If you lose one to Buick at cards, that's fine.
For the best ending, leave with the painting and the notebook, with neither the Rubaiyat nor the real necklace in Vlad's hands. Every other ending offers a chance to play the night again from 9:30.
19Other stories aboard
None of these is needed to win, but they change who survives and fill in the night.
Lady Georgia's poisoning
In the last hour, Georgia has been poisoned. Colonel Zeitel, in the First Class Lounge before 1:30 and on the boat deck after, will trade an antidote for the painting: "Yes. I'll help." and "Take the painting." Find Georgia at A-14 and choose "Here. Drink the antidote." before 2:00. If you have the boat pass, Zeitel will later trade the painting back for it, and you can leave with Officer Morrow instead. Never agree to help him and then refuse.
The Conklings and the Hackers
Andrew Conkling wants back a letter that Shailagh Hacker stole from him. On the poop deck, Jack Hacker names his price, $5,000; agree, and tell Conkling. In the last hour, Mrs. Conkling has the Hackers' baby. Choose "That baby's not yours." and "I have the letter and I'll publish it.", then take the baby to Shailagh on the second-class stairs before 2:00. If the Hackers ended up with the painting, she gives it to you.
Daisy Cashmore
Daisy wants to know who has the initials G.Q.C. Ask the Purser, under more names, and tell her "Yes. It's George Quincy Clifford." She passes you a note.
The photographer's darkroom
Once the Gorse-Joneses have mentioned the photographer, Mr. Burns, his cabin, C-78, is open. Turn off the room light and use the red lamp; anything touched in white light is spoiled. Drag a negative into the left bath, then to the right bath when it's ready, then hang it and put it in your bag. Each step is timed. One photograph shows Willi and Claris together.
The Reverend Troutt
The Reverend has a prayer card. Trask will give you a reading from it.