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-rw-r--r-- | History/History.txt | 4 | ||||
-rw-r--r-- | README.md | 9 | ||||
-rw-r--r-- | extra/walkthrough-1.txt | 201 |
3 files changed, 214 insertions, 0 deletions
diff --git a/History/History.txt b/History/History.txt index 04b4fe8..3be5e2b 100644 --- a/History/History.txt +++ b/History/History.txt @@ -31,9 +31,13 @@ General Public License version 3 or any later version. This combination of GPLv3 or later and AGPLv3 or later is permitted under section 13 of each license. +The game was made available by jxself.org [6], which is the origin of this History.txt file. This fork is modified by bgstack15 [7]. + [0] See https://en.wikipedia.org/w/index.php?title=3D_Realms&oldid=605663632 [1] See the file timeline.png or visit https://web.archive.org/web/*/http://www.3drealms.com/history.html [2] See the file btt-freeware.png or readme.txt in this directory or visit https://web.archive.org/web/*/http://www.3drealms.com/news/1998/03/beyond_the_tita.html [3] See the file gpl-announcement.png or visit https://web.archive.org/web/*/http://www.3drealms.com/news/2009/03/several_old_games_released_as_freeware.html [4] See readme.txt in this directory. [5] See the initial commit in this git repository or ftp://ftp.3drealms.com/freeware/tit_free.zip +[6] [https://jxself.org/git/?p=beyond-the-titanic.git](https://jxself.org/git/?p=beyond-the-titanic.git) +[7] https://gitlab.com/bgstack15/beyond-the-titanic diff --git a/README.md b/README.md new file mode 100644 index 0000000..31c8469 --- /dev/null +++ b/README.md @@ -0,0 +1,9 @@ +# README for Beyond the Titanic +This is the bgstack15 release of Beyond the Titanic. + + +# TODO +* add directory paths to ROOMS1 files so the binary does not have to be in the same directory +* or, alternatively, use /usr/bin/BEYOND as a shell script to cd to /usr/share/beyond-the-titanic and call the binary that way. +* investigate how savegames are stored. can they be saved to ~/.config/beyond-the-titanic/ ? +* investigate compiling the game on the fly with terminal size you are currently running. (tput cols, tput lines) diff --git a/extra/walkthrough-1.txt b/extra/walkthrough-1.txt new file mode 100644 index 0000000..ca82998 --- /dev/null +++ b/extra/walkthrough-1.txt @@ -0,0 +1,201 @@ +Original URL: https://gamefaqs.gamespot.com/pc/998038-beyond-the-titanic/faqs/76931 +Beyond the Titanic Walkthrough by A.De Lisle (rad@crl.com) + +[Added notes by Zizz. I felt it was important because the original Walkthrough +is missing some crucial information and needs a bit of clarity. Also I suspect +there's been minor but notable changes to different version of the game. Yes, +I am adding notes to a walkthrough for a 35 year old game. I have obessions. +Don't judge. -Zizz, March 2019] + +Game from Apogee is no longer sold or supported. +[It was made freeware in 1998. Apogee is called 3DRealms now.] + +Note: There is a shareware version that is defective, but still +playable. The defect is in the bell over the bunk. Don't press it. +This does not do anything anyway. Registered versions were correct. +[More Notes: There are hunger and light source turn limits in the game. If +you're figuring things out yourself, once you figured ou the puzzles, it's best +to go back to a previous save (or saved state) and do things as efficiently as +possible. You will eventually reach a point where these limits do not matter +and you can stop worrying about wasting time/turns. Although the help file talks +about a multi word parser, it's best to simplify commands down to the fewest +words possible just to not confuse the game.] + +Aboard the boat: +Explore the boat, get the knife at Rear Deck. 10 +Lifeboat: cut the rope, get and wear the harness. 25=35 + open the kit, examine kit, get all, + examine all items. 25=60 +[Don't need to GET the harness, just wear it] + +Huge Cavern: +Cave of Pins: turn on flashlight, go SE. +[If you lose your light source in the cave, you'll have no choice but to +restart/reload] +Squeaky Cave: examine the cave markings -> message, go NW. E, SE + NEPO EGASSAP is code (read backwards) +Hex Cave: examine the walls, SAY NEPO EGASSAP -> open wall 35=95 + open banana and eat it, drop banana peel and knife 10=105 +[The banana gets you several more turns without dying of hunger, but you will +eventually need another food source. The PEEL is useless.] + tie rope to flashlight, drop flashlight + CRAWL SW +[You can only crawl into SHALLOW CLEFT while holding the ROPE and the STAKE. Not +hing else.] +Shallow Cleft: pull rope, get flashlight, get stake 40=145 + CRAWL NE (using rope to keep items) +Note: if you go NE to Sloppy Cave and N to Chasm, you die. + The Ocean Bottom is another trap. + Go East from Hex Cave to Winding Tunnel, then NW to Chasm. +Chasm: Tie rope to flashlight, drop flashlight into chasm + (can't see the bottom), put stake in ground, tie rope to stake, + drop rope in chasm, climb down, let go (you will be hurt) +[Don't need to tie the rope to the flashlight or anything. Just PUT STAKE IN +GROUND, UNTIE ROPE (Free it from flashlight, if it's not already), TIE ROPE TO +STAKE, DROP ROPE IN CHASM, D, LET GO (Everything you're carrying including the +flashlight will fall into CHASM BOTTOM along with you). Also, there is no going +back at this point.] +End of Hope: get flashlight then turn on flashlight 60=205 + (your left hand and right arm will be broken) +Chasm bottom: SE -> Etched Stairs, NW -> Tiny Opening + Etched Stairs NE -> Zoo 10=215 +[From CHASM BOTTOM, E -> TINY OPENING, NE -> EDGE OF SAUCER, U -> TOP OF SAUCER, + The zoo and the blue fur is optional] +Zoo: examine cage then examine fur, SW -> Stairs 15=230 +Tiny Opening: NE -> Edge, NE -> Side, Climb up to top +Top: open hatch then enter +Airlock: Flashlight is dim, D, turn off flashlight +[You don't need to go back to the caves at this point, no need to worry about li +ght sources any more.] + + _______________________ 26 = Central (N,S,E,W,NW,NE,SW,SE) + | 34 | 27 | 28 | tube 27 = Ship's System 30=260pts + |_______|______|______| YELL AT COMPUTER -> 4 screens + | 33 | 26 | 29 | read screens for clues + |_______|______|______| 33 = Bridge + | 32 | 31 | 30 | Get suit and wear suit + |_______|______|______| 25=285pts +[At SHIP'S SYSTEMS: YELL (Wake up computer. Alternately: SAY HELLO), TYPE 4 (Any +number from 1-4), READ SCREEN ) The only important screen is #4, it tells you +the year you need to visit: 2171, and the Time Chamber panel combo, a +RANDOMLY GENERATED 4 DIGIT NUMBER.] + + 30 = Life Support + Take off suit, drop suit 5 = 290 + Get bottle, get pill, eat pill 15 = 305 +[That doesn't work for me: GET BOTTLE, BREAK BOTTLE, GET PILL, EAT PILL. This +eliminates the hunger turn limit. Or at least gives you tons of time.] + 31 = Supply + Examine shelves, get gun 15 = 320 + 28 = Lab + Tube is for healing, enter tube + throw something at green button twice 55 = 375 +[eg: THROW FLASHLIGHT AT BUTTON. Doesn't need to be the same item. I would do +this as soon as possible so you can carry more things.] + 32 = Sleep Chamber + Button over bed -> unusual sounds (registered only) + 34 = Engine Room + Notice large red button, but use at end of game. +[Our 1912 protagonist recognizes radiation when he/she sees it. Pretty good job +there, protagonist. *Wink* ] + Central D -> Lower Entry and Cargo Rooms + Cargo #3 -- get egg -> in Cage + In Cage -- shoot chain 25 = 400 + leave cage - #4, W -> room U -> Central +[The EGG, GUN, and this whole section is unnecessary for game completion.] + 29 = Time Yell = 40 + (have suit) + TYPE 8480 ON KEYPAD -> panel opens, get black box 30=470 + (Number is on screen in Computer Room) +[TYPE XXXX, where XXXX is the random 4 digits you got from SHIPS'S SYTEMS +screen 4, input it exactly like: "TYPE 7654" because anything else confuses +the game. This box is how you return to your present time.] + + PRESS SWITCH -> fall into chair +[or SIT IN CHAIR] + + TURN GOLD DIAL TO 2171 THEN PRESS TAN BUTTON 55=525 +[or TURN GOLD TO 2171, PUSH BUTTON. You want to have the SUIT in your inventory, +to have healed yourself in the TUBE, and to have eaten the PILL, before this +point. Or you'll be doing a lot of backtracking.] + +Time Travel: +Wooden Bridge: + N to broken end, find object, get -> quarter 10=535 + S to deserted road (W-crater floor, lose possessions) + Crater's Edge--find wire. 20=555 +[To leave CRATER FLOOR, go E multiple times until it works. Like 1 in 5 times it + will work, other times you will just wander around. Confusing puzzle.] + (creature steals, but find again) + (you need the wire, so find it before going on) + Go S on Separate Path to Front of Building 30=585 +[To find this building, go E on DESERTED ROAD until the description subtlely +changes. About 10X] + +Front of Building: + S -> Lobby, S -> Office, W -> Office, W -> Office, + NW -> Office with Updraft, D -> Basement 110=695 +[A classic text adventure game maze. Either follow directions exactly, or +drop different items on the floor to map it out] + +Basement; + Open door with wire, look inside cabinet, +[PICK LOCK WITH WIRE. GET ALL] + get helmet (drop flashlight), get key, go S (Office with Updraft) + SE, SW (ladder), U -> Roof +Roof: + Enter vehicle (heed warning) + Insert key in keyhole, wear helmet then push white button 60=755 + +[You can fly this craft around for fun, or pull the lever or entertaining +suicide, but the floating city is the only location of note. If you pull +the black boxswitch after flying the shuttle, but before encountering the +creature, you can return to the top of the office building and the shuttle +will have resetted to its original spot.] + U, U -> Above the Clouds +Above the Clouds: 45=800 + E -> Outside City (no sign of life), + N -> Outside City (large flat area), 30=830 + Land shuttle +Inside Shuttle: + Take off helmet then wear suit (don't need helmet, key, flashlight) + Exit (alternate: N or leave shuttle) +City: + Landing Bay SE -> Power Plant E -> Dark Corridor, E -> Dark Corridor + S -> Dark Corridor (bad smell), S -> Food Supply and creature + +[The creature is the only thing of note in the dark corridors. You might want to +save the game before entering the room with the creature, because once the +creature is following you, there is very little you can do without dying.] + + PULL SWITCH (black box) +Ship: + You should be transported back to the ship TIME CHAMBER and the + creature will follow very soon. I am not sure if you need to + shoot the creature in the chamber, but I did. + SHOOT CREATURE WITH GUN, STAND (now move fast) +[Shooting the creature is optional, what's important is that you kill the +creature with radiation. -Z] + W -> Central, NW -> Engine Room (wearing suit), PRESS RED BUTTON + (the monster melts from the radiation) 65=895 + GET TAPE 10=905 +Central: 10=915 +Bridge: + examine controls -> slot, put tape in slot then examine screen + which will show a year (1933) 5=920 +Time Chamber: + Sit in chair, set gold dial to (year), press tan button 80=1000 +Congratulations! You have won. +[You can cheat and jump to 1933 as soon as you enter the UFO and win the game +with a very low score. You will still be considered a master adventure. +Cheesy, but part of the beauty of old school adventure games. I want to thank +Scott Miller for making a game that, while not perfect, was good enough to +inspire me to finish what my 15 year old self +couldn't do. And A. De Lisle for making the original walkthrough - Zizz] +------------------------------------------------------------------ +I would give you my phone number, but I have moved since then. +I still live here these many years later. The building where I +lived in 1933 was done in by the 1989 earthquake, but I had moved +many years before that and my present home was not damaged. +================================================================= + |