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-rw-r--r--History/History.txt4
-rw-r--r--README.md9
-rw-r--r--extra/walkthrough-1.txt201
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.
+=================================================================
+
bgstack15