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Investigative Adventure by GTE Entertainment

Solution by Lu Richardson

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

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

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 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

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

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

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

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

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. 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

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.

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