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        destruction. I only have a few of strategies here, submissions
        of more strategies are welcomed! 
         
          
        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 
        so. 
         
        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 
        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 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 
        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 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 
        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. 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 
        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. 
         
         
        Written for Cheet Sheets Magazine. 
        Email us at cheets@sv.span.com for game solutions, hints, cheats. 
         
        Feel free to use this solution on your WEB site, CD-ROM's, magazines, 
        but please keep intact giving full credit to author and Cheet Sheets. 
         
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