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    Walkthrough by odino

    Version: 1.0 | Updated: 06/14/10 | Search Guide | Bookmark Guide

    Art of Murder: FBI Confidential
    PC 2008
    Version:        1.0     released on the 15th of June 2010
    Author:         odino   http://www.gamefaqs.com/features/recognition/47976.html
    This guide is EXCLUSIVELY available to GameFAQs.
    | .========================================================================. |
    | |                           TABLE OF CONTENTS                            | |
    | '========================================================================' |
    | 01.) Introduction                                              |   G0100   |
    | 02.) Basics                                                    |   G0200   |
    | 03.) Walkthrough                                               |   G0300   |
    | YY.) Version History                                           |   GYY00   |
    | ZZ.) Credits & Thanks                                          |   GZZ00   |
    01.)                    INTRODUCTION                                 G0100
    Welcome to 'Art of Murder: FBI Confidential' for the PC, an adventure game
    by City Interactive from 2008. This is the first of a series of adventure
    If you spot any errors or have suggestions please feel free to e-mail me about
    it. Enjoy!
    02.)                    BASICS                                       G0200
    Actually most things are explained in the manual, the list below is just some
    hins and tips I think are most valuable to know when you play the game.
    * Right click returns an item back to the inventory
    * Double click to run, always useful!
    03.)                    WALKTHROUGH                                  G0300
    FBI HQ:
    Talk to Chaser. Exit the room to talk to Ruth. Exit right and enter the
    Mezzanine. Fetch the printer paper at the bottom of the screen and run back to
    the Agents' offices. Examine the printer in the bottom right corner and pull
    out the paper feeder. Use the ream of printer paper on the now-open paper
    feeder. Close the paper feeder again. Look at the cork board at the top to find
    Nick's phone number. Open your PDA and click on the address book to phone Nick
    (no answer). Go to the Front Office and ask Ruth about it. Go to your desk
    (opposite the printer) and you should see Nick's phone number. Open your PDA
    while still in this view and call Nick. Leave a message to get an SMS in
    return. Use the keyboard to write the report and click on the monitor to print
    it. Turn around to take the printed page. Enter Chaser's office and hand him
    the report.
    Continue talking to Chase for the next assignment. You will get a drawing.
    Leave and after a short conversation with Ruth you can leave the building
    entirely (that is, going down to the lower levels and then outside to the
    street). Your only option is the black car on the right and the only location
    on your map is the Museum of Pre-Columbian Art.
    Museum of Pre-Columbian Art:
    Talk to the porter inside to explain your situation and enter the exhibition
    area. Check out the display case with the knifes nearby and exit the view. Go
    towards the mummy in the back, take the fire extinguisher and when you return
    Warren will be gone. Return to the lobby and attempt to go down to the storage.
    The porter will stop you as you have no permission so ask him for Warren's
    phone number. Try calling him and then talk to the porter. Go downstairs to the
    storage area.
    Open the light switch case and change it so the only the middle top switch is
    down (on?) and turn on the right bottom one as well. This should have lights
    for all areas. Pick up the flight case on the left shelf as well as the dinghy.
    Go up to the further area. Open up the flight case to find an x-ray scanner.
    Use the dinghy on the gap between crates just to the right of the crate (which
    is left of a broken statue). Use the fire extinguisher on the folded dinghy to
    move the crate. Use the x-ray scanner on the large crate you have revealed.
    Back in the previous room, place the x-ray scanner in the case again and place
    that on the shelf where you found it. Return to the porter and ask him about
    it. Exit and go to your car. Leave the museum. By now you must have received a
    phone message. Enter the car and drive to the Stockbroker's villa.
    Stockbroker's Villa:
    Speak to the policeman and enter the building. Look at the table in front of
    you. Interact with the right armchair to move it. Back on the main view you can
    now find a business card where the armchair used to be. Read it. Enter the
    annexe on the left to pick up an umbrella. Look at it in your inventory to get
    a wire instead. Back in the lounge, go to the upper right pool table. Look at
    the pool table and pick up the blue ball in the tray. Use the ball on all the
    pockets and eventually it will get blocked inside. Use the wire on that pocket.
    Take the figurine from the tray. Leave the house.
    FBI HQ:
    Enter the building and attempt to enter the evidence deposit. Go upstairs to
    Ruth's desk to find the magnetic key card you need to enter this door. Before
    returning you should talk to Chaser about the case and the business card.
    Attempt to call Branford and then call Warren. Check out your desk for a
    origami- folded note left by Nick. Also check it out in your inventory. Use the
    magnetic key card on the door downstairs and drop off the figurine's head on
    the shelf. I think how to get to the museum should be clear to you by now.
    Museum of Pre-Columbian Art:
    Talk to Warren in the exhibition room until everything is done and said. Enter
    the orangery on the right and talk to Allen until no more new topics come up.
    Return to the exhibition and take a look at the golden figurines (one is
    missing a head). Ask Warren about it.
    FBI HQ:
    Go upstairs to talk to Ruth. Enter the storage at the other end of the office
    and grab the forms directly in front of you. Give it to Ruth and talk to Chaser
    about it. Grab the blank form (?) from Ruth's desk and head back to the
    Museum of Pre-Columbian Art:
    Enter the exhibition room and hand Warren the completed form. As suggested you
    should talk to the porter about opening the display case. Check the display
    case with the golden figurines and open the case, then take out the golden
    figurine. The red light will start blinking. Enter the orangery on the right
    and pick up one of the vases. This puzzle is random so you will have to try
    each one until it works. Take the potting soil from the left and add it
    into the vase and also take some extra without adding to the vase in case this
    is not heavy enough. When you place the vase into the display case and it
    still beeps then take it back out, add the extra dirt and try it again. If this
    does not solve the problem then you have to continue with the next vase until
    it eventually turns to green. Take your car to the abandoned house.
    Abandoned House:
    Enter the building and go left one screen. Enter the apartment at the end of
    the hall and then enter the WC. Pick up the rubber plug. Enter the bedroom and
    pick up the wire hairbrush. Walk across the hallway into the kitchen and grab
    the whiskey bottle from the fridge. Enter the apartment at the other end of
    the hallway (number 9). Walk into the other room for a scene.
    Pick up the empty bottle with a chipped neck lying under the table. Return to
    the kitchen of the other apartment and look at the sink. Clog it with the
    rubber plug, then place the empty bottle into the sink and turn on the faucet.
    Pick up the whiskey label and combine it with the whiskey bottle you have.
    Talk to Tatum the bum from the scene until you find that he has something from
    Nick. Give him the whiskey to get the note. Read it and try to leave the room.
    Pick up the burnt-out fuse and return to the corridor with the fuse box.
    Interact with the hairbrush to get a handful of bristles and use this on the
    burnt-out fuse. Place this on the empty slot in the fuse box only to have it
    fry immediately. Pick it up, fix it up again with a bristle but enter the
    kitchen before doing anything else. Look at the kitchen counter and unplug the
    cable by using the paper on it. Place the fuse into the box again.
    Go up the stairs on the left and look closer at the area in the middle. Use the
    brush on the mobile phone to open the board and being able to take the phone
    itself. We are done here.
    FBI HQ:
    Enter the evidence deposit with your key card. Place the golden figurine on the
    deposit shelf (ignore her comments on the missing head). Open the tailor's
    supplies box and take the scissors as well as the ID from James' things.
    Go up the stairs in the main area and move the ladder. Look up to the hanging
    wires. Cut the only wires you can before moving back down and shifting the
    ladder to its original position. Enter the lab and take the swabs. Use one of
    them to clean James' ID. Go into the storage room and take the lamp, plastic
    bag, battery, gloves and luminol. Go to your desk and place the battery, cut
    cable and mobile phone on the desk. Enter the pin number 8673. Interact with
    the screen, then look at the photo on your monitor. Get back to your car.
    Thug's hideout:
    Enter the alley and go up one more screen. Pick up the crowbar, then look
    inside the car and release the handbrake. Use the crowbar on the fire escape
    ladder. Check the air-conditioner and use the crowbar on the blades. Walk to
    the window for a conversation. Enter the building and move forward a little to
    take a picture with your PDA camera. It will reveal a phone number (upside
    down), call this number to get rid of the guy in the next room. Enter that room
    and open the wardrobe. Check the back wall and enter the secret room. Look at
    the drawers and open the second one from the top, then attempt to take the
    ritual dagger.
    After the scene you have to hop around with your chair. Use these directions to
    get out: Dx2, L, D, Lx3, U, L, Ux4, Rx4, Ux2, Lx2, Ux2, L, Ux2.
    Return into the wardrobe and then the hidden passage. Use the luminol spray on
    the ritual dagger, then shine the lamp on it to reveal the blood stains. Pick
    up the dagger with the plastic bag. Return to the main view and check out the
    carpet corner. Attempt to open the trapdoor and then look at the painting
    hanging on the wall. Interact with it and then move the lever behind it. You
    are now free to use the trapdoor. Take the can on the right side and open it to
    find money, then interact with the open can to get a a coin. Look at the key
    box on the left side and use the coin to open it. Pick up all the keys (that is
    done automatically as you take one). Look at the exit and then attempt to use
    the crank. Look at the metal panel above the crank and unscrew all four corners
    with the coin. Use one of the larger keys on the broken latch (just keep trying
    until she does it instead of making a stupid comment). Use one of the smaller
    keys to unlock the door (it is random as far as I know) and open it. Use the
    crank again. Pick up the gun next to the thug, then run right.
    FBI HQ:
    Talk to Chaser about your new assignment. Exit to the mezzanine and enter the
    laboratory. Take the victim's blood test results from the nearby rolling table
    and use one of your swabs on the dagger to get a sample. Check out the analyzer
    with the blue display (left side of the one with the green LID) and pick up a
    test vial. Combine the dirty swab with the vial and place it in the analyzer.
    Press the 'Transfer switch' on the display. Return to your desk. Use the blood
    test results with the monitor. Report to Chaser a Ruth's desk.
    Exit to the mezzanine and down into the evidence deposit (use your card as
    usual). Open the box with James' things and take the key (you can only take one
    of these). Pick up the head of the figurine as well as the figurine itself.
    Combine these two parts. Take the bag from the figurine. Return to the
    laboratory upstairs. Use another swab on the bag of powder and use this on
    another empty vial at the analyzer. Turn right to the machine wit the green LID
    and place the vial with the sample in it. Return to your desk and use the
    keyboard. Use it a couple of more times to get an image. Leave the HQ.
    Museum of Pre-Columbian Art:
    Once inside you will automatically talk to the porter. You can actually skip
    this but you must talk to him to trigger something. If you ran into the next
    room already just go back to the lobby and you will talk to him again.
    Enter the exhibition area and approach the back with the mummy display. Pick up
    the bowl hanging in the corner. Enter the archives at the left side of this
    room. Pick up the magnifying glass on the table as well as some aluminium foil
    (aluminum for Americans) next to the colorful filing cabinet. Enter the
    orangery at the opposite end of the exhibition area. Place the bowl underneath
    the large statue at the bottom right corner, then add the aluminium foil on it
    and combine this with the magnifying glass. Return to the main hall once the
    alarm sounds and continue to the entry hall and finally enter the basement
    Go further into the storage and look at the poster. Open up the cabinet with
    the small key. Use a new stab on the scale. You will get a phone message from
    Nick and this is your cue to leave.
    Go to the tenement and pick up the wire hanging on the door. Go right and pick
    up the coke bottle on the right of the station doors. Enter. Look at the old
    benches and pick up the lighter. Optionally you can look at the body and talk
    to the police officer. Run to the end of the tunnel (south) and towards the
    scaffolding. Grab the gas can and the newspaper. Add some fuel from the gas can
    into the lighter. Interact with the newspaper to roll them up. Walk towards the
    grate in the back. Use coke on the screws around the duct and remove all four
    screws and finally the grid. Use the newspapers on the champagne bottle in the
    duct and light in on fire (with the lighter of course). Pick up the empty
    champagne bottle. Use the wire on the bottle to get a message which you should
    read. Return to your car.
    FBI HQ:
    Go up to the laboratory. Get an empty vial and combine it with the sample. Use
    the right sample analyzer to know it is heroin. Go talk to Ruth twice. Exit to
    your car.
    Enter and go "to the back". Enter the reading room. Pick up the glasses from
    the table. Approach the counter with the librarian and give her the glasses.
    Talk to her until she points you to the yearbooks on the left of the doors. Go
    there next. Pick up the book in the middle. Show it to "Jessica Fletcher", the
    librarian. Talk to her again about copies thrice and she points you to the
    microfilm room. It is the door next to the reading room. Click on the cabinet
    full of microfilm and return to the librarian. Back at the cabinet you need to
    click on the drawer with the number 00104419867. Take the boxed microfilm. Back
    in the reading room, use the microfilm reader on the first desk as you enter.
    Take the empty reel from the machine and combine it with the empty reel. Place
    the new film reel into the reader and turn it on. Click on the image to find
    that there is no lense. Talk to the librarian about it. She will eventually
    place a focal lense on the counter. Pick up and place it into the reader and
    click on the image again. Click on the next one to get prints. Click on the
    image one more time. Finally talk to the librarian again to complete this
    Museum of Pre-Columbian Art:
    Go into the archive and show the paper to Warren. Continue talking to him until
    you run out of stuff to ask. Leave the museum and talk to Allen Branford
    outside until exhausting useful topics. Return to speak with Warren inside.
    When you run out of topics, run across the exhibition into the orangery and
    pick up the photo. Exit to receive a call from Ruth.
    FBI HQ:
    Go upstairs to talk to Ruth, then talk to Chaser in his office until he says he
    is too busy. Exit the building.
    Cusco, Peru:
    Introduce yourself to Diego, the hotel owner. Continue talking to him until he
    does not want to help you any more. Approach the cupboard and get the camera,
    then pick up the coca leaves and buckthorn on the table further right. Combine
    these two in your inventory. Exit to the street level via the doors on the left
    side. Go right to San Martin Plaza. Approach the archeologist's door and
    interact with it. Since there is nobody opening anything, continue straight to
    the workshop, ok, scrap yard. Talk to Jose. Go right back to the hotel. Diego
    will have moved so talk to him again until he mentions the favor. Go outside
    and use the card on the cash machine (look at it first, press the keypad to use
    it). Return to the workshop and talk to Jose about renting a car. When you
    leave there is the mention of no jeep being around here. Return to Diego at the
    hotel to ask. When he has informed you where the jeep is, go talk to Jose once
    more. After he says the tripod is in the garage you are allowed to open it.
    There you will find a bearing on the left of the open door as well as the
    tripod. Combine the camera with the tripod and place this on the right opening
    of the wall (it says space for camera). Talk to Jose about the jeep. Eventually
    the money should be kept on the bench. Combine the bearing with the cash and
    place it there. Take the camera from its tripod before heading back to the
    hotel. Speak with Diego a few times. Once he takes your camera you should
    return to San Martin Plaza.
    Walk towards the home and insert the photo with the gap in the door (mail
    slot). Interact with the door to attempt showing your ID. Give the leaves mix
    to the guy sitting on the bench. He will leave and you can show your badge
    through the window. Approach the door to enter and proceed to Juan's room. Talk
    to him many times. Go back to the plaza. When the day breaks return to the
    hotel entrance and talk to Diego waiting outside. Return to Juan's house via
    the plaza. Enter Juan's room and pick up the knife above the fireplace. Stab it
    into the matching hole on tie right of its holder and take all the crystals as
    well as the map. Exit to the corridor and go north to the courtyard. You have a
    few amphorae lined up on the balcony like this:
    B C D E
    F G H I
    First throw over the board on the left side and then start moving these
    amphorae over to the wall one by one in this order: G, H, I, F, A. Before you
    can move G you first need to pick up C and place it above the D one. You can
    now click on the Exit above.
    Talk to Jose. Use your card at the cash machine outside the hotel. Return to
    talk to Jose. Back at the hotel, take the left door entering the kitchen. Pick
    up the matches on the table and the kitchenware (pot) at the fireplace. Get the
    strawberries and honey near the left side. Fill the jug with dough by using it
    on the large jug next to the fireplace. Place it back on the fireplace and add
    the strawberries and honey. Light the stove on fire using the matches and
    switch on the nearby fan. You will end up back at the front of the hotel. Enter
    and approach the closet to find the camera again. Run to the car workshop and
    give this camera to Jose. Use the fuel on the jeep's fuel tank.
    Somewhere in the Andes:
    Run across the bridge to the entrance on the other side. Pick up the tube
    (crowbar). Return over the bridge and towards your jeep. Approach it and use
    the tube on the crate in the back. Grab the jack, chair and pulley. Attempt to
    cross the rope bridge once more. Grab the cable near the edge and combine it
    with the arm chair and the pulley. Use this contraption on the cable to get
    across. Approach the tunnel and then cut the lianas with the knife. Use the
    jack on the tunnel to open it, then get through.
    Approach the right pyramid entrance and look at the hole on the left of the
    vault door. Looking at this as an A-D horizontal, 1-4 vertical grid, place the
    crystals into A3, B1, C3. You should know which ones fit there. With only one
    left you can also solve the next lock puzzle easily. Use the sandwich with the
    flies on the right. Also pick up the sword. Before continuing here we should go
    to the small pyramid on the left side.
    Approach the tomb inside and crack it open with the sword by first inserting it
    and then interacting with the sword again. Pick up the cap on the left and the
    jaw(bone) and watch from inside. Return to the other pyramid.
    Go through the old passage and pick up the jar outside. Use the fly-infested
    sandwich on it to capture them in the jar. Run back north (to town apparently)
    and look at the hole in the wall slightly left of the old passage. Use the
    flies in the jar with the spider. Grab the funnel the spider was guarding and
    interact with it to get the notes. Return to the plane and this time approach
    the metal cover. Use the spider with the snake. Return to the view with both
    pyramids and go south to the sun pyramid. Enter the blocked passage and use the
    empty jar with the water. Return to the plane and use the water on the battery.
    Look at the hood in the front and take out the filter. Interact with it to
    clean it and then place it back in the hood. Start the propeller.
    FBI HQ:
    Go upstairs and talk to Chaser. When you get the suspension notice you can
    leave the office (you may have to talk to Ruth quickly or else Bonnet will not
    leave just yet).
    Run through to the reading room and talk to the librarian a couple of times.
    Exit the library to receive a phone message.
    Stockbroker's Villa:
    Inside, run left to the annexe and look at the walls with the photographs.
    Interact with the lower frame and pick up the photo. Look at it in your
    inventory. Exit and drive to the museum.
    Museum of Pre-Columbian Art:
    You must talk to the porter before you are allowed into the exhibition room.
    Continue left to the archive. Approach the shelf and check out the box full of
    Professor Dickinson's papers and journals at the bottom. Grab the dental
    records. Combine it with the jawbone. Talk with Warren outside the museum until
    you run out of stuff to say.
    You will get a phone call first and actually return to the FBI HQ immediately.
    FBI HQ:
    Compare Raches' photo with the ruling on the desk. Talk to Ruth and she will go
    home. Enter Chaser's office. Approach the desk and open the cabinet. The six
    numbers on the dial control the six reels above. If you click on 1 then you can
    go up and down on the slide to replace the letter with anything from the
    alphabet. You want to spell out RACHES. Pull the lever when you are done. Check
    out the ticket and run to the car.
    Enter the subway platform and go south on the tunnel. Approach the scaffolding
    and grab the pliers. Return to the street level and then go left to the
    tenement. Go up the stairs and pick up the unisolated wires at the elevator.
    You also must read the electrician's note hanging here before you can continue.
    Go up to the engine room and approach the box. Use the wire with the pliers and
    use this on the switch box 20/07 WB. Now run down and use the elevator to reach
    the basement. Grab the skewer lying across and enter the boiler room. Use the
    pliers on the knob and stab the skewer into the barrel. This allows you to
    climb onto the abandoned platform. Enter the train itself and use the knob on
    the brake. Use the brake to start the train and to complete the game.
    YY.)                    VERSION HISTORY                              GYY00
    v1.0     Complete (15th of June 2010)
    ZZ.)                    CREDITS & THANKS                             GZZ00
    GameFAQs for hosting this file.
    City Interactive for the game.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    This guide may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Use of this guide on
    any other web site or as a part of any public display is strictly prohibited,
    and a violation of copyright.        ,,,
                                        (o o)

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