ART OF MURDER: FBI Confidential: Game Walkthrough and Guide

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June 1, 2022
12 minutes
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By Jonny Gamer

ART OF MURDER: FBI Confidential: Passage
ART OF MURDER: FBI Confidential: Game Walkthrough and Guide
Passage of Art of Murder: FBI Confidential:

Day 1

FBI headquarters

Briefly run on inventory. At our disposal there are two important items – this is the PDA and Magnifier. Using PDA, we will be able to make calls (in the kit a notebook with phone numbers is coming), we will receive messages, and the camera function will appear in it later;Mupa highlights all active points on the screen.

And now I will proceed to the affairs of Fabeer. On the eve of the eyes of Nicole, her partner died, and she craves to find a killer by anything. Communicate with the chaser – our chief. We find out that, firstly, we must give him a written report on the death of James, and, secondly, we will continue to work with a new partner – nickname. Come out from the Cabinet Chaseer. After a short conversation with the secretary of Ruth pass to the blackboard with ads at the end of the hall, on which a piece of paper with a phone number will be hung. We are trying to call at the specified number by PDA, but no one will take the tube. With the question of how to contact Nickname, we appeal to the secretary. She will send us a new phone number Nick on our personal computer.

Our table is the one that is closest to the secretary. We look at the monitor: the phone number Nick will come to him. Call this number. The answering machine will work, and Nicole will fatte. After a few seconds, the PDA will receive a message from Nick: he will explain Nicole later later. To write a report for a chaseer, click on the keyboard, and then on the monitor to start printing. It turns out that there is no paper in the printer. Come out of the room through the door on the left. We go to the bottom right corner of the screen. There from the boxes take a stack of paper. Return to the agent room. We pass to the table of the secretary on which the printer stands. Open paper feeding compartment, insert paper stack. Do not forget to close the compartment. Now click on the monitor standing on our table to print a report. From the printer, pull out a printed report that belongs to the train in its office.

Chaser Contrary to our will instructs us to investigate the murders of several victims. Some of them were doring hearts, and at every place of crime the criminal retars the coin. We communicate with the chaser until he gives us a drawing, which depicts an ancient knife. Murders are like some kind of ritual, so Nicole will decide to go to the museum. We leave from the Boss Cabinet. Ruth will inform about Wachiver Museum, followed by drugs with drugs. We go to the main hall, go down the stairs down and go out into the street through the door. Sit into a black car parked on the right side of the street, and we go to the museum.

Museum

We go inside the museum. We communicate with the watch standing behind the standing on the left. He will say where we can find the director of the museum. We go to the exhibition hall. We communicate with Warren. After studying the stand with ancient knives, which is located behind the director. We need a knife on the stand is not presented. We pass to the exhibit of mummy. Take a fire extinguisher standing on the floor near the right wall. Returning to the foyer. Communicate with Watch. We are interested in him about the presence of exhibits not presented in the exhibition hall. Such exhibits belonging to other museums will be in the basement. Vakhter will not miss us there, but only give phone number of the director Warren. We are trying to reach the last, but his phone will turn off. Then I daw on the WachTher known to us information received from the secretary of the root, about drug frauds. Vakhter will be approved and therefore without problems will allow us to look at the museum basement.

Go down to the basement: there is very dark. We return to the watcher and ask him that with light. The electrician called, but until he comes, may pass a week. Go back to the basement. We look at the electric shield. It offers 5 automata. Transferring each automatic machine to blue or red position, we will turn on or off one of five lamps in the basement. We need to highlight all the left side of the basement, as well as the far right corner. To do this, we translate all the automata in the red position with the exception of the second machine in the lower row (it must be installed in a blue position).

From the rack standing near the left wall, take a suitcase. From it, get the X-ray scanner. A little further – also on the left side – from the floor we select the dutched inflatable boat. We go to the far right corner of the museum. Find the box standing in the foreground. Scan it X-ray scanner. Nothing found. Between this box and drawer behind it we find a slot. Insert into it a droput of an inflatable boat. Then the fire extinguisher is pumped by a boat to shift in the side of the box standing in the foreground. Scan X-ray Big box, access to which we have just freed. It is found in it ancient knives, one of which will be kidnapped (all the knives should be four). Whether this knife uses a killer? Put the X-ray scanner back into the suitcase, and the suitcase itself put on the rack from which we took it. Raised in the foyer. We speak before leaving the Watch. We leave from the museum. Once on the street, we get SMS from Nick, in which he will report on the murder of John Rudolf broker. Sit into the car and go to the house where a crime was committed.

Broker House

We speak with police jeff McGregor, standing in front of the gate. We learn that the victim was killed right on the billiard table, and the heart was found separately from the body. The victim was already taken away. We go inside the house. We study the table facing the entrance. Making a chair closer to the table. We move away from the table. On the floor – on the place where the chair was before, – we find a business card. We select it and study: Alan Brandford’s telephone number is recorded on it. We go to the left. We take an umbrella from the rack. Click on it in the inventory to get a rod. We go to the right to two screens to the billiard table. We look at the billiard table. Take a blue ball and lower it into the left bottom of the nose. The ball should be stuck;If this did not happen, I lower the ball into all the pools. We use on a pool where the ball is stuck, rod. Get the head of the statuette that the ball will roll off. Come out of the house and sit down in the car. Nicole will automatically go home.

Day 2

FBI headquarters

Inside the building we find a door leading to a warehouse with evidence. In order to get inside, we need a magnetic map. Rise to our office. We speak with the root of a magnetic map: We will find it in this very table. Speak again with root. Her deductive methods will suggest that the nickname was in its office early in the morning. Come to our table, we find and take Origami. Deploy the boat to get a map where the meeting place is noted Nicole with Nick’s 16.thirty. We go to a warehouse with evidence, using a magnetic card. Inside the warehouse study the boxes with the things of James and the Sea. Above the cartridges of the dressmakers find an empty shelf, put the head of the statuette there. We are going now to the Cabinet Chaseman, we repeat about the museum, knives and the jeff house, as well as about Alan Brandford. We are trying to reach Alan, then call William Warren. He will wait for us in the museum with Brandford.

Museum

We go to the exhibition hall, where we speak Warren. Find out that he was yesterday at a concert with Brandford and therefore turned off his phone. Tell him all about the knives. Learn that the box with knives was sent to Bogota. We go to the greenhouse right. Speak there with Alan. Brandfort knew all the victims and is afraid now for his life, especially since we informed him about yesterday’s death of Jeff. In the conversation will pop up the name Huacro. Return back to the exhibition hall. We look at the showcase with statuette. On one of them there will be no head. We ask Warren, can we take this statuette with you. The answer is only if there is an official document from the FBI.

FBI headquarters

Apply to the root with a request to provide us with the official document. After passing to the warehouse, which is located in the office of agents, where you get out of the box with a blank form. Give it Ruth. We go to the Czeizer office. We repeat him about Warren, Brandford and Figure, as well as ask sign in the form. We return to the root, from the table of which we take a completed and signed official document.

Museum

We give Warren official document FBI. Now we can take a figure. Will help us in this watch. Communicate with him. It will turn off the showcase signaling in the exhibition hall, from which we will get out the figure. Having done this, we draw attention to the torn red light bulb. Return back to the watcher. Ask him what is the matter. It cannot turn on the alarm again and asks for help. We go to the greenhouse. At the bottom of the screen we find 3 vases, and to the left of them – the bag with the earth. The challenge is to put a vase in place where the figure stood. In every vase, you can add 2 handfuls of the earth. But what a vase to put and how much land will need (and may not be required at all), you will have to install yourself, since the mystery is different every time. First try to put each of the VAZ without land in place of the figure. Then in every vase, we put a handful of earth and take a handful with you. If the vase with one handy of the earth is not suitable, then we embarrass the land in a vase, which we grabbed in advance: it will save our time. If you want to clean the vase, we pour out the ground back into the bag in the greenhouse. The tanned green light bulb on the shop window will indicate the correctness of the flow of the vase. In my case, the average vase with one handy of the earth. Leaving the museum. It’s time to go to meet with Nick.

Abandoned house

We go inside the house. On the corridor go to the left. Go to the kitchen. From the open refrigerator, get a bottle of whiskey. We leave from the kitchen. Go to the apartment located opposite. In the toilet, where James was raised, from the floor – to the right of the toilet – we select a traffic jam. In the bedroom from the chest, we grab the comb with rods. In the inventory click on the comb to get a separate rod. We leave back to the corridor.

We go to the opposite side where we find an apartment # 9. We go inside. In the bedroom we will be waiting for Pianchug Tatum. Communicate with him. He was left to wait for our visit to Nick. But to get a thing from Tutum, left by nickname, we need to offer him something. Give Tatum Bottle Whiskey. He refuses to try it. Then get out of the table with an empty bottle. Returning to the kitchen. We look at the sink. Cut the draining plug, in the sink itself put a blank bottle. Open the faucet to fill the shell with water. The label glued on the bottle will break down. Take it and glue on top of the label existing on the bottle of whiskey. Give it <Palenny> Bottle Tatum. We get origami. Deploy it. James phone will be written on the sheet. We leave the bedroom. As soon as we go to the exit, Tatum will leave. On the sofa on which he was sitting, we find a burnt chuck. Take it with me.

Let’s go out in the corridor. We look at the electric shield. Insert the cartridge in the only possible place. Nothing happens: the cartridge needs to restore. Take it out. In the inventory in the cartridge insert one small rod derived from comb. Insert the cartridge back to the electrical shield. We get short circuit. We go to the kitchen. Carefully look at the outlet installed above the cabinet. A faulty fork is inserted into it, which closes the entire network. Using a piece of paper, remove the plug out of the outlet. Return to the electric shield. Insert the cartridge with a rod to the right place. Now that there is a light, we can climb the stairs to the top and explore the staircase. We look at the floor. Under the board we notice the phone, which, apparently, dropped James. We seem to the board comb and pull out the phone. We take a comb with me and leave the house.
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