Art of Murder: FBI ConfidentialArt of Murder: FBI Confidential

Game Details:  Mystery, 2008

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  5/17/2024

Suggested Listening:  Wild Hearts Meet (Ash 25)

Art of Murder: FBI Confidential is the first in a series of games starring FBI agent Nicole Bonnet. In this 3rd person adventure, you must discover the identity of a ritualistic serial killer in New York - in each case the victim is tortured and their heart is removed. The series continues with Art of Murder: Hunt for the Puppeteer.

Day 1

FBI Office

Talk to Chaser, then leave his study. After automatically talking to Ruth, continue down towards the offices. Go to your desk (the first one on the right) and use your keyboard. Back away from your desk again. Look at the cork board on the far wall to get Nick's number. Use your PDA to call Nick on 555218386.

Talk to Ruth again, who will send Nick's new phone number to your computer. Go back to your desk, then use your PDA to call Nick on 555336575. After you get a message on your PDA from Nick, use the computer keyboard, then click on the monitor.

Head out of the office to the mezzanine. Pick up some printer paper from the boxes on the left, then return to the offices. Examine the printer and open the paper feeder, then put your paper inside. Close the paper feeder and grab the printout. Head back and give this to Chase in his study. Talk to Chaser to get your next assignment. Now leave the offices and go downstairs, then out to the street. Get into the black car.

Museum of Pre-Columbian Art

Head inside and talk to the porter. Continue to the exhibition room to meet Warren. Examine the display case of knives behind him, then examine the mummy on the back wall - grab the fire extinguisher to the right. Return out to the hall and talk to the porter again until he gives you Warren's number. Phone him using your PDA's contact book. Talk to the porter again, then head down the stairs to storage.

Examine the light switch casing to see a series of 5 light switches. Use trial and error to get the lights on (this puzzle is random with each game). At the bottom left light, pick up the flight case. Open this in your inventory and take out an x-ray scanner. At the top left light, pick up a dinghy. Now go to the top right area. Use your x-ray scanner on the crate, but there are no knives inside. Use the dinghy on the gap behind this crate, then use the fire extinguisher on the dinghy to inflate it. Now use the x-ray scanner on the larger crate to find it is missing a knife.

Put the x-ray scanner back into the case, then put the case back where you found it. Head back upstairs and talk to the porter once more before leaving. As you head to the car you will get a new message on your PDA.

Stockbroker's Villa

Talk to the policeman, then head inside. Look at the coffee table, then move the chair to the side. Back out, then pick up the business card from the floor beneath the chair. Look at the business card in your inventory. Head left to the annexe and pick up the umbrella in the corner. Use this in your inventory to get a spoke.

Return to the lounge, then continue right to the pool room. Examine the pool table and take the blue pool ball. Put this into each of the pockets until it gets stuck in one. Use your spoke in this pocket, then pick up a figurine head. Leave the house again.

Day 2

FBI Office

Go inside and upstairs into the offices. Talk to Ruth and take the magnetic key card from her desk. Enter the study and talk to Chaser. Return to your desk and pick up the origami, then use it in your inventory to get a map. Head out to the mezzanine then downstairs. Use your magnetic key card on the door to evidence deposit. Put the figurine head on the empty shelf. Use your PDA to call Branford and then Warren. Go outside and use your car.

Museum of Pre-Columbian Art

Head inside and go through to the exhibition room to talk to Warren. Once you are done with him, head right into the orangery and talk to Allan. Return to the exhibition room and look at the golden figurines. Talk to Warren, but he needs paperwork to allow you to take the figurines. Get back into your car outside.

FBI Office

Talk to Ruth in the offices. Enter the storage room at the far end of the offices. Take a blank form from the shelves on the right. Return to give this to Ruth. Enter the study and talk to Chaser to get his approval, then return to Ruth. Take the form from her desk. Leave the building again.

Museum of Pre-Columbian Art

Go inside and into the exhibition room, then give the completed form to Warren. Go back out to the hall and talk to the porter, who will not end up being helpful. Go into the exhibition room and pick up the headless figurine.

Go right into the orangery and pick up a vase from the right. Pick up some soil from the left and put it into the vase, then pick up some more soil. Return to the exhibition room and put the vase into the display cabinet. If the light is still red, pick up the vase, put the extra soil into it and try again. If the light is still red, repeat this process with another vase until the light turns green.

Once you are finally done, head out to your car.

Abandoned House

Go inside and head left, then enter the apartment on the left. Go through the WC door and pick up a rubber plug from the floor. Back out and enter the room to the left. Pick up the wire hair brush and use it in your inventory to get a handful of bristles. Return out to the corridor, then enter the kitchen on the right. Take the whiskey from the fridge.

Return to the staircase and now go to the right. Enter room 9, then continue into the next room to meet Joel Tatum. Talk to him, then offer him the whiskey. Pick up the empty bottle from beneath the table here. Make your way back to the kitchen and look at the kitchen sink. Put the rubber plug into the sink, then put the empty bottle into the sink and turn on the faucet. Grab the label and attach it to the other whiskey bottle. Go back and give this to Tatum, and you will receive an origami bird. Use this in your inventory to see a note.

Go to leave the room, and Tatum will leave first. Pick up a burnt out fuse from the sofa where he was sitting. Go out to the corridor and look at the fuse box on the wall. Combine some bristles with your fuse to repair it, then insert it in the fuse socket - it will blow again, so take it back out.

Head to the kitchen and look at the kitchen table where you can see smoke coming from a power socket. Use your flattened origami paper to remove the plug. Return out to the fuse box. Combine some bristles with your fuse and insert it into the socket once more.

Now you can head up the stairs. Look at the small hole in the floor, then use your wire brush here. Grab the mobile phone and the wire brush.

FBI Office

Go inside. Use your magnetic key card on the door to evidence deposit. Put the headless figurine on the empty shelf. Look in the box of tailor's supplies and take the scissors. Look in the box of James' things and take his ID. Leave this room and go upstairs.

Move the ladder on the left, then climb up to the hanging wires. Use your scissors on the cables. Climb back down and replace the ladder, then go through the right door into the laboratory. Use the jar with swabs on the right to end up with some clean swabs.

Leave here and enter the offices, then talk to Ruth. Now enter the storage room and collect a lamp, battery, plastic bag, gloves and luminol. Go back out to your desk. Put the damaged mobile phone on your desk, then add the cable and battery. Use a clean swab on James' ID, then look at it to see the code XFAD 8673. Enter the PIN 8673 into the phone. Use the phone to send a photo, then back out to see it on your monitor. Click on it to enhance the photo. Now leave the building and enter your car.

Thugs' Hideout

Head into the alley on the left, then approach the car and take the crowbar. Enter the truck and release the handbrake. Now climb up and use the crowbar on the ladder. Listen to the window on the left. Look at the air-conditioner, then use your crowbar on it. Now you can climb through the left window.

Go over to the boxes near the door. Use your PDA's camera and look at the picture you get - the number is upside down. Dial the number you see using your PDA. The thugs should leave the room. Go into the next room and examine the wardrobe. Push the back wall and go through to another room. Open the second drawer in here to find the knife.

After you are captured, you need to move around the room whilst tied to your chair. Follow the path in green below:

Once you are free of the chair, go back through the wardrobe to the knife. Use the luminol, lamp and gloves on it. Lift up the carpet corner closest to the wardrobe door. Try to open the trapdoor. Examine the second picture on the wall and move it, then use the hidden lever. Now you can open the trapdoor.

Pick up a can from the ledge on the right. Open this in your inventory, then use it to get a coin. Now examine the key box in the shelves to the left. Use the coin on the key box, then take all the keys. Head over towards the exit. Try all of the keys on the door lock until you find the right one (it is the smallest key). Turn the door handle to open the door. Look at the roller-blind mechanism cover on the right and remove the 4 screws with your coin. Try each of the keys on the broken ratchet until you find one that holds it properly. Back out and turn the roller-blind mechanism crank.

Outside, pick up the gun from the sidewalk, then leave.

Day 3

FBI Office

Talk to Chaser, then leave the offices and enter the laboratory. Pick up the blood test results from the right, then go over to the analyzer at the back of the room and take a vial. In your inventory, use a clean swab on the knife, then put the swab into your test vial. Put the vial into the analyzer, then click on the screen to send the result to your computer.

Return to the offices and go to your desk. Use your blood test results on your monitor to compare them. Go towards the study and talk to Chaser again. Now leave the office and go downstairs. Use your magnetic key card on the door to evidence deposit. Take the headless figurine and the golden head. Combine them in your inventory, then take out a small bag of white powder. While you are here, take the key from the box of James' things.

Go back to the laboratory again. Head to the analyzer and take another vial. Use a swab on the bag of powder, then put the swab into your vial. Now look at the green analyzer to the right and use the vial here to detect heroin. Return to the offices and go to your desk. Use your keyboard several times to get more detail from the photo. Head downstairs and outside, then drive away.

Museum of Pre-Columbian Art

Go inside and talk to the porter. Go through to the exhibition room, then into the archive on the left. Pick up the laboratory magnifying glass from the table on the right. Also take the aluminium foil from against the back wall. Head back out to the exhibition room, then towards the mummy in the back. Take the bowl from the right wall here. Back out again, then go right into the orangery. Use the bowl, foil and magnifying glass at the base of the large statue.

Go back out to the entrance hall, then down into the storage area. Head to the back part of the area and examine the poster. Use the key here, then use another clean swab on the scales. As you back out, you will receive a new message on your PDA. Head back to your car.

Subway

Walk towards the tenement and take the wire from the doorbell hanging next to the door. Back out to the square, then go right towards the subway. Pick up the coke bottle before heading inside to the subway platform. Talk to the policeman. Examine the old benches on the right and pick up the lighter from the ground. Walk down towards the end of the tunnel, then approach the scaffolding.

Pick up the newspaper and gas can, then examine the grid on the back wall. Use your coke bottle on the screws, then remove the 4 butterfly screws, and the grid itself. Fill up your lighter from your gas can. Use the newspaper in your inventory to roll it up, then put it on top of the bottle here. Use the lighter on the newspaper. After the fire burns out, take the champagne bottle. Use the wire on the bottle to retrieve the message from inside. Unroll it in your inventory. Head outside.

Day 4

FBI Office

Go inside and upstairs into the laboratory. Go to the analyzer and pick up a vial. Use your sample on the vial, then use it on the green analyzer to the right. Enter the offices and talk to Ruth several times. Head outside and drive away.

Library

Enter the building, then walk down along the corridor. Go through the doors into the reading room. Pick up the glasses from the bottom right table. Head over to the counter and talk to the librarian, then give her the glasses. Keep talking until she tells you where to find the yearbooks. Head over the shelves to the left of the door and take the 1986 NYU yearbook (a red book near the middle). Return to the counter and give the yearbook to the librarian.

Leave the reading room and go through the other doors into the microfilm room. Examine the cabinet full of microfilm. Go back to the librarian and talk to her until she agrees to help you. Return to the microfilm room and try again. Go and talk to the librarian to learn that the code is 01-044-86. Return to the microfilm and open the drawer in the left column, 4th row down from the top. Take the boxed microfilm.

Go to the reading room and talk to the librarian again. Now go to the microfilm reader to the right of the door. Take the left film spindle and combine it with the boxed microfilm. Replace the reel on the left side of the microfilm reader. Turn on the reader using the power switch, then look at the image to see that you need a lens. Talk to the librarian until she puts the lens on the desk, then take it. Go back to the microfilm reader and attach the focal lens. Look at the display 3 times, and you will end up with a list of expedition members. Turn the microfilm reader off again.

Go back and talk to the librarian once more before returning to your car.

Museum of Pre-Columbian Art

Go inside, then continue forward and left into the archive. Give Warren the list of expedition members then talk to him several times. Head back to your car and talk to Allan. Go inside to the archive and talk to Warren some more. Now head into the orangery. Pick up the photo next to the soil. Go out to your car again.

FBI Office

Head inside and up to the offices, then talk to Ruth. Enter the study and talk to Chaser. Now head downstairs and outside to the street.

Day 5

Cusco

Talk to Diego. Go over to the closet on the right and take the camera. Back out, then approach the table on the right. Pick up the coca leaves and buckthorn, then combine these in your inventory. Now you can leave the hotel.

Go right to San Martin Plaza. Try to enter the archaeologist's home, but there is no answer. Return to the hotel courtyard and talk to Diego again. Leave the hotel and use the cash machine. Insert your card into the slot, then use the keypad. Back out and head down the street towards the car workshop. Talk to Jose. Return to the hotel courtyard to talk to Diego, then return to the car workshop and talk to Jose again. Now you can open the garage. Pick up the tripod and the bearing from the ground on the left. Back out again.

Combine the camera and tripod, then put it near the broken wall. After the photo is taken, talk to Jose until you agree on a price. Combine the money with the bearing, then put it on the bench where Jose was sitting. Grab the camera from the tripod. Return to the hotel courtyard again to talk to Diego.

Leave the hotel again and head right, then approach the archaeologist's home. Talk to Incas, but you won't get a reply. Insert the photo in the gap in the right door. Keep talking to the door, then give the leaves to Incas. After he leaves, talk to the door again. Enter Juan's room and talk to him until the conversation is over. Go back outside.

Day 6

Cusco

Head back towards the Hotel and talk to Diego to receive a sandwich. Return to San Martin Plaza and enter the archaeologist's home. Enter Juan's room to the right. Head over to the fireplace. Grab the knife and insert it into the slot just to the right, then take the map and the 4 crystals. Leave this room, then go through the other door to the courtyard.

Push over the board on the left. You need to collect the pots from the right and place them near the wall on the left. In addition, you need to start with the largest pots first, and can only pick up 1 pot at a time. Given this is the starting layout, you need to place the pots over on the left in order from 1-5:

4
5
1
2
3

You will need to move at least one unwanted pot out of the way before you even start moving them. Once you have them stacked correctly you can climb up to the roof. You will end up back at the car workshop. Talk to Jose, who will give you gas if you have cash. Return towards the hotel and use the cash machine again - insert your card into the slot, but it won't work this time. Go back and talk to Jose once more.

Go towards the hotel again, and go through the left door into the kitchen. Grab the matches from the table at the bottom. Walk over towards the fireplace, then take the honey and strawberries from the shelves on the left. Pick up the kitchenware (jug) from the stove. Use this on the much larger jug to the left to fill it with dough. Use your matches on the stove to light it. Place the jug back on the stove, then add the honey and strawberries. Now use the switch beneath the window.

Go through the doors into the hotel courtyard. Head over to the closet on the right so you can take the camera. Return to Jose and give the camera to him in exchange for a gas can. Use this on the jeep's fuel tank.

Day 8

Somewhere in the Andes

Cross the rope bridge. Pick up the tube, then go back over the bridge. Continue left and examine the jeep. Take out the chair. Use the tube on the crate, then take the pulley and jack. Return to the bridge and try to cross again. Pick up the cable (rope), then combine it with the pulley and the chair. Use this on the large cable above. Use the chair to get across. Use your knife on the lianas, then use the jack on the tunnel. Head through the opening.

Akakor

Look at the blue symbols in the rock above the tunnel. Head down to the main square. From here, go down to the sun pyramid and look at the red symbols over its entrance. Return to the square, then go forward to the small pyramid. Look at the yellow symbols over its entrance. Enter this small pyramid and examine the tomb, then pick up the cap from the left. Return to the square once more, then go to the main pyramid entrance on the right.

Examine the hole in the wall. For this puzzle, you need to remember the colors associated with each of the symbols drawn across the top. You then need to insert your crystals of the appropriate shapes beneath each of these symbols, based on the colors of the shapes presented in the puzzle. Insert your crystals in the white slots shown below:

Now insert your final crystal into the left slot of the door mechanism. Go through the new entrance. Pick up the sword from the ground on the right, then go through the old passage to the left. Grab the jar from the ground to the bottom left of the this area. Return to the previous area. Use your sandwich on the flies, then use it on the jar. Look at the small hole on the wall to the left. Use your jar on the spider. Now you can take the funnel. Use the funnel in your inventory, then read the notes inside. Go through the old passage to the plane again. Examine the metal cover on the side of the plane to find a snake. Use your jar on the snake and it will leave.

Go back to the sun pyramid and approach the blocked entrance. Use your jar to collect water from the large leaf. Next enter the small pyramid. Use your sword on the tomb interior, then move the sword to open the tomb. Take the jaw bone and the watch.

Make your way to the plane again. Look at the battery in the metal cover and pour your water on it. Look at the hood on the front of the plane. Remove the air filter, then use it in your inventory to clean it, before putting it back in place. Back out, then spin the propeller.

Day 10

FBI Office

Go inside and up to the offices. Talk to Ruth. Enter the study and talk to Chaser. Now return to your car outside.

Library

Go all the way into the reading room and talk to the librarian. As you return to your car you will get a message on your PDA.

Stockbroker's House

Go inside and head left to the annexe. Examine the graduation photo on the wall and you will find a secret photo hidden behind it. Leave the house and return to your car.

Museum of Pre-Columbian Art

Head inside and talk to the porter. Head through the exhibition room and into the archive. Go over to the shelves and look at the box in the bottom shelf. Take out the dental records, and use them on the jaw bone. Leave the museum and talk to Warren. Get in your car.

Subway

You will get a call from Chaser as soon as you arrive, and will automatically return to your desk.

FBI Office

Look at the ruling on the left of your desk. Examine the photo in your inventory to turn it over. Now compare the writing on the photo with the ruling. Back out from your desk and talk to Ruth, who will leave. Enter the study and examine the desk. Open the left cabinet door. Use the dial to enter the code RACHES. Use the handle to open the safe, then look at everything inside.

Back out from here and head to your car one last time.

Subway

Head into the subway on the right. Go all the way to the scaffolding at the end of the tunnel and pick up the pliers. Return up to the street, then go over to the tenement on the left. Head inside and up 1 flight of stairs. Read the electrician's notes. Grab the uninsulated wire from the right of the elevator cage, and combine this with your pliers.

Go up another flight of stairs to reach the engine room. Open the green box and use your pliers and wire on 20/07 WB. Back out and go back down 2 flights of stairs. Use the elevator to get down to the basement.

Pick up the skewer from the crate on the left. Go forward into the boiler room and use your skewer on the barrel. Use your pliers on the gas knob on the left and you will remove the knob. Now you can climb up on the barrel to reach the abandoned subway platform. Enter the passenger cabin. Use your knob on the brake, then turn the knob.