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Art of Murder: FBI Confidential Cheats for PC
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Art of Murder: FBI Confidential PC Cheats

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Art of Murder: FBI Confidential video Art of Murder FBI Confidential (PC) Video Walkthrough
   by: Theyakov2020
   Videos: 32 Length:
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Walkthrough Art of Murder - FBI Confidential 91%
Instructions
You are playing the character of Nicole, a FBI agent who just got her first big case. To move Nicole around in a scene, take your mouse button and click where you would like Nicole to walk to. As you move your mouse around in a location, you'll notice that the mouse icon will change depending on different actions you can take. You start in your boss's office. You'll notice that when you move the icon over your boss (the gentleman sitting at the desk), the mouse will change to a speech balloon. This means that if you left-click the mouse, Nicole will talk to Chaser. It's a good idea to talk to every character you meet as many times as possible. Keep clicking on a character you are talking to until they start to repeat themselves.
Now, move your mouse over to the door and you'll notice that the mouse changes to a circle with an arrow in it. This means that by left-clicking the mouse here you can exit the current scene and enter a new one. That's all you can do in your boss's office. But, later on you will encounter two other actions Nicole can do. Move your mouse over a particular object and you will notice that the mouse changes to include a little eye on the right. This means that you can right-click your mouse here to get more information about that object. If you notice that the mouse changes to include a little eye and a hand, this means that you can either right-click your mouse to learn more about an object or left-click to pick the object up and place it into Nicole's inventory.
This brings us to the bottom section of the screen. Along the bottom left of the screen you'll notice a large empty space. This is Nicole's inventory. Objects picked up will end up here. Once an object is in Nicole's inventory, you can click on the object with your mouse to pick it up out of your inventory. You'll notice the object will then be attached to your mouse. You can then click on an area in any scene where you would like to use this particular object or you can click on a different object in your inventory to combine the two objects.
On the bottom right side of the screen you'll notice three different objects. From right to left is a briefcase that you can use to access the game menu. Here you can Save your game, Load a previously saved game and Exit the game. Always save your game before you quit. The game will not automatically save your progress when you exit. You can also click on Game Settings to adjust the sound levels. The next object at the bottom of the screen is the magnifying glass. If you click on the magnifying glass, you'll see possible items or locations Nicole can use or go to in any scene you are viewing. These are hints to help you with the game. Very useful! The last object is your PDA.
The PDA has several functions in the game. When you open it, you'll notice several buttons along the right side. Starting at the top and working down, these functions are the Phone, Text Message/Notes, Camera, Pictures, Files and Contact List. To call someone, click on the Contact List and select the name from the list. Everything else in the PDA pretty much functions automatically. Now, on to the mystery!

FBI Building
Click on Chaser to talk to him about the death of your partner and then click on the door to exit his office. Outside the door to Chaser's office, stop and talk to Ruth about your partner. Once your conversation with Ruth is done, click on the printer and you'll see that it's out of paper. We'll go get paper next. Click on the floor to the right to exit the Agent's Offices. Next, click on the door on the left to exit the office to the Mezzanine and then fetch the printer paper in the lower left corner of the screen by left-clicking on it. You'll see that the Printer Paper will now show up in your inventory in the bottom of the screen. Head back to the door you just came out of and then click on the printer again. Now that you are looking at the printer, click on the Paper Feeder at the bottom of the printer. Once the feeder opens smoothly, click on the printer paper and then click on the open tray. Click the tray to close the feeder and then click on the floor to the right of the screen to exit to the Agent's Offices. You're now ready to type up that report...almost. If you go to your desk and click on the computer keyboard, you'll find out that first you have to talk to Nick.
You can call anyone using your PDA, the rectangular object in the lower right of the screen. If you click on it now you'll see that you only have a button for the phone and a button for your notes available. But, the phone won't do you much good because you don't have Nick's number in the contact list. Exit the PDA by clicking on the round button on the right side of the screen. It looks like a circle with a | through it. In the Agent's Office, you'll notice a large corkboard bulletin board at then end of the room. Click on it to walk over to it. Aha! Nick's number. You'll also notice a few photos of some motley individuals, I'd be willing to bet you are looking at some of the folks responsible for this game you are playing. Exit the bulletin board and open up your PDA. You'll notice that your Contact button in the lower right of the PDA screen is now available. Click on the Contact button and then click on Nick's number to give him a call. No answer..maybe Ruth has some information about Nick's whereabouts.
From The Agent's Offices, click on the bottom part of the screen to walk over to Ruth's desk. Now click on Ruth to talk to her about Nick. After you chat, Ruth will email you Nick's number. Head back to your desk and click on your computer to get Nick's new number. After you click on your computer, your PDA will automatically update with Nick's new number. Just open up your PDA and click on Nick again to call. You'll leave a message and then moments later receive a Text Message from Nick letting you know that he'll talk to you later. Click on the X in the upper right corner to close the message from Nick and then close the PDA. Now you can click on the computer keyboard on your desk to type up the report. Click on the computer screen to print out the report. Now you'll just need to go to the printer to pick up the report and then go to Chaser's Office to hand him a copy. After you hand him the report, talk to him a few times until he has nothing new to say. Leave the building and click on your car to the right in order to go to the museum. Once you are inside your car, click on the photo of the building and you'll be at the museum in seconds.

Museum of Pre-Columbian Art
Once you enter the museum talk to the porter until he has nothing more to say. Then enter Exhibition Room on the right. You'll then meet and talk to director, Warren. After talking to him for awhile you'll find that he's a bit of a pig. Now go inspect the knives case for any clues and then go to the mummy. You'll notice a fire extinguisher on the right, pick that up (you never know when you need one). Now go back to the hall and talk to the porter again and then try to go down to Storage. Talk to him until he gives you Warren's phone number. Use your PDA to call Warren he seems to be unavailable. Talk to the porter once again to change his mind about letting you into the storage room. Now an enter the storage.
You'll notice that it's a bit dark down here. Go to the lightswitch casing on the wall and flip the switches until all the lights turn on. This puzzle is randomly generated, so you'll have to rely on trial and error. If you don't get all the lights on, Nicole wont be able to navigate around in the storage area. Once you get the lights on, go grab the dinghy and the suitcase from the shelves on the left. Open the suitcase and take the scanner out. Now go to the far end of the storage area. One the left side there are some crates with a small space in between them. Place the dinghy between these crates. Next, use the fire extinguisher on the dinghy to push them apart. You can now use the scanner on the crates and learn some interesting facts about what is and what isn't inside of them.
Now put the scanner back in its case and then put case back where you found it. Head upstairs to talk to the porter once more. Leave the museum and go to your car. Nick sends you another text message and asks you to check on another murder. Enter your car and go to the Stockbroker's villa.

Stockbroker's Villa
When you arrive, talk to the policeman outside and then enter the house. Inside look at the table in front of you, now click on the chair on the right. Nicole will then push it back in place. Exit the close up and look under the chair. Now a business card is visible. Pick it up and go one scene to the left and pick up the umbrella. Click on the umbrella in your inventory and you get a wire, now go back two scenes to the right and look at the billiard table. Grab the blue ball at the bottom of the scene and put it into each of the pockets until it gets stuck. Now use the wire on the stuck pocket to get the head of a figurine. Now you can leave the house. Talk to the policeman once you exit and you will then go back to the FBI building.
FBI Building (2)
Once you return to the FBI office attempt to enter Evidence Depository on the first floor. You will find out that you'll need a key card. Go to the Front Desk and talk to Ruth and she'll help you out with that. Take the magnetic key card from the Ruth?s desk and head back downstairs. Use the magnetic card on the door to enter the Evidence Depository. Place the figurines head on the shelf and then go back to talk to Ruth. Now go to your desk and take the origami boat that Nick left for you. Unfold origami and read the map. Now enter Chaser?s office to talk to him about the case. Afterwards use your PDA to call Allan Branford and then call William Warren. Sounds like we are going back the Museum.
Museum of Pre-Columbian Art (2)
First, enter Exhibition Room and talk to Warren until he has nothing new to say. Afterwards, go to Orangery and talk to Allan. Now go back to Exhibition Room and inspect the figurines case. You'll notice a head is missing. Go talk to Warren about collecting this piece for evidence. Warren is uncooperative. So, exit the museum and head back to the FBI Office to get the right paperwork for Warren.
FBI Building (3)
Go to Front Desk and talk to Ruth. She needs the right form. So go to the storage area in the back of the office and take a blank form. Go back and give the form on Ruth. She'll need to get an approval from Chief Chaser, so enter Chaser' Office and talk to him until he starts to repeat himself. Return to Ruth and then take the filled-in form from the desk. Now you can return to Museum to collect that statue.
Museum of Pre-Columbian Art (3)
Go give the form on Warren and then talk to the porter. Return to Exhibition Room and go to the figurines case. Take the figurine and then you'll notice an alarm goes off. Go back and talk to the porter about turning off the alarm. He's less than helpful. Go back the Exhibition Room and then go to Orangery. You'll see vases and a bag of soil in the foreground. What you have to do is find the right vase, fill it with right amount of soil and place it where the figurine used to be in the case. For example, pick up the left vase and then pick up some soil from the potting soil to the bottom left of the screen. Use the handful of dirt on the vase you are carrying to fill it with soil. Pick up some more soil in case you have to add more to the vase later. Go back to the display case in the Exhibition Room and then put the vase on the display case. If the alarm doesn?t turn green then follow the same process with a different vase. Once you finished, leave the museum and go to the abandoned house.

Abandoned House
Enter the building via the door marked with a yellow tape and go left in hallway. First, enter the apartment with bathroom - last door on the left. Now enter bathroom ? door ahead. In the bathroom, take the plug from the floor. Exit the bathroom and go to the room on the left. Take the brush from the table and then exit to the hallway. Go to kitchen which is across the hallway from the room you came out of. Inside the kitchen, pick up the bottle of whiskey in the open refrigerator. Now leave the kitchen and go to the other end of Hallway ? bottom of screen. Next enter apartment 9 ? right door. Go through the next door and you'l meet a chatty drunk. Talk to him until he begins to repeat himself. Try to give him the booze from the kitchen, but it's not really his brand. Who would think this guy would be so picky? Pick up the empty bottle from underneath the table and exit the room. Now go all the way back to the kitchen. Walk over to the sink and then place the plug in the drain. Now fill the sink with water and place the empty bottle into the water. The label from the bottle will come off and you can now put this on the full bottle in your inventory.
Go back and give the new bottle to the drunk. He'l present you with another origami from Nick. Unfold origami in inventory and read the message. Go to exit the room and then the drunk will leave. On the couch where he was sitting is a blown fuse. Grab it and go out to the hallway where you can see the mattress. On the left will be a fuse box. If you try and put the fuse in the third opening from the left on the bottom row, you?ll find that it doesn' work. Click on the wire brush in your inventory and end up with a bunch of wires. These can be combined with the fuse to fix it. Place the fixed fuse into the box. You'l get a large spark and a little bit of smoke. There must be a short somewhere.
Exit the fuse box scene and go back to the kitchen where you found the bottle. Click on the counter by the door and you'l see a plug. Use the origami paper to remove the plug from the wall socket. Now you can go back to the fuse box, put another wire into the fuse and plug it in. Exit the fuse box and then go up the stairs to your left. When you reach the first landing, click on the floor board with a small hole in it. You?ll zoom in and notice a cell phone under the board that you can?t quite reach. Use the wire brush to lift up the board. That?s certainly a helpful brush! Grab the phone and you can go back to the FBI building.
FBI Building (4)
First use your card to enter the Evidence Depository. Place the headless figurine in Depository. We?re going to need to get some items to get some information from that broken phone we found. Take ID from Scott?s box and some scissors from the dressmaker' box. Now go upstairs to the laboratory. Once you enter the laboratory, take some cotton swabs from the jar near the window. You'e still going to need to get some wire to fix the phone. Exit the laboratory and walk over to the ladder in the second level of the mezzanine. Move the ladder under the wires and then climb it. Use your scissors to snip some extra wire from what is hanging down from the ceiling. Climb back down and put the ladder back.
Now go back into the office and go into the storage closet where you found the forms for Ruth earlier. Take the batteries, luminol, gloves, flashlight and a bag. Now leave the storage room and go to your desk. Place Scott?s phone, batteries and wires on the lower left corner of the desk. Once you put everything together, the phone should start. Now you'l need to get the PIN code. Use the cotton swab on Scott's ID card and read its number. Enter these numbers on the phones keypad and click on the green OK button. The phone will automatically transfer a photo to your computer and then burn itself out. Click on the computer screen to process the photo. You'l then learn a lot about the fella in the photo you retrieved. Now you are off in search of a secret hideout. Exit the building and go to your car.

Thugs Hideout
You'll now find yourself in a creepy rat infested section of town. No gun to protect yourself, but you do have a snazzy PDA! Ok, so head left into the alley and then keep walking up towards the truck. Now, take the crowbar from underneath the rear wheel of the truck and then get inside the truck. Once inside the truck, click on the handbrake. The truck will roll forward and stop underneath the fire escape. Now you have a little boost to get to the fire escape, but you are going to need to use the crowbar you picked up to pull it down.
Once you climbed up the fire escape, click on the air-conditioner to get a close up look. Use the crowbar on the fan to shut it off. Once you do, a thug will come open up the window for you. How nice! Click on the window and you?ll first hear a conversation between a couple thugs. Click on the window again to enter the building. Once you are inside, walk over to stand in front of the bed with a bag. You won' be able to get too close to it, but get as close as you can. Use PDA' camera to snap a picture of the bag and then open the in your PDA. Now click on the phone icon in the PDA and dial the number from the photo. The number may be upside down in the photo. Once you dial the correct number, you?ll hear a phone ring and one of the thugs leaves to answer it. Now you can enter the next room.
First, go to the closet and open it up. You reveal a secret door that leads to a carpeted room. Go in and then walk to the dresser. Open the drawer and take the knife. Then its lights out as you?ll get knocked out from behind.
Once you awaken you'll get interrogated by some nasty individuals until Nicole convinces them to leave. Once they do, you'll have a top down view of the room. There's a table at top left that might help Nicole out of this mess. You'll need to move Nicole one tile at a time. If she lands on a creaky tile, the thug will hear it and warn her. After 3 warnings, the thug hits her and you'll have to start over.
Move Nicole as shown: 2 down (away from the door), 1 left, 1 down, 2 left, 1 up, 1 left, 4 up, 4 right, 2 up 2 left, 2 up, 1 left and 2 up.
After you escape, enter the room with a carpet via the closet again. Go back to the dresser with drawers and use luminol and then the flashlight on the knife. You'll discover some trace amounts of blood. Now use gloves or bag on the knife to put it into your inventory. Now, move away from the dresser. Click on the carpet by the closet and you'll reveal a trap door in the floor. Try to use the trap door and you will find that it won?t budge. Try clicking on the painting on the wall. Once you open the painting you'll be able to move a lever that will unlock the trap door. Now exit through the trap door and you'll enter a store.
First, take the small tin from the window sill and open it to reveal some money. You'll only need one coin so take a coin out from the box. Now go to the shelf along the left side of the room. You'll see a key box that you can open using the coin you took. Take all of the keys and exit. Go to the door and then click on the box to the right. Just like the key box, you can use a coin to open up box the above the lever. Click on one of the gears on the left side and you'll find that it?s broken. You can use one of the keys in your inventory to fix the gear. It's all at random, so you'll have to find it through trial and error.
Once you fixed the door wench, face the door and try the keys until you unlock the door. Again this can only be solved through trial and error. Once you unlock the door, click on the lever to roll the outside door up. Once you do, you will end up knocking out a thug with a gun who was waiting for you outside. Once you are back outside you'll find a with a thug on the ground in front of you. Take the gun from the thug and then go to the right. Next you will see a series of cut scenes where you arrest one of the thugs from the hideout.
FBI Building (5)
Go talk to Ruth and she will congratulate you on a job well done. Next go into Chaser's Office and get chewed out for not following regulations. Exit his office and head over to the laboratory. We're going to do some testing on that knife you picked up. When you first enter the laboratory, be sure to pick up the blood test results from the first victim. It will be laying on the table just inside the door of the laboratory. Now go over to the analyzer on the left. Take a swab from your inventory and use it on the knife in your inventory. Next grab an empty vial from the table in front of you and combine the two in your inventory. Now you can put the vial containing the sample into the analyzer on the left. Click on the report in front of you and it will be sent to your computer back in the office.
Exit the laboratory and go to your desk in the office. Take the blood test results of victim, the one you picked up in the laboratory, from your inventory and use it on the monitor that now show the blood test results from the knife. Henry Fairbanks blood is positive on the knife. Now you can exit that screen and go over to talk to Ruth and Chaser outside of Chaser's office. You'll find out that your main suspect was killed trying to escape. Well, you still have evidence to process, so let's get to it!
Go downstairs to the Evidence Depository room and first get a key from James's box. Now put both the parts of the figurine sitting on the shelves into your inventory. Now click on the head and then the body of the figurine to connect them together. A secret chamber will then open up in the figurine?s head. Click on the white powder that was stashed inside the head and then go up to the laboratory to test it.
Follow the same process you took with the knife, only this time use the Analysis machine on the right. So, take a swab to the powder in your inventory. Take a vial from next to the analysis machine on the left. Place the dirty swab into the vial and then use the vial with the sample on the machine on the right. You'll find out that the powder was pure heroin.
Go back to your desk in the office and use your computer to get more information about that picture you retrieved from the cell phone. Just click on the keyboard once to open up the photo and then twice more to enhance the picture. Once the picture is cleaned up enough, you'll see that the picture was taken in the storage room of the Museum.
Museum of Pre-Columbian Art (4)
First you will talk to the porter when you arrive. He's not going to let you downstairs again. We will have to come up with some kind of diversion. Go to Exhibition Room and then over to the mummy exhibit in the corner. There's bowl on the wall, grab it for your inventory. Now exit that scene and head over to the Archives on the left side of the Exhibition Room. Take the magnifying glass from the table and the aluminum foil from the back of the room. Exit this room and go over to the Orangery at the opposite end of the Exhibition Room.
Walk to the statue and then place the bowl at the base of the statue. Use your hints if you need help placing the bowl in the right spot. Now take the aluminum foil from your inventory and use it on the bowl. Next, take the magnifying glass and place it on the bowl. An alarm will sound. Go back to the Exhibition Room and talk to the porter. Now is you chance to check out the storage room in the basement.
Go downstairs to the storage area. Thankfully, the lights are still on. Go all the way to the back of the storage area and look at the poster on the pole. Use the key you got from James's box in Evidence Room on the storage box. Take swab from your inventory to get a sample from the scale in the box. Exit the close up of the box on the pole and you'll receive a message from Nick. Looks like there has been another killing.

Subway Stop
When you arrive outside the Subway Entrance, walk over to the tenement and take the wire hanging down from the door. Now go to the entrance to the subway. Before going in, click on the soda to the right of the door to put in into your inventory. Now go inside and talk to the policeman standing over the victim. Now right click on the body to find out that the victim is Joe Tatum, the drunk you talked to earlier. Next, walk over to the benches and pick up the old lighter. Now click on the bottom of the screen to go to end of the subway. Pick up the gas can and newspapers from the floor.
Walk up to the grid on the wall and use the soda you picked up outside to loosen the screws. Now you can click on the screws to remove them. You can now see a bottle of champagne, but it's covered in a bunch of crawling nasties. Put the newspapers you picked up from the floor in the vent. Now combine the lighter with the gas can and then use the lighter to light the newspapers. This will get rid of those roaches real quick. Now you can grab the champagne bottle and use the wire to pull out the note inside. Now it's time to head back to the FBI building to run some tests on that sample you got back at the museum.
FBI Building (6)
When you arrive that the FBI Building, head to the laboratory on the second floor. Go over to the analysis machine on the left and take an empty vial. Now take the cotton swab you got from the box in the storage area of the museum and combine it with the empty vial in your inventory. Now use the vial with the swab on the testing machine on the right. More heroin. Exit the laboratory and go talk to Ruth at her desk. You and Ruth will put together some clues that will lead you to do some more investigating at the library. Go to your car and click on the map photo on the map to get to the library.

Library
You'll arrive outside of the Library. Go inside and head down the hall to the reading room. Go inside the reading room and talk with the librarian. She'll tell you where to find a yearbook after chatting with her for awhile. Now go to the bookshelf to the left of the door and find the yearbook. Use your hint system if you need help finding it. Take the book over to the librarian and she will tell you that the page is torn. Talk to her about the microfilms and keep talking until she unlocks the drawers in the microfilm room. Go to the microfilm room and you'll find that it is impossible to locate what your looking for with the numbers she gave you. Go back to the librarian and you two will work out the numbers eventually. Go back to the microfilm room and open the drawer marked 001-044-19867. Grab the microfilm from inside the drawer and head back the the librarian who will direct you to the microfilm reader in the reading room.
Go over to the microfilm reader and look closely at it. Take one of the reels off of the reader and combine it with the microfilm in your inventory. Now use the reel with the microfilm on the microfilm reader. It's all blurry. Exit the close up view of the microfilm reader. From the view of the reading room, you'll see a pair of glasses on one of the tables in the foreground. They're the librarians, grab them and take them to her. Talk to her until she gives you the lens she was using to read with. Take the lens over to the microfilm reader and use it on the reader. Now click on the screen twice to learn all you can from the microfilm. When your finished, go talk to the librarian again and exit the building. We're going to go back to the museum to see if we can find out more information about Warren.
Museum of Pre-Columbian Art (4)
Arrive at the museum and go to the archives room. Talk to Warren and he'll be uncooperative until you show him the list of excursion participants. Keep talking as long as possible and then go outside to the street where you will run into Branford. Talk to Branford as long as you can and then go back inside to talk to Warren again. Keep talking until he brushes you off and then exit the archives room. Now go to the Orangery and pick up the photo next to the bag of dirt. Now exit the museum. We're going to have to go back to the FBI Building.
FBI Building (7)
Go to the front desk and chat with Ruth about your flight. Then go to Chaser's office and talk with Chaser as long as possible. Exit and then talk to Ruth again. Head on out to the street then on to Cusco, Peru!
Hotel - Cusco, Peru
In the courtyard of the hotel talk to Don Diego. Then go out to the street outside the hotel. Exit to the right and then go to the Alvorado's house. It's the last door on the right. Knock on the door. Hmmm..no response. From what Don Diego told you, that's shouldn't be a surprise. Go back to the hotel and talk to Don Diego again and he will send you on an errand. Take the camera from the cabinet in the courtyard and then exit to the street.
First, go to the ATM and get out some cash. Just use your card on the machine slot and press any button on the keypad. Now exit the ATM view and then exit to the right. Jose's workshop is down the alleyway to the left of Alvorado's house.

Jose's Workshop
When you arrive, look around a little bit and then talk to Jose. He's not very cooperative about getting you a jeep. Go back to the hotel and talk to Don again and he will explain that the jeep is definitely in the garage. Go back to Jose's garage/scrapyard and talk to Jose again. Your going to have to convince him to open up the garage for you. Talk to Jose until he holds a pose and then go to the garage. Grab the camera stand from the garage and then combine it with the camera you got from the hotel. Exit to the front of the garage and then you'll see Jose is posing on the car. Place the camera stand on the ground across from the car and you will snap a picture. Talk to Jose and then go and get the bearing laying on the ground in the garage. Now combine that with the money you got from the ATM in your inventory and set that on the bench. Grab your camera and go back to the hotel.
Hotel (2)
Talk to Diego and he lets you know that he set up the meeting with Alvorado. He will take the camera from you. Now go to the table and pick up the buckthorn and coca leaves. Combine the two leaves in your inventory and now it's time to go to Alvorado's house. Exit the hotel and walk to the right. Alvarado?s place is the building on the right side of the next scene.

Alvorado's House
Walk up to the door Alvorado's house and knock on the door. Talk to Alvorado through the door and eventually place the photo in the door crevice. Alvorado still is unconvinced though. Keep talking to Alvorado until Nicole mentions the window. You're going to need to get the Incan underneath the window to move, so give him the buckthorn and coco leaves mix you took from the hotel. Nicole will then show her ID through the window and Alvorado will let in now.
Once inside, enter Juan's room. It's the door in the center of the entryway. Chat with him as long as possible. Now exit the house and go back to the hotel to talk with Diego again. He will give you a sandwich. Now go back to Alvorado's house and you discover that he has been killed. No time to morn, we've got to find the map and jewels and skedaddle. Go to the fireplace and grab the knife above it. Use the knife on the slit inside of the circle to the right of where the knife was displayed and a secret compartment will open up. Take everything inside and exit Juan's room. Police will arrive, so we've got to find another way out. Exit through the door to the courtyard. Look around and you will see a chimney you can use to make your escape but you're going to need to get across to it and a ladder to help you up. First take the board leaning against the wall and create a bridge to the chimney. That was the easy part. Now to the ladder.
You'll notice a number of vases on the ground, or amphorae is what they call them here. You can use these to create a ladder. What you will want to do is start with largest amphorae as the base and then move to the next largest until you have five vases stacked up in front of the chimney. Here is a guide, the x's represent vases you don't use, the numbers are the order in which you'll take the vases to the chimney:
4
x x x x
5 1 2 3
Note that you'll have to move one of the smaller amphorae out of the way to get to your first amphorae. Just pick it up and move to an empty spot. Once you created your ladder, click above the chimney to climb it and exit the courtyard.
Jose's Workshop (2)
Talk to Jose about the Jeep and then go over to the ATM to get some cash. Unfortunately, your card has expired. Go back to the workshop and talk to Jose again. We're going to need the camera so go back to the Hotel.
Hotel (3)
When you get back to the hotel, you'll find that the police are talking to Diego. You'll have to find away to distract them so you can grab the camera. Exit out of the hotel courtyard and you'll see an entrance to the hotel kitchen on the left. Go inside the kitchen. We're going to cook up something special to entice Diego and the policeman. First, take the matches from the foreground and then walk over to the hearth. Take the strawberries and the honey from the cabinet. Then take the bowl that's sitting on top of the hearth. Now use the bowl on the jug to the left of the hearth and place it back on the hearth. Use your matches to light a fire in the hearth. Use the strawberries and the honey on the bowl and then turn on the fan. You'll now find yourself outside of the hotel. Go in to the hotels courtyard and you'll see Diego and the policeman leave. Grab the camera from the cabinet and go back to Jose's Workshop.
Jose's Workshop (3)
When you arrive, use the camera on Jose. He will give you a gas can. Go ahead and use the gas can on the Jeeps fuel intake (to the right of the drivers door). Once you fill up, it's off on an Andes adventure! Everything goes smoothly until Nicole gets in a bit of a fender bender. Moments later, you'll end up at a rope bridge.
Walk across the rope bridge and you will find a metal pipe in front of an entrance to a tunnel. Take the metal pipe. You can try to enter the tunnel, but it wont do you much good. Go back across the bridge and then head to the left. You'll discover an old jeep, not the one you recently crashed. Use the metal pipe to open up a crate in the back the the jeep and procure yourself a pulley and a jack. Also, take the passenger seat out of the jeep as well. Now go back to the bridge.
Climb across the bridge until you get another cut scene of the bridge collapsing. We're going to have to fashion ourselves another way across the divide. First take the cable from the ground. Next, combine the cable with the pulley in your inventory. Now combine the pulley with the seat and use it on the remaining rope across the chasm. Next thing you know, you are zipping along across the way! Now use your knife on the liana ropes to clear the tunnel. After cutting down the vines, use the jack to open up the tunnel and head inside.

Lost City and Lost Tomb
Once you enter, look above the entrance at the blue sign-symbols. Interesting. Now proceed on to the right. You will see two pyramids here, but we want to go to a third pyramid first that isn't seen here. Click the bottom of the screen to go to the sun pyramid. Walk up to the pyramid and view the red sign-symbol with the bar above the entrance. You can go inside the blocked entrance to the pyramid where you will see some plants and water. Ok, now go back to the scene with the two pyramids and go to the small pyramid on the left. Again, look above the entrance and you will see another sign-symbol. This one is yellow with a half obscured circle in it. Go inside the pyramid and you'll see a tomb. Probably Raches' grave...spooky. Take the white disk/cap on the floor and exit this pyramid.
Now go to the middle pyramid. There are no symbols on the outside of this one, so just head inside. Once inside, look at the hole on the left. You'll see the symbols you have seen outside and some spots to place the crystals from your inventory. First, you'll need to figure out what are the correct places to put the crystals. The shapes for each crystal you will put in the columns are identified based on the colors seen on the panel in front of you. For example, you know that the sign-symbol with the bar is a red sign. Look at the filled in spots and you will notice the a red square is filled in. So place your square crystal in the column underneath that sign-symbol. Blue is a triangle, so place your crystal in the triangular spot underneath the blue sign. Last is yellow, which you'll see is round. So put your round crystal underneath the yellow sign-symbol. Once you do, you'll be taken to another puzzle which is the lock to the door. There will be four open spots. Just place your dodecahedral crystal on the appropriate opening. Then the door will open and you can go inside.

Vault
Phew! All that work and no treasure. That's disappointing. There is an old sword though. Maybe that will help you open the tomb in the small pyramid. Pick it up and go back to the pyramid by clicking at the bottom of the screen. Inside the small pyramid click on the tomb to get a close up look. Now use the sword on the tomb, it will stick out of the side. Click on the sword to open the tomb up. Take the jawbone of one of the skeletons inside and then the watch. Now go back to the main pyramid and once you are inside, exit through an old passage on the left. Wow, an old plane. I hope it works!
Go and inspect the plane and you'll discover a creepy snake has made himself comfortable over the planes battery. We will have to get rid of him somehow. There's a jar on the left side of the scene where you are looking at full view of the plane. Go and grab it. Go back to the vault via the road to town (top of the screen).
Inside the vault, give the sandwich you have to the flies and then use the jar to scoop the flies/sandwich into it. Now you'll notice a hole in the wall to the right of the old passage in the vault. Go in for a closer look and you'll see a creepy spider. Use the jar on the spider and he'll crawl inside of it. Nicole will put a cap on it. There's also a funnel stuck in the wall there, be sure to grab it too. Once you have the funnel, click on it in your inventory to reveal a note. Read the note by clicking on it in your inventory and you'll find that out some interesting facts about who was or wasn't in that tomb you found.
Now go back to the plane and use the jar/flies/spider/sandwich on the creepy snake and he will crawl off somewhere else. Once he's gone, you'll have an empty jar in your inventory. Click on the battery and you find that it's a little dry. Take your jar and go back to the sun pyramid to collect some water from the plants. Then go back and use it on the dry battery. Now go to the front of the plane and click on the hood. You'll get a close up of the open hood of the plane, just click on the dirty air filter once to take it out of the hood. Click on it again to clean it in your inventory and then click on it again to put it back in the plane. Once that's finished exit out of that scene, click on the propellers and it's up, up and away!
FBI (8)
Go inside and talk to Chaser inside his office. He liked your work so much, he's giving you a few days off! Leave his office and talk to Ruth. Looks like we've got more research to do so it's time to go back to the library.
Library (2)
Go inside and talk to Librarian. You'll get some information about the person who ripped out the pages of that book. Exit the library and you will get a message from mysterious Nick. He wants you to go back to the stockbroker's house, the scene of the first murder.
Stockbroker Villa 2
Once you arrive, go inside and head to the annex on the left. There are some pictures on the wall. Click on one of them to reveal a hidden photo. Click on the hidden photo to take and then click on it in your inventory to get a closer look. Exit the stockbroker's house and then get in your car to go back to the museum.
Museum 5
Go inside and talk to the porter. Afterwards, go to Archives and get a closer look at the shelf on the left. On the bottom shelf, open the professor?s box and take the dental history card. In your inventory use the card on the jawbone from Peru and then put the dental history card away. Exit the museum and then talk to Warren on the street outside. Get into your car, we're going to the subway stop.
Subway 2
At the subway you will get a call from Chaser. Nicole says she is following Warren. Chaser tells Nicole to go finish her report. So then it's back to the FBI building.
FBI Building (9)
Go over to the close of view of Nicole's desk. Use Raches photo on the decision document on the left side of the desk. Compare the handwriting..suspicious. Exit that view and go talk to Ruth outside Chaser's office. Once Ruth leaves, go inside Chaser's office and go around to his desk. Open the cabinet inside his desk and you'll find a safe. Use the dials on the safe to change the password. The outside dial selects the letter, the inside dial changes the letter. Enter the password raches. After you open the vault, inspect the ticket. Exit out of the office and head downstairs to your car. On the way, Nicole will call Nick.
Subway (3)
When you arrive at the Subway, go down to the subway landing and then over to the scaffolding. Now pick up the pliers from the scaffolding. Exit the subway station and walk over to the tenement house. Go inside and look downstairs to the basement. You can try the elevator, but it doesn't seem to be working. Go upstairs and take the note on the elevator. Also take the exposed wire from the right side of the elevator. Go up the next flight of stairs and open up the box at the top of the elevator shaft. Combine the wire with your pliers and use it on the metal box labeled 20/7 WB. Now the elevator should be working. So go downstairs and use it to get to the basement.
Once you take the elevator to the basement you'll see a skewer laying on some boxes on the left. Pick that up the skewer and go through the entry way. First, use the pliers to take the valve wheel off one of the pipes. There is an opening to the an abandoned platform on the wall but Nicole can't reach it. Use the skewer on the barrel full of water to drain it. As soon as you do, Nicole will move it over to the opening and climb through. You'll end up at the abandoned subway tunnel on the other end. Get into the subway car and use the valve wheel you just picked up to start the subway car moving.

Once the car starts, sit back and enjoy the conclusion to Art of Murder!
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Art of Murder: FBI Confidential 288742Where do I find the boat to inflate behind the crates? And whats with the dirt in the plant room at the museum? Answers: 1
Art of Murder: FBI Confidential 383042I am stuck in the Orangery at the Museum & cannot get out. I have the vase & the dirt from the orangery.........do I have to do something with the temperature sensor? Answers: 3
Art of Murder: FBI Confidential 316280Im stuck at first at first part plzzz help? Answers: 1
Art of Murder: FBI Confidential 325566I am at the museum and have just discovered the golden figurine with the missing head. The museum director Warren will not let me take the figurine without paperwork, but when I go to leave the museum, I say "I should do one more thing" Answers: 2
Art of Murder: FBI Confidential 328302Now I have got out from the museum and went to the villa i took the card and I tried to call the number on the card but no answer wat can I do ? plz help me Answers: 3
Art of Murder: FBI Confidential 336857Tied to chair in thugs place. I keep on squeeking floor& getting shot(game over) how do I pass this part?thanks Answers: 2
Art of Murder: FBI Confidential 344824I am down in the shop and the blindfold is broken. I have to fix the bracket beside the door. With what? Answers: 1
Art of Murder: FBI Confidential 355915Hi how can I get into the thugs hideout ive taken the handbrake off in the car but cant seem to get any further thanks in advance Answers: 2
Art of Murder: FBI Confidential 441077How to turn on James mobile? Answers: 0
Art of Murder: FBI Confidential 296356After keepin the head of columbian when i tr y to go to the street she still says i hae one more thing to do i also have the map,business card and magnetic card please help me as soon as possible Answers: 1
Art of Murder: FBI Confidential 299575I turned on james' mobile phone but I didn't know the pin code.can you help me? Answers: 4
Art of Murder: FBI Confidential 322984After I put the amphoraes at the wall what else should I do after so I can move on? Answers: 1
Art of Murder: FBI Confidential 327713How will I turn james mobile ON? Answers: 0
Art of Murder: FBI Confidential 333114Hey guyz I need some help in the game I am now at the musuem and the porter doesn't let me go down stairs what should I do to go down there , he refused to let me down cause the first time he was near to get fired so some one help me plzzzz ..... Answers: 1
Art of Murder: FBI Confidential 336039After I called the number on the bag I entered the room then I went to the room in the closet the hidden one then they caught me I am tied to achair I dont knw how I will go out this room when I move the guy enter to the room and hit me? Answers: 1
Art of Murder: FBI Confidential 338492Still stuck at the museum after talking to warren and allan. what should I do to get out? Answers: 0
Art of Murder: FBI Confidential 341411How to get out of f.b.i. office Answers: 1
Art of Murder: FBI Confidential 344327I need chaser's locker password Answers: 1
Art of Murder: FBI Confidential 345745How to get out of huaquero's basement? Answers: 0
Art of Murder: FBI Confidential 347375Just flown back from Pyramids. Now stuck in Chasers office needing code to safe in cabinet in his desk? Anyone have any clues? Answers: 1
Art of Murder: FBI Confidential 349694I took a picture of me an Jose but I dont know how to continue.I go to the Don but he keeps saying "Oh,senorita" what is next? Answers: 1
Art of Murder: FBI Confidential 350333What do I have to do at the subway station?Ive got the doorbell wire and the bottle out of the grid,the diploma out of the bottle,the bottle from outside and the lighter,and gas,Im stuck please help. Answers: 0
Art of Murder: FBI Confidential 351104I am stuck in the abandoned house & can't fix the fuse, I have wire & fuse, searched everywhere N saw a cable but cant touch....help Answers: 1
Art of Murder: FBI Confidential 351585How do I get the phone numbers of the two men she has to ring before her second visit to museum? Answers: 0
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